Digital Learning Todays Meet

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10/27/2014
Digital Learning
Sue Gendron
President, ICLE
October 27, 2014
Todays Meet
http://todaysmeet.com/NCEmergin
gTrendsNetwork
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Maine Learning Technology Initiative
“...a personal digital devices
at the point of learning
as defined by the learner...”
Susan Gendron
Commissioner of Education
2003-2010
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Key Trends 1.
2.
3.
4.
Rethinking the role of teachers
Shift to Deep Learning Approaches
Increased Focus on Open Content
Increasing Use of Hybrid Learning Designs 5. Increased focus on collaboration
6. Intuitive Technology – touch screens
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1. What kids have to say
about digital learning!
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What do you want your students to be able to do with technology?
Team Huddle
What do you want your students to be able to do with technology?
1. Three minute huddle
2. Record your ideas
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Why Digital Learning Matters
• Personalized experience
• Attainable access
• Relevancy
• Increased efficiency
• Improve performance/achievement
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Are you willing to disrupt the traditional delivery system of learning?
What to consider
• Authentic learning – RELEVANT
• Personalized Learning
• Complex Thinking and Communication
• Games and Gamification
• Learning Analytics
• Blended Learning
• Open Content
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Digital Learning: Keys to Success
• Students today are digital learners
• Infrastructure
• Ubiquitous and equitable access
• Identify quality content
• Solid pedagogical foundation
• Student choice and voice
• Assessment of learning
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Theories, Frameworks, Standards
• Knowledge Taxonomy/Rigor and Relevance Framework
• SAMR
• TPACK
• Gardner’s Multiple Intelligences
Rigor/Relevance Framework®
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http://commoncore.fcoe.org/subject/technology
http://kategukeisen.files.wordpress.com/
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SAMR
Dr. Ruben Puentadura
http://www.mlti.org/presentations
http://www.hippasus.com/resources/tte/
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Redefinition
Allows for the creation of
new tasks, previously
inconceivable
Modification
Allows for significant task
redesign
Augmentation
Acts as a direct tool
substitute, with functional
improvement
Substitution
Acts as a direct tool
substitute, with no functional
change
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Technological Pedagogical
Content Knowledge (TPCK)
Technological
Knowledge
(TK)
Pedagogical
Knowledge
(PK)
Content
Knowledge
(CK)
Dr. Matthew Koehler and Dr. Punya
Mishra http://www.tpck.org
Source: http://2013uriacadsummit.wikispaces.com/
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http://aryhermawan.weebly.com/
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Engagement and Learning
Social Media is a Game Changer
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Social Media is a Multi‐
Dimensional Tool
1.
2.
3.
4.
5.
Involve
Create
Discuss
Promote Measure
Team Huddle
How do you communicate with social media?
1. Three minute huddle
2. Record your ideas 18
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What Do Real Blended
Models Look Like?’
Station Rotation
Blended Learning
Flex Al‐Carte Rotation Mode
Model
Model
l
Individual Flipped Lab Rotation
Classroom
Rotation
Enriched Virtual Model
http://www.christenseninstitute.org
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Image credit: http://middleburyinteractive.com
Flipped
Classroom/Meetings
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Open Educational Resource
What is Open?
For and At No Cost
–
–
–
–
–
Reuse
Revise
Remix
Redistribute
4Rs http://www.educause.edu/ero/article/openne
ss-catalyst-educational-reformation David
Wiley
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What is Reuse?
The right to reuse the content in its unaltered/verbatim form
What is Revise?
The right to adapt, adjust, modify, or alter the content itself
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What is Remix?
The right to combine the original or revised content with other content to create something new
What is Redistribute?
The right to share copies of the original content, the revisions, or the remixes with others
–
–
–
–
School web site
Flickr
Your LMS
Pre‐load on your devices
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That’s nice...
but what does that mean
to me?
Order Sample Copies
Content
Adoption
Augment/Replace
Parts
Review Sample
Identify pros and cons
Traditional
Choose Least
Objectionable
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Search & Discover
Content
Adoption
Add to
Playlist
Modify &
Remix
Review Artifact
Identify pros and cons
Redefinition
Choose Least
Objectionable
OER content
free.ed.gov
search.creativecommons.org
www.oercommons.org
cnx.org
ck12.org
khanacademy.org
hippocampus.org
merlot.org
phet.colorado.edu
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Quality
http://www.achieve.org/oer‐rubrics
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Digital Badging for the Classroom
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Huddle (3 minutes)
• Turn and discuss
• What games are on your devices?
• Do your teachers use digital games in their instruction?
Gaming
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BYOD
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BYOD Key to Success
1. Comprehensive Technology Plan that emphasizes learning
2. Revamp curriculum and integrate technology into instruction (SAMR & TPACK)
3. Ongoing professional learning for ALL
4. Resolve equality issues – provide for those who don’t own a device
5. Build a solid technology infrastructure
6. Create an Acceptable Use policy
Reflection
3–2–1
3
Take-aways about digital
learning
2
Ah-ha’s you have had
1
Question you still have
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Explore
3–2–1
3
2
1
Explore the links in the handout
to gain deeper understanding of
digital learning
Identify possible focus
areas
Question you still have
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Resources
• http://tinyurl.com/pg714tk
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http://tinyurl.com/PrinAcad15
sgendron@leadered.com
@sageducate
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