36. Our students say they are changing because of their out-of-school use of the Internet – and their reliance on it. November 10, 1969
37. Sesame Street &Differentiating for the Letter “A” Classic Sesame Street – Letter “A” animation Monsters admiring the Letter “A” Weimaraners make the letter "A"
45. Cloud ComputingOne Year or Less Networked computers Distributed Processing Power Hosting and Sharing - Flickr, Google, YouTube Applications - Splashup,JayCut Creating & Presenting - Prezi, Vuvox, SlideShare, SlideRocket Impact – Cloud computing can offer significant cost savings in terms of IT support, software, and hardware expenses. It has become common for schools to use cloud-based applications to manage calendars, rosters, grade books, and communication between school and home. Examples of student use of cloud resources, however, are more rare.
46. Collaborative EnvironmentsOne Year or Less Virtual Workplaces – integrated media - 2D and 3D LMS – Moodle, Blackboard, Sakai Social Networking Platforms – Facebook, Ning, LinkedIn Social Bookmarking – Diigo, Delicious, Digg Social Media – iTunes, teachertube, youtube, Impact – Teachers increasingly recognize the importance of collaboration skills and are finding that online tools to support collaboration provide them and their students with opportunities to work creatively, develop teamwork skills, and tap into the perspectives of people around the world with a wide range of experience and expertise that differs from their own.
48. Game-Based LearningTwo – Three Years games that are not digital; games that are digital, but that are not collaborative; and collaborative digital games The average gamer is 35 years old and has been playing for 12 years the feeling of working toward a goal; the possibility of attaining spectacular successes; the ability to problem-solve, collaborate with others, and socialize Quest Atlantis, Conspiracy Code Impact – engaging nature makes them excellent learning aids, can draw on skills for research, writing, collaboration, problem-solving, public speaking, leadership, digital literacy, and media-making
49. MobilesTwo-Three Years Mobile Devices – phones, netbooks, Internet access Applications – games, reference materials, music Google Earth, Evernote Built-in Features – microphone, camera, GPS Access & Communication – Wiffiti in the classroom Collect Data - PollEverywhere Impact – portability of mobile devices and their ability to connect to the Internet almost anywhere makes them ideal as a store of reference materials and learning experiences in real time
50. Open ContentOne Year or Less Publishing Alternatives - Tools for tagging, aggregating, updating, and tracking Community of Contributors – Hippo Campus Impact – increase of information and need for students to learn the skills of finding, assessing, interpreting, and synthesizing information.
52. Simple Augmented RealityFour-Five Years Convergence of the virtual and physical world Objects that related to their environment –Scimorph, GE Augmented Reality Smartphones with apps – integrate camera, gps, and compass Impact – provide both powerful contextual, in situ learning experiences and serendipitous exploration and discovery of the connected nature of information in the real world
53. Flexible DisplaysFour-Five Years Flexible screens that can wrap around curved surfaces or small, very thin interactive screens Enable integrated interactive display devices that combine input and output in a single interface Video-In-Print: Multisensorizing Impact – adaptability and low cost will allow flexible displays to become part of everyday educational materials like periodicals, textbooks, and imaging tools
54. Visual Data AnalysisFour – Five Years Accessing and displaying data in visual formats Augments the natural abilities humans have to seek and find patterns in what they see Manyeyes, wordle, tagul, Flowing Data, Roambi Impact – tools for gathering, reporting, and visualizing educational data will make it easier to understand where schools are successful, as well as seeing where improvements can be made
55. Key TrendsThe Next Five Years The abundance of resources Universal access Technologies are becoming more decentralized Students are increasingly seen as collaborators
56. Critical Challenges The way we prepare students for their future is changing New scholarly forms of authoring, publishing, and researching Digital media literacy Strategic Inquirers Inspired Participants Critical Consumers Reflection What are the critical challenges that you are faced with as you try to integrate these technologies into your students academic lives?
Editor's Notes
Atari Breakout
Emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe.
For 1 - increasingly challenging us to revisit our roles as educators in sense-making, coaching and credentialingFor 2 - More and more, people expect to be able to work, learn, study, and connect with their social networks wherever and whenever they want to.
For 2 - continue to emerge but appropriate metrics for evaluating them increasingly lag behind or fail to appear.For 3 - continues its rise in importance as a key 21st century skill, but there is a widening training gap for faculty and teachers.