This document discusses engaging end users in a technology rich learning environment. It outlines how connecting, communicating, collaborating and learning collectively can transform learning. Literacies like play, performance, simulation and appropriation allow students to experiment and discover. The document advocates for learning that is active, intentional, constructive and authentic. Students at the Macquarie ICT Innovations Centre design games, augmented reality experiences and more to develop innovator skills like networking, negotiation and location awareness. The key question is whether teaching is becoming more technical or learning more digital.
1. Engaging with the End User
Great Expectations, Exciting Transformations
Cathie Howe
Macquarie ICT Innovations Centre
2013
2. Living and Learning In a Technology Rich World
Connecting, Producing,
Communicating, Learning Customising,
Collaborating collectively Adapting
technology
From compromised access to technology to emerging technology rich environments
Blend of virtual a physical spaces
3. As teachers we want students to . . .
Be provoked to
have ideas Learning
about
Pursue these ideas
content
Original and
Pursue these ideas
in different ways better ideas
Learning
Confirm or reject about
their ideas learning
Reframe their
ideas
5. Literacies of a participative digital age
Play — the capacity to experiment with one’s surroundings as
a form of problem-solving
Performance — the ability to adopt alternative identities for
the purpose of improvisation and discovery
Simulation — the ability to interpret and construct dynamic
models of real-world processes
Appropriation — the ability to meaningfully sample and remix
media content
Rapid task shifting — the ability to scan one’s environment
and shift focus as needed to salient details.
Distributed Cognition — the ability to interact meaningfully
with tools that expand mental capacities
Adapted from Jenkins et al, 2009
6. Literacies of a participative digital age
Collective Intelligence — the ability to pool knowledge and
compare notes with others toward a common goal
Judgment — the ability to evaluate the reliability and credibility
of different information sources
Transmedia Navigation — the ability to follow the flow of
stories and information across multiple modalities
Networking — the ability to search for, synthesize, and
disseminate information
Negotiation — the ability to travel across diverse communities,
discerning and respecting multiple perspectives, and grasping
and following alternative norms.
Location awareness — the ability to use the new digital
awareness of current and required positions
Adapted from Jenkins et al, 2009
7. At MacICT students . . .
Design and build digital games
Design and create augmented reality
experiences
Weave a storyworld web through
transmedia storytelling
Build and program robots to solve
problems and tell stories
Design and create alternate reality
games
Engage in game based learning
8. Creating Innovators
“Today knowledge is free. It’s like
air, it’s like water . . . There’s no
competitive advantage in knowing
more than the person next to you.
The world doesn’t care what you
know. What the world cares about @drtonywagner
Innovation Ed Fellow,
is what you can do with what you Tech & Entrepreneurship
know.” (2012) Center at Harvard
9. The question we need to ask ourselves is . . .
Are we making teaching more technical
or
learning more digital?
10. catherine.howe@det.nsw.edu.au
http://au.linkedin.com/in/cathiehowe
@cathie_h
@macict
http://macict.edu.au/
Macquarie ICT Innovations Centre
Building C5B, Macquarie University
NSW, 2109
Ph | 02 9850 4310