1. From Cloud to Ground
A System of Advancing Technology to Enhance 21st Century Skills in Your Classroom
2. Presentation Outline
• Presenting a new approach for the integration of technology in
education
• Why do we need a new approach?
• What is the new approach?
• Examples of using this approach to select and integrate technology
• Results
3. Eduporium Assists Education to Do its Job Better
Education is preparing children for a future.
Technology is a part of the future – “jobbed” or jobless future?
http://www.technologyreview.com/featuredstory/538401/who-will-own-the-robots/
5. Challenges in Incorporating Tech into Classrooms
1. Apps, Apps, Apps - Traditional EdTech offers a countless variety of
software to solve “any problem”
2. Tech alters classroom management, introducing a new style of
teacher-student relationships
3. Tech (bullying) can be dangerous, devices can become addictive, and
constant offerings can lead to consumerism
4. Technology can be difficult to use and hard to learn quickly
5. The Art of Teaching works well … without technology
6. Experimental teaching methods are not reinforced by the
educational environment and standardized testing
8. Our System - Evolving
Today's students are surrounded by technology. Our tech will help teachers engage
students, so they can share what they know.
In a nutshell, our approach uses technology to solve problems which are caused by
technology – returning teaching tools from the “Cloud” to the “Ground” and putting
them back in the hands of our educators.
Technology can be overwhelming. To make it manageable, you can use this system of
principles to select technology for your teaching, rather than being faced with all of
it!
Other approaches aren’t bad, and ours is different because:
10. Criteria in Selecting Technology
Selected tech:
1. is a tool to support and illuminate learning, not a specific subject to add to
the curriculum
• Technological concepts are learned in the process
2. has a physical component – for hand/eye/brain coordination and
development
3. is modular and flexible with infinitely combining sections
4. has no minimum or maximum age, with multi-point entries for different
degrees of expertise
5. has a high potential for creative applicability that is easy to implement
11. 1.Tech is an Tool to Illuminate Learning, not a Difficult Subject to Learn
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14. 3. The Tech Teaches How the Structure of Technology Works
This is the Maker's approach; the Engineering approach
Understanding how technology is constructed removes the flare of Virtual
Reality, preventing addiction – “The Shiny Screen” effect
Our technology is mostly hardware, modular and flexible with infinitely
combining sections
Open hardware allows you to see the chips – this brings back the wonder of
technology and a desire to understand what all the components are and what
each ones does
15. 4. No Minimum, No Maximum Age…
This recommends using a bundle of products together, not just one product –
as many products have a level of complexity that is variable depending on your
level of expertise
16.
17. 5. High Creative Potential
How different is it from other technologies that you already use?
Using technology with sufficient interfaces for extensions and additional product
connections
18. Example 1: New Tools for Constant Concepts
Curriculum + Technology = Expected Results
19. Example 2: New Tools for Constant Concepts
Tech + Learning = Unexpected Results
• Ozobot is a versatile truffle-size robot toy which children can program. It can also be used for:
www.daniellesplace.comwww.eduporium.com
21. The Expected Result for Kids: Lifelong Learning
• This system promotes creativity, supports learning at each
step and fosters life-long learning
• Enhances human curiosity and creativity
• Encourages exploration, experimentation, and collaboration
• Cultivates the entrepreneurial spirit in the context of
globalization, through inclusive online communication
• Self-directed learning opportunities
• Gives instant feedback and gratification in a positive way
22. Evidence of Learning
Behavioral evidence of learning:
• Better discipline
• Higher levels of engagement and interest
• Tech drives creativity, inventiveness, and new ideas
• Commitment to learning results in an accelerated pace
• Tech generates happiness, enthusiasm, and hopefulness for the future
• Self-respect
Reality check
• Applied what was learned (3D printing the prosthetic arm for amputee children)
• Entrepreneurial ideas and activities at school
Academic measures:
• Test scores
• Graduation rate
• College acceptance
23. The Expected Result for Teachers:
• Teachers become designers of learning and curators of resources
and experiences
• Students become equal and active allies, sharing responsibility for
co-creating their educational path and understanding the process
• Learning becomes engaging and exciting
• Learning comes to life
24.
25. Back to the Cloud through the New Approach
Unreal Engine 4 is a complete suite of modular game development tools made by game
developers, for game developers