Trends in Digital Learning Powerpoint Presentation

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Trends in Digital Learning Dr. Vanessa Dennen Presentation to IPST 24 July 2008 What’s the latest in … • Content development? • eLearning? • Technology integration in education? It’s not: • Sophisticated media design • More realistic simulations • New forms of information dissemination So what is the current trend? • New ways of thinking about: – Content – Technology – The student role – Assessment Driving force: Web 2.0 • Web 1.0 = delivery and consumption of content • Web 2.0 = co-creation, sharing, and repurposing of content • A natural, organic transition • Driven by Internet users Ian Davis writes: • “Web 2.0 is an attitude not a technology. It’s about enabling and encouraging participation through open applications and services.” • From: http://iandavis.com/blog/2005/07/talis-web-20-and-all-that What is content? • Old view: Content is a commodity – Those who have the content have the power – The lucky are given content • New view: Content is a catalyst – Having content is not enough; we must know what to do with it What is technology • Old view: Technology is a delivery medium – It enables us to provide content in new ways to new audiences • New view: Technology is a transformative tool – It enables us to take content and find new uses for it, make synergistic pairings, etc. What is the student role? • Old view: Passive learning, recipient of content – Teacher-centered, traditional instruction • Intermediate view: Learner-centered movement – Learner’s explore hands-on • New view: Learner-creators – Within guidelines, learners synthesize and create What is assessment? • Old view: Assessment is a test of knowledge, focused on content • New view: Assessment starts with tests of knowledge (content), then looks for ability to apply that knowledge in novel ways (skills) • New jobs are information focused • The information landscape is a vast place – No authoritative map – Plenty of dead ends 21st Century Challenges • Everyone has more information to manage than in the past • More people are empowered to create and distribute information to a wide audience • New information is created at a faster pace than we can keep up with Are we teaching to the future? • Are we helping students navigate the information landscape? – Where do they look for knowledge? – How do they know what is accurate? • Are we developing innovators? – Can students develop their own solutions to problems? – Are students consumers or (co)creators? 21st Century Skills • • • • • • • • Information access Information evaluation Information classification Information repurposing Virtual collaboration Technology-mediated communication Identity management Multitasking, critical thinking What does this mean for content development? • Look beyond just presenting content • Create learning settings for students to practice evaluating, classifying, and repurposing content • Integrate content with transformative tools • Recognize competing content and the everchanging nature of content • Draw on repositories What does this mean for eLearning? • Teacher preparation is more critical than ever • Good content is not enough • We must help teachers learn how to: – Effectively integrate digital content – Assess new kinds of student work What does this mean for eLearning? • Student publishing should be encouraged • Students must learn to manage online information and identities • Classrooms can provide scaffolded, safe experiences for navigating the information landscape Transformative Tools • These tools help take content to the next level • Hylighter: hylighter.com – Collaborative commenting and editing • Diigo: diigo.com – Shared bookmarking and annotations • del.icio.us – Social bookmarking Repositories • Many sources of useful images, video and audio are on the web … if only you can find what you’re looking for • Flickr: flickr.com – Photographs • YouTube: youtube.com – Videos Publishing tools • • • • Blogs Wikis Discussion boards Repositories Identity and Interaction Tools • Facebook & myspace (and new ones that pop up every day) • Also, identities via blogs, discussion boards, repositories Classroom Technology • Needs to be in student hands, studentdriven • Time for exploration is important • A return to Montessori thought? Give students the environment and they will discover and learn through their activities Learning and Assessment via Gaming • Today’s youth are gamers – About 25% of Thai youth play video games each day • Look to today’s games for – Motivating themes – Ways to adapt favorite games for instructional purposes • Integrate learning content and cognitive challenges into game play Next Generation Gaming • Extended role-playing games addressing complex concepts and relationships • Simulated real-world interactions through the computer • One game shell and avatar (identity) might be used to support diverse learning experiences in one virtual environment • Collaborative, open source development of learning tools and experiences Summary of Big Issues • Knowledge ownership is open and distributed • Information access and problem solving skills are critical for success • Repurposing is valued over repeating • Learning is everywhere; school should teach you how to more effectively do it on your own A final thought: • The digital divide will have a 3-way split: – Those who don’t have access – Those who are passive consumers – Those who engage, collaborate, and cocreate The End Questions?

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