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Leading Change
         in the Digital Age
               Presented by Warren Hall


INNOVATION THROUGH TECHNOLOGY
                        BY CHERYL LEMKE
There is no turning back.
The internet has become integral
  to life in the 21st Century – a
       place for work, play,
  communication and learning.

                     Cheryl Lemke
In 2009, the mobile world celebrated;

Its four billionth connection

Over one trillion unique URLs have been registered in Google’s
index

There have been nearly sixty-one million views to date of the
YouTube most-watched video, Guitar

On average, nine hundred thousand blogs are posted every
twenty-four hours

Over 2.5 billion tweets have been sent

YouTube was sold to Google in 2006 for $1.65 billion

Over one hundred million users are logging onto Facebook every
day and

Approximately 2.6 billion minutes globally are dedicated to using
Facebook daily, in thirty-five difference languages

                                                        (page 244)
Outside of school, 96 percent of nine to seventeen-year-
olds embrace the Web 2.0 culture of social networking,
blogging, twittering, GPS mapping or interactive gaming at
some level.

These youth communicate in real time through texting,
instant messaging and sharing of media files.

They spend about nine hours per week outside of school
using social networking and ten hours watching television

                                                (page 244)
A June 2009 Nielsen publication reported that, while
children and youth do use electronic media in excess of six
hours per day, using more than one medium
simultaneously 23 percent of that time, they also enjoy
reading books, magazines and newspapers. Nielsen found
that 77 percent of US teens have their own mobile phone,
83 percent text message, and 56 percent use picture
messaging. Teens average 2,899 text messages per month,
which is fifteen times the average number of voice calls
(191) they log each month.

                                                (page 244)
While school district administrators clearly acknowledge
the potential of Web 2.0 tools of learning, the majority of
school districts have yet to turn that potential to their
students’ advantage.

According to administrators who responded to the CoSN
survey, the top three reasons for using Web 2.0 in school

1.Keep students interested and engaged in school

2.Meet the needs of different kinds of learners

3.Develop the critical-thinking skills of students

  TO DATE, THAT POTENTIAL REMAINS UNTAPPED
                                                     (page 245)
Innovation: The Fuel for a
Knowledge-Based Economy
Economists claim that innovation is the fuel for today’s
global, knowledge-based economy and for its recovery.



To build upon the ideas of author Malcolm Gladwell
(2000), an innovation is an idea that has tipped and is
viral, influencing the system within which it spreads.

                                                 (page 245)
21st Century Learning and Student
Engagement
There are three innovations rippling through our society
that must inform America’s bold new vision for 21st
century learning.

A key driver for this new vision is the current lack of
student engagement in American schools that has
contributed to an extremely high dropout rate nationally;

Nearly 30 percent of students who begin their ninth-grade
year of high school do not graduate

                                                (page 246)
In order to engage students fully in
   deep learning, they need to be
motivated, curious learners who are in
     classrooms that scaffold the
  engagement through visualisation,
 democratisation of knowledge and
        participatory learning.
Innovation One:
Visualisation
The link between visualisation and learning can best be
described as sense making.

It is important to acknowledge that people learn better from
combining visuals with text and sound than through using either
process alone, provided the design of learning resources follows
certain multiledia principles (Mayer & Moreno, 2003)
                                                      (page 247)
7 Principles of Multimedia
1. Multimedia Principle

2. Spatial Contiguity Principle

3. Temporal Contiguity Principle

4. Split-Attention Principle

5. Modality Principle

6. Individual Differences Principle

7. Direct Manipulation Principle
Students engaged in learning that incorporates high-
quality multi-modal designs outperform, on average,
students who learn using traditional approaches with
single modes.

A recent meta-analysis found that, with noninteractive
multimodal learning, such as text with illustrations or
lectures with graphics, a student performing at the 50th
percentile would, on average, increase performance to
the 71st percentile (a gain of 21 percentiles). With
interactive multimodal activities, such as simulations,
modeling and real-world experiences, a student at the 50th
percentile would, on average, increase performance to
the 82nd percentile (a gain of 32 percentiles) (Lemke,
2008)
                                                 (page 249)
Students need to learn to become informed
  viewers, critics, thinkers and producers of
  multimedia. Just as there is grammar and
    syntax for text literacy, so there is for
    visual/multimodal literacy. The use of
   visualisation is yet another way in which
teachers can scaffold their student’s learning.
                                      (page 250)
Three strategies teachers might consider in using
technology to capitalise on the power of visualisation and
build students’ visual literacy are as follows:

1. Develop students as informed consumers of
   information

2. Engage students in thinking critically and creatively
   using visuals

3. Engage students in communicating using visuals

                                                 (page 251)
A key strategy for scaffolding learning through visualisation is
the establishment and use of a set of guidelines that set high
standards for the visual quality of student work.
Many designers use a minimum of four key standards for design:
• Contrast,
• Repitition,
• Alignment and
• Proximity
                                                        (page 255)
Innovation Two:
Democratization of Knowledge
The Internet has opened up a new opportunity for people to
learn throughout their lives in both formal and informal
environments, individually and in groups.
                                                      (page 259)
The very ecology of learning is evolving. People are
informally learning based on personal, professional,
family, work and community needs, interests or
responsibilities.

The implications for schools are significant. School is just
one node among the learning contexts available to
students; educators should e actively considering how to
extend the formal learning launched in schools into other
nodes.
Democratization of Knowledge Taxonomy

 Browsing the Net

 Learning objects

 Simulations

 University courses available to the public

 Online courses for K-12 students and teachers

 Online course units

                                               (pp 260-263)
Democratization of Knowledge Taxonomy

The democratization of knowledge provides the
opportunity for lifelong individual and group learning.

For students to leverage that opportunity fully requires
critical thinking, information literacy, and a measure of
self-direction, all of which need to be developed in part
by our school systems.

                                                 (page 263)
Innovation Three:
Participatory Learning
Today’s schools are focused on individual acquisition of
knowledge, student by student, despite the fact that,
increasingly, society, community and work emphasize teaming,
collaboration and participatory learning.

New social patterns are emerging at unprecedented rates.
People now expect to be active participants in these virtual
communities, not just passive observers.
                                                      (page 264)
Implications of the Three
Innovations
 Students who are learning in schools influences by the
  innovations of visualisation, democratization of
  knowledge and participatory cultures need different
  skills than prior generations.

 Tremendously important to these students are the skills
  including;
     Critical and creative thinking
     Self-direction
     Collaboration
     Multimodal learning and
     Adaptability
Getting There From Here
 Vision

 Systems thinking/leadership

 21st century skills/learning

 21st centrury learning environments

 Professional competencies

 Access and infrastructure

 Accountability

                                        (page 268)
Getting There From Here
 For educators, this framework translates into a need for
  leadership that
  1. Establishes a culture of openness to new ideas in and
     outside of education
  2. Encourages calculated risk taking and
  3. Is sufficiently insightful to establish a process that
     accelerates the spread of powerful, creative ideas that
     have the potential to “tip and ripple”.
Discussion questions
1. “Students engaged in learning that incorporates high-
    quality multimodal designs outperform, on average,
     students who learn using traditional approaches to
                       single modes”

  Do you agree or disagree with this statement? Discuss

2. Looking at the framework “Getting There from Here”
     (page 268), is one more important than the other?

            Can these be prioritised? Discuss

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Innovation throughtechnology(lemke)

  • 1. Leading Change in the Digital Age Presented by Warren Hall INNOVATION THROUGH TECHNOLOGY BY CHERYL LEMKE
  • 2. There is no turning back. The internet has become integral to life in the 21st Century – a place for work, play, communication and learning. Cheryl Lemke
  • 3. In 2009, the mobile world celebrated; Its four billionth connection Over one trillion unique URLs have been registered in Google’s index There have been nearly sixty-one million views to date of the YouTube most-watched video, Guitar On average, nine hundred thousand blogs are posted every twenty-four hours Over 2.5 billion tweets have been sent YouTube was sold to Google in 2006 for $1.65 billion Over one hundred million users are logging onto Facebook every day and Approximately 2.6 billion minutes globally are dedicated to using Facebook daily, in thirty-five difference languages (page 244)
  • 4. Outside of school, 96 percent of nine to seventeen-year- olds embrace the Web 2.0 culture of social networking, blogging, twittering, GPS mapping or interactive gaming at some level. These youth communicate in real time through texting, instant messaging and sharing of media files. They spend about nine hours per week outside of school using social networking and ten hours watching television (page 244)
  • 5. A June 2009 Nielsen publication reported that, while children and youth do use electronic media in excess of six hours per day, using more than one medium simultaneously 23 percent of that time, they also enjoy reading books, magazines and newspapers. Nielsen found that 77 percent of US teens have their own mobile phone, 83 percent text message, and 56 percent use picture messaging. Teens average 2,899 text messages per month, which is fifteen times the average number of voice calls (191) they log each month. (page 244)
  • 6. While school district administrators clearly acknowledge the potential of Web 2.0 tools of learning, the majority of school districts have yet to turn that potential to their students’ advantage. According to administrators who responded to the CoSN survey, the top three reasons for using Web 2.0 in school 1.Keep students interested and engaged in school 2.Meet the needs of different kinds of learners 3.Develop the critical-thinking skills of students TO DATE, THAT POTENTIAL REMAINS UNTAPPED (page 245)
  • 7. Innovation: The Fuel for a Knowledge-Based Economy Economists claim that innovation is the fuel for today’s global, knowledge-based economy and for its recovery. To build upon the ideas of author Malcolm Gladwell (2000), an innovation is an idea that has tipped and is viral, influencing the system within which it spreads. (page 245)
  • 8. 21st Century Learning and Student Engagement There are three innovations rippling through our society that must inform America’s bold new vision for 21st century learning. A key driver for this new vision is the current lack of student engagement in American schools that has contributed to an extremely high dropout rate nationally; Nearly 30 percent of students who begin their ninth-grade year of high school do not graduate (page 246)
  • 9. In order to engage students fully in deep learning, they need to be motivated, curious learners who are in classrooms that scaffold the engagement through visualisation, democratisation of knowledge and participatory learning.
  • 10. Innovation One: Visualisation The link between visualisation and learning can best be described as sense making. It is important to acknowledge that people learn better from combining visuals with text and sound than through using either process alone, provided the design of learning resources follows certain multiledia principles (Mayer & Moreno, 2003) (page 247)
  • 11. 7 Principles of Multimedia 1. Multimedia Principle 2. Spatial Contiguity Principle 3. Temporal Contiguity Principle 4. Split-Attention Principle 5. Modality Principle 6. Individual Differences Principle 7. Direct Manipulation Principle
  • 12. Students engaged in learning that incorporates high- quality multi-modal designs outperform, on average, students who learn using traditional approaches with single modes. A recent meta-analysis found that, with noninteractive multimodal learning, such as text with illustrations or lectures with graphics, a student performing at the 50th percentile would, on average, increase performance to the 71st percentile (a gain of 21 percentiles). With interactive multimodal activities, such as simulations, modeling and real-world experiences, a student at the 50th percentile would, on average, increase performance to the 82nd percentile (a gain of 32 percentiles) (Lemke, 2008) (page 249)
  • 13. Students need to learn to become informed viewers, critics, thinkers and producers of multimedia. Just as there is grammar and syntax for text literacy, so there is for visual/multimodal literacy. The use of visualisation is yet another way in which teachers can scaffold their student’s learning. (page 250)
  • 14. Three strategies teachers might consider in using technology to capitalise on the power of visualisation and build students’ visual literacy are as follows: 1. Develop students as informed consumers of information 2. Engage students in thinking critically and creatively using visuals 3. Engage students in communicating using visuals (page 251)
  • 15. A key strategy for scaffolding learning through visualisation is the establishment and use of a set of guidelines that set high standards for the visual quality of student work. Many designers use a minimum of four key standards for design: • Contrast, • Repitition, • Alignment and • Proximity (page 255)
  • 16. Innovation Two: Democratization of Knowledge The Internet has opened up a new opportunity for people to learn throughout their lives in both formal and informal environments, individually and in groups. (page 259)
  • 17. The very ecology of learning is evolving. People are informally learning based on personal, professional, family, work and community needs, interests or responsibilities. The implications for schools are significant. School is just one node among the learning contexts available to students; educators should e actively considering how to extend the formal learning launched in schools into other nodes.
  • 18. Democratization of Knowledge Taxonomy  Browsing the Net  Learning objects  Simulations  University courses available to the public  Online courses for K-12 students and teachers  Online course units (pp 260-263)
  • 19. Democratization of Knowledge Taxonomy The democratization of knowledge provides the opportunity for lifelong individual and group learning. For students to leverage that opportunity fully requires critical thinking, information literacy, and a measure of self-direction, all of which need to be developed in part by our school systems. (page 263)
  • 20. Innovation Three: Participatory Learning Today’s schools are focused on individual acquisition of knowledge, student by student, despite the fact that, increasingly, society, community and work emphasize teaming, collaboration and participatory learning. New social patterns are emerging at unprecedented rates. People now expect to be active participants in these virtual communities, not just passive observers. (page 264)
  • 21. Implications of the Three Innovations  Students who are learning in schools influences by the innovations of visualisation, democratization of knowledge and participatory cultures need different skills than prior generations.  Tremendously important to these students are the skills including;  Critical and creative thinking  Self-direction  Collaboration  Multimodal learning and  Adaptability
  • 22. Getting There From Here  Vision  Systems thinking/leadership  21st century skills/learning  21st centrury learning environments  Professional competencies  Access and infrastructure  Accountability (page 268)
  • 23. Getting There From Here  For educators, this framework translates into a need for leadership that 1. Establishes a culture of openness to new ideas in and outside of education 2. Encourages calculated risk taking and 3. Is sufficiently insightful to establish a process that accelerates the spread of powerful, creative ideas that have the potential to “tip and ripple”.
  • 24. Discussion questions 1. “Students engaged in learning that incorporates high- quality multimodal designs outperform, on average, students who learn using traditional approaches to single modes” Do you agree or disagree with this statement? Discuss 2. Looking at the framework “Getting There from Here” (page 268), is one more important than the other? Can these be prioritised? Discuss