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Boise	
  State	
  University	
  



Designing for Serendipty
in Educational Innovation
Lisa Dawley, Dept. of Educational Technology
“I	
  feel	
  myself	
  ge5ng	
  smarter.”	
  
“To	
  innovate	
  is	
  not	
  to	
  reform”                                                                                 	
  	
  Edmund	
  Burke                  	
  	
  




 1 2 3
  How	
  we	
  
  become	
  
                     	
  	
  	
  	
  	
  	
  	
  
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
innovators	
  
                                                                           	
  	
  	
  	
  	
  	
  
                                                          Importance	
  of	
  
                                                             	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
                                                               serendipity	
  
                                                                                                                    serendipitous	
  
                                                                                                                                        	
  	
  	
  	
  	
  	
  	
  
                                                                                                                      Design	
   f or	
  
                                                                                                                        	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
                                                                                                                       learning	
  




                                                                                                                                                                                  	
  	
  	
  	
  	
  	
  
1            	
  	
  	
  	
  	
  	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
                                                       How	
  do	
  we	
  become	
  
                                                       educa?onal	
  innovators?	
  



                                                                                       	
  	
  	
  	
  	
  	
  
Educa?onal	
  Innova?on	
  

•  Innova?ve	
  breakthroughs	
  require	
  years	
  
   of	
  intensive	
  prepara?on	
  
•  Enthusias@c	
  immersion	
  in	
  a	
  domain	
  
   results	
  in	
  deep,	
  rich	
  knowledge	
  
•  New	
  ideas	
  spur	
  on	
  more	
  new	
  ideas,	
  
   networks	
  generate	
  cycles	
  of	
  innova?on	
  
•  Give	
  freedom	
  to	
  innovate	
  	
  Geoff	
  Colvin	
  
How:	
  	
  Deliberate	
  Prac?ce	
  &	
  Opportunity	
  
  •  A	
  lifelong	
  period	
  of	
  deliberate	
  effort	
  to	
  
     improve	
  performance	
  in	
  a	
  specific	
  domain	
  	
  
        Geoff	
  Colvin	
  
        	
  
  1.    Know	
  where	
  you	
  want	
  to	
  go,	
  and	
  iden?fy	
  next	
  steps	
  
  2.    Prac?ce	
  directly,	
  master	
  what	
  you	
  don’t	
  know	
  
  3.    Self-­‐regulate:	
  set	
  concrete	
  goals,	
  observe	
  in	
  ac?on,	
  evaluate	
  
  4.    Deepen	
  your	
  knowledge	
  with	
  mental	
  models	
  
        	
  
        **Mul@plier	
  effect:	
  	
  improvement	
  over	
  ?me	
  increases	
  drive.	
  	
  
        Extrinsic	
  mo?vators	
  can	
  be	
  useful	
  in	
  early	
  stages.	
  
2            	
  	
  	
  	
  	
  	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
                   Importance	
  of	
  serendipity	
  



                                                       making	
  fortunate	
  discoveries	
  while	
  looking	
  for	
  something	
  unrelated	
   	
  	
  	
  	
  	
  	
  
A trip to Finland??
Serendipity	
  is	
  a	
  major	
  
component	
  of	
  scien@fic	
  
discoveries	
  and	
  
                                      •    Penicillin	
  
inven@ons	
                           •    Silly	
  puYy	
  
	
  
	
                                    •    Mauve	
  
	
  
	
  
                                      •    Teflon	
  
	
                                    •    Scotchguard	
  
	
  
Key	
  component	
  of	
              •    Cellophane	
  
business	
  intelligence	
  
	
                                    •    Chocolate	
  chip	
  cookies	
  
                                      •    Christopher	
  Columbus	
  
                                      •    Grounded	
  theory	
  (paYerns)	
  
                                      •    Used	
  in	
  business	
  intelligence	
  
How	
  do	
  we	
  go	
  off-­‐course	
  when	
  
curriculum	
  is	
  standardized,	
  
accountable,	
  and	
  tested?	
  
3            	
  	
  	
  	
  	
  	
  	
  
	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
                                                       3	
  Design	
  Ideas	
  for	
  
                                                       Serendipitous	
  Learning	
  	
  


                                                                                  and	
  innova?on	
   	
  	
  	
  	
  	
  	
  
Personal	
  Learning	
  Networks	
  
Personal	
  Learning	
  Environment	
  
Why	
  PLNs?	
  
•  Supports	
  connec?ons	
  among	
  teachers/learners	
  
•  Supports	
  serendipitous	
  knowledge	
  construc?on	
  
   through	
  distributed	
  nodes	
  and	
  networks	
  
•  Empowers	
  learners	
  to	
  become	
  self-­‐led,	
  
   independent	
  knowledge	
  seekers	
  and	
  creators	
  
•  Allows	
  customiza?on	
  of	
  learning	
  paths	
  specific	
  to	
  
   individual	
  interests	
  or	
  needs	
  
•  It’s	
  fun	
  and	
  you	
  can	
  take	
  it	
  with	
  you!	
  
Organizing	
  Informa?on	
  in	
  the	
  Network	
  
Social	
  Network	
  Knowledge	
  Construc?on	
  
Construc@on	
  &	
  Crea@on	
  Opportuni@es	
  


•  Blogging/twee?ng	
         •  Social	
  media	
  crea?on	
  
Construc@on	
  &	
  Crea@on	
  Opportuni@es	
  

  •  Simula?ons	
            •  3D	
  prin?ng	
  
Construc@on	
  &	
  Crea@on	
  Opportuni@es	
  


•  Virtual	
  Worlds 	
  
       	
  	
  
Growth	
  Trend	
  in	
  virtual	
  worlds:	
  	
  tweens	
  and	
  teens	
  
Virtual	
  World	
  Popularity	
  by	
  Age	
  
    • Poptropica	
  144M	
         • Stardoll	
  94M	
            • Habbo	
  200M	
  
    • Barbie	
  Girls	
  22M	
     • Neopets	
  65M	
             • IMVU	
  50M	
  
    • Buildabearville	
            • Club	
  Penguin	
  63M	
     • WeeWorld	
  40M	
  
      21M	
                        • Whyville	
  7M	
             • Gaia	
  36M	
  
    • Jumpstart	
  4M	
  

     5-­‐10	
                       10-­‐15	
                      15-­‐25	
  
                                   • Second	
  Life	
  25M	
  
                                   • Utherverse	
  7.5M	
  
                                   • eRepublic	
  2M	
  




                                    25-­‐35	
  
Virtual	
  World	
  Types	
  by	
  Age	
  



                    HAND:	
  
                 movement	
  
                  (somato-­‐
                sensorymotor	
  
                   system)	
  

                                         HEART:	
  
                                      rela@onships,	
  
                                   emo@ons,	
  long-­‐term	
  
                                         memory	
  
                                     (limbic	
  system)	
  
                                                                               HEAD:	
  
                                                                 Intellect,	
  decision	
  making,	
  
                                                                  planning,	
  impulse	
  control	
  
                                                                 (frontal	
  cor@cal	
  networks)	
  
Learner	
  Choice	
  
to	
  Demonstrate	
  Competencies	
  

                           •  Quest-­‐Based	
  Learning	
  




                             3dgamelab.org!
To	
  sum	
  it	
  up	
  
•  Excellence	
  and	
  innova?on	
  come	
  
   through	
  deliberate	
  prac?ce	
  
•  Serendipity	
  is	
  a	
  necessary	
  aspect	
  of	
  
   innova?on	
  
•  Opportuni?es	
  for	
  serendipity	
  can	
  be	
  
   designed	
  into	
  learning	
  
   environments	
  and	
  curriculum	
  
    –  PLNs,	
  content	
  crea?on,	
  learner	
  choice	
  

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Keynote: Iowa Distance Learning Association #iacon2011

  • 1. Boise  State  University   Designing for Serendipty in Educational Innovation Lisa Dawley, Dept. of Educational Technology
  • 2. “I  feel  myself  ge5ng  smarter.”  
  • 3. “To  innovate  is  not  to  reform”    Edmund  Burke     1 2 3 How  we   become                                           innovators               Importance  of                             serendipity   serendipitous                 Design   f or                             learning              
  • 4. 1                                         How  do  we  become   educa?onal  innovators?              
  • 5. Educa?onal  Innova?on   •  Innova?ve  breakthroughs  require  years   of  intensive  prepara?on   •  Enthusias@c  immersion  in  a  domain   results  in  deep,  rich  knowledge   •  New  ideas  spur  on  more  new  ideas,   networks  generate  cycles  of  innova?on   •  Give  freedom  to  innovate    Geoff  Colvin  
  • 6. How:    Deliberate  Prac?ce  &  Opportunity   •  A  lifelong  period  of  deliberate  effort  to   improve  performance  in  a  specific  domain     Geoff  Colvin     1.  Know  where  you  want  to  go,  and  iden?fy  next  steps   2.  Prac?ce  directly,  master  what  you  don’t  know   3.  Self-­‐regulate:  set  concrete  goals,  observe  in  ac?on,  evaluate   4.  Deepen  your  knowledge  with  mental  models     **Mul@plier  effect:    improvement  over  ?me  increases  drive.     Extrinsic  mo?vators  can  be  useful  in  early  stages.  
  • 7. 2                                         Importance  of  serendipity   making  fortunate  discoveries  while  looking  for  something  unrelated              
  • 8. A trip to Finland??
  • 9. Serendipity  is  a  major   component  of  scien@fic   discoveries  and   •  Penicillin   inven@ons   •  Silly  puYy       •  Mauve       •  Teflon     •  Scotchguard     Key  component  of   •  Cellophane   business  intelligence     •  Chocolate  chip  cookies   •  Christopher  Columbus   •  Grounded  theory  (paYerns)   •  Used  in  business  intelligence  
  • 10. How  do  we  go  off-­‐course  when   curriculum  is  standardized,   accountable,  and  tested?  
  • 11. 3                                         3  Design  Ideas  for   Serendipitous  Learning     and  innova?on              
  • 14. Why  PLNs?   •  Supports  connec?ons  among  teachers/learners   •  Supports  serendipitous  knowledge  construc?on   through  distributed  nodes  and  networks   •  Empowers  learners  to  become  self-­‐led,   independent  knowledge  seekers  and  creators   •  Allows  customiza?on  of  learning  paths  specific  to   individual  interests  or  needs   •  It’s  fun  and  you  can  take  it  with  you!  
  • 15. Organizing  Informa?on  in  the  Network  
  • 16.
  • 17. Social  Network  Knowledge  Construc?on  
  • 18. Construc@on  &  Crea@on  Opportuni@es   •  Blogging/twee?ng   •  Social  media  crea?on  
  • 19. Construc@on  &  Crea@on  Opportuni@es   •  Simula?ons   •  3D  prin?ng  
  • 20. Construc@on  &  Crea@on  Opportuni@es   •  Virtual  Worlds      
  • 21. Growth  Trend  in  virtual  worlds:    tweens  and  teens  
  • 22. Virtual  World  Popularity  by  Age   • Poptropica  144M   • Stardoll  94M   • Habbo  200M   • Barbie  Girls  22M   • Neopets  65M   • IMVU  50M   • Buildabearville   • Club  Penguin  63M   • WeeWorld  40M   21M   • Whyville  7M   • Gaia  36M   • Jumpstart  4M   5-­‐10   10-­‐15   15-­‐25   • Second  Life  25M   • Utherverse  7.5M   • eRepublic  2M   25-­‐35  
  • 23. Virtual  World  Types  by  Age   HAND:   movement   (somato-­‐ sensorymotor   system)   HEART:   rela@onships,   emo@ons,  long-­‐term   memory   (limbic  system)   HEAD:   Intellect,  decision  making,   planning,  impulse  control   (frontal  cor@cal  networks)  
  • 24. Learner  Choice   to  Demonstrate  Competencies   •  Quest-­‐Based  Learning   3dgamelab.org!
  • 25. To  sum  it  up   •  Excellence  and  innova?on  come   through  deliberate  prac?ce   •  Serendipity  is  a  necessary  aspect  of   innova?on   •  Opportuni?es  for  serendipity  can  be   designed  into  learning   environments  and  curriculum   –  PLNs,  content  crea?on,  learner  choice