This document summarizes Carol Skyring's presentation on emerging trends in learning. She discusses how learning is becoming more social, collaborative, personalized and visual. New tools like social media, virtual worlds, and mobile devices are enabling more personalized and self-directed learning anytime, anywhere through personal learning networks. Future learning will blend virtual and real-world experiences using augmented reality and location-based technologies. Learning management systems are also evolving to incorporate richer media, social features and collaborative capabilities in secure online environments.
13. Who are you?
1. I have a ‘smart’ device
2. I would have a ‘smart’ device if someone
would buy me one
14. Who are you?
1. I have a ‘smart’ device
2. I would have a ‘smart’ device if someone
would buy me one
3. I’m happy with my ‘dumb’ device
15. Who are you?
1. I have a ‘smart’ device
2. I would have a ‘smart’ device if someone
would buy me one
3. I’m happy with my ‘dumb’ device
4. I have a number of mobile devices with me
and they’re all turned on
16. Who are you?
1. I have a ‘smart’ device
2. I would have a ‘smart’ device if someone
would buy me one
3. I’m happy with my ‘dumb’ device
4. I have a number of mobile devices with me
and they’re all turned on
5. I tweet therefore I am
17. Who are you?
1. I have a ‘smart’ device
2. I would have a ‘smart’ device if someone
would buy me one
3. I’m happy with my ‘dumb’ device
4. I have a number of mobile devices with me
and they’re all turned on
5. I tweet therefore I am
6. My PLN is very important to me
18. Who are you?
1. I have a ‘smart’ device
2. I would have a ‘smart’ device if someone
would buy me one
3. I’m happy with my ‘dumb’ device
4. I have a number of mobile devices with me
and they’re all turned on
5. I tweet therefore I am
6. My PLN is very important to me
7. I’d have a PLN if I knew what it was
27. A new type of learner
google.com registered Sept 15, 1997
28. A new type of learner
google.com registered Sept 15, 1997
http://www.flickr.com/photos/56155476@N08/5667864872
29. Learners are:
Pew report as quoted by John K. Waters, 13 December 2011
http://thejournal.com/articles/2011/12/13/broadband-social-networks-and-mobility.aspx
30. Learners are:
• more self-directed
• better equipped to capture information
• more reliant on feedback from peers
• more inclined to collaborate
• more oriented toward being their own ‘nodes of production’
Pew report as quoted by John K. Waters, 13 December 2011
http://thejournal.com/articles/2011/12/13/broadband-social-networks-and-mobility.aspx
36. Social
Collaborative
http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
37. Social
Collaborative
Everyone has a voice
http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
38. Social
Collaborative
Everyone has a voice
Sharing media: video, audio, images
http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
39. Social
Collaborative
Everyone has a voice
Sharing media: video, audio, images
The wisdom of crowds
http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
40. Social
Collaborative
Everyone has a voice
Sharing media: video, audio, images
The wisdom of crowds
Harnessing the collective intelligence
http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
41. Social
Collaborative
Everyone has a voice
Sharing media: video, audio, images
The wisdom of crowds
Harnessing the collective intelligence
http://twubs.com/AIMlearning http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
42. Social
Collaborative
Everyone has a voice
Sharing media: video, audio, images
The wisdom of crowds
Harnessing the collective intelligence
Future learning will be MORE social & collaborative
http://twubs.com/AIMlearning http://www.thenailasaurus.com/2011/07/week-of-geek-day-6-social-media-nails.html
49. Professional development IN a virtual world: PLANE
http://my.plane.edu.au
More....
Gamification: game elements that drive
engagement and interaction.
50. Professional development IN a virtual world: PLANE
http://my.plane.edu.au
More....
Gamification: game elements that drive Augmented reality: view of a real-world
engagement and interaction. environment augmented by computer-generated
sensory input eg sound, video, graphics.
51. Aurasma
Open the app and point it at the picture below
(if nothing happens go to the website below & try)
http://www.aurasma.com/resources/superanywheres/thumb/robertburns.jpg
56. PLNs
Collection of people who
contribute to your
learning
http://www.flickr.com/photos/courosa/344832591/
57. PLNs
Collection of people who
contribute to your
learning
Connected virtually
http://www.flickr.com/photos/courosa/344832591/
58. PLNs
Collection of people who
contribute to your
learning
Connected virtually
A global network
http://www.flickr.com/photos/courosa/344832591/
59. PLNs
Collection of people who
contribute to your
learning
Connected virtually
A global network
Available anytime, anywhere
http://www.flickr.com/photos/courosa/344832591/
60. PLNs
Collection of people who
contribute to your
learning
Connected virtually
A global network
Available anytime, anywhere
Social
http://www.flickr.com/photos/courosa/344832591/
61. PLNs
Collection of people who
contribute to your
learning
Connected virtually
A global network
Available anytime, anywhere
Social
http://www.flickr.com/photos/courosa/344832591/
Collaborative
72. Video
The future of learning is visual:
video
pictures
animations
infographics
73. Video Many of these are social &
collaborative:
video: eg YouTube
The future of learning is visual: pictures: eg Flickr
video animations: eg Animoto
pictures infographics: eg Slideshare
animations
infographics