4001EPS ICT and Pedagogy
        Lecture 6
     Dr	
  Jason	
  Zagami
     Griffith	
  University
Digital Pedagogies
1:38
0:59
1:07
Digital Learners
Digital Learners




Hyper-communicators
Students use MP3 players, email, mobile phones, text
messaging and the Internet to connect instantly to
their friends, information and sounds
Digital Learners




Multi-taskers
For today’s student, it is normal to perform multiple
tasks and switch between them seamlessly, such as
accessing the Internet, listening to an MP3 player and
text messaging a friend
Digital Learners




Goal-oriented
Digital students aspire to success, are ambitious and
can pursue multiple goals simultaneously through
effective task switching
Digital Learners




To what extent will you engage each style?
Goal-oriented
Multi-taskers
Hyper-communicators
Digital Learners
Digital Learners


To what extent will you engage each style?
                      No Extent            Great Extent

Hyper-communicators
Multi-taskers
Goal-oriented
Digital Learners




             1:52
Does curiosity build
a good unit or program?
It doesn’t matter what you call it …
 •               Driving question
 •              Essential question
 •            Compelling question
 •                 Key question

Every unit or program you plan needs to have a question
              to hook your learners’ interest
The driving question that you come up with forms the
              basis for inquiry learning

The question needs to be juicy enough that it piques
              your learners’ interest
The standards ask us to plan learning experiences that
                  are differentiated

 •    All learners need work that will be challenging
 •         C to E learners need work at their level

A good driving question will provide opportunities for
learners to ‘opt in’ to the learning at their level, while
       maintaining an inclusive environment
Let’s take a look at some sample driving questions
Let’s start with an age-old unit about

            coal mining

   What’s this unit really about?

                … Energy
How about we pose …

   ‘What are the forms of renewable and
         non-renewable energy?’

This is okay, but it is still purely content-based


 If you used this question, the most you could
   really grade the learners is a C, as there is
      no higher-order thinking involved
Consider this question …

    ‘What would happen if we ran out of coal?’

This is an improvement, but it’s probably not open
ended enough to really push those A level learners
Let’s consider a question appealing to learners
   ‘Why is Homer Simpson a danger at the power plant?’

From here learners can go off in a whole lot of directions
  •
  •        Nuclear power and its pros and cons
  •               Which countries use it
  •                   Nuclear waste
  •              What the alternatives are
Try something very topical, such as …

             ‘How big is my carbon footprint?’

  This allows you to get the spread from A to E with less
complex activities, still picking up on the energy issues
but the higher-order thinking encompassing topics such
 as whole household usage analysis or pulling apart the
     statistics Al Gore used in An Inconvenient Truth
Let’s look at the levels of these driving questions again
                      so you can see the depth

•               What is coal mining really about?
• What are the forms of renewable and non-renewable energy?
•           What would happen if we ran out of coal?
•    Why is Homer Simpson a danger at the power plant?
•                How big is my carbon footprint?
Use a driving question with ICT connectivity to hook
       and inspire your Digital Age learners

  They can select the ICT tools that will help them
               conduct their inquiry

    You become the facilitator of their journey
Technological
                      Pedagogical
                       Content
                      Knowledge
                        (TPCK)




Technological        Technological       Technological
 Pedagogical          Knowledge            Content
 Knowledge               (TK)             Knowledge
   (TPK)                                    (TCK)




       Pedagogical                   Content
       Knowledge                     Knowledge
          (PK)                         (CK)




            Pedagogical Content Knowledge
                         (PCK)                   Context
Key Trends
Technology increasingly impacting students’ lives
Key Trends
Technology increasingly impacting students’ lives
Technology increasingly impacting how we work, play, learn
and socialise
Key Trends
Technology increasingly impacting students’ lives
Technology increasingly impacting how we work, play, learn
and socialise
Growing value being placed on creativity and innovation
Key Trends
Technology increasingly impacting students’ lives
Technology increasingly impacting how we work, play, learn
and socialise
Growing value being placed on creativity and innovation
Rising interest in alternative and expanded learning
environments
Key Trends
Technology increasingly impacting students’ lives
Technology increasingly impacting how we work, play, learn
and socialise
Growing value being placed on creativity and innovation
Rising interest in alternative and expanded learning
environments
Changing model of how learning environments are defined
Critical Challenges
Need for training in digital literacy skills and techniques
Critical Challenges
Need for training in digital literacy skills and techniques
Lack of alignment between how today’s students think and work
vs. practice and products used to support their learning
Critical Challenges
Need for training in digital literacy skills and techniques
Lack of alignment between how today’s students think and work
vs. practice and products used to support their learning
Difficulty of deep reform without a shared vision of a new
education model
Critical Challenges
Need for training in digital literacy skills and techniques
Lack of alignment between how today’s students think and work
vs. practice and products used to support their learning
Difficulty of deep reform without a shared vision of a new
education model
Resistance to change in an established system
Critical Challenges
Need for training in digital literacy skills and techniques
Lack of alignment between how today’s students think and work
vs. practice and products used to support their learning
Difficulty of deep reform without a shared vision of a new
education model
Resistance to change in an established system
Disconnect between student’s learning experiences inside and
outside the classroom
TIME TO ADOPTION - ONE YEAR OR LESS:



Cloud Computing
Benefits of Cloud Computing
Tools that can scale on demand when needed and scale back to
conserve resources when usage drops
Benefits of Cloud Computing
Tools that can scale on demand when needed and scale back to
conserve resources when usage drops
Inexpensive online storage
Benefits of Cloud Computing
Tools that can scale on demand when needed and scale back to
conserve resources when usage drops
Inexpensive online storage
Cost savings for IT support, hardware and software
Benefits of Cloud Computing
Tools that can scale on demand when needed and scale back to
conserve resources when usage drops
Inexpensive online storage
Cost savings for IT support, hardware and software
Access to services/tools without additional infrastructure
investment
Benefits of Cloud Computing
Tools that can scale on demand when needed and scale back to
conserve resources when usage drops
Inexpensive online storage
Cost savings for IT support, hardware and software
Access to services/tools without additional infrastructure
investment
Access possible from range of devices
TIME TO ADOPTION - ONE YEAR OR LESS:




Collaborative
Environments
Benefits of Collaborative Environments
 Support user-created content
Benefits of Collaborative Environments
 Support user-created content
 Facilitate communication and sharing of created or existing
 content
Benefits of Collaborative Environments
 Support user-created content
 Facilitate communication and sharing of created or existing
 content
 Support and reinforce 21st century skills
Benefits of Collaborative Environments
 Support user-created content
 Facilitate communication and sharing of created or existing
 content
 Support and reinforce 21st century skills
 Can connect educators and students with peers worldwide,
 broadening perspectives and supporting those with shared
 interests
TIME TO ADOPTION - TWO TO THREE YEARS:




Game-Based Learning
Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to
students
Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to
students
Engages students—all ages and both genders
Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to
students
Engages students—all ages and both genders
Supports 21st century skill acquisition
Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to
students
Engages students—all ages and both genders
Supports 21st century skill acquisition
Can be used for skill building, fostering discussion and team
building
Benefits of Game-Based Learning

Provides digital environments for learning that are familiar to
students
Engages students—all ages and both genders
Supports 21st century skill acquisition
Can be used for skill building, fostering discussion and team
building
Has research-based evidence of its positive value for learning
TIME TO ADOPTION - TWO TO THREE YEARS:




Mobiles
Benefits of Mobiles
Address increasing desire and need for anytime, anywhere access
Benefits of Mobiles
Address increasing desire and need for anytime, anywhere access
Help manage personal information, collaboration, access to and
sharing of files/information, monitoring social networks
Benefits of Mobiles
Address increasing desire and need for anytime, anywhere access
Help manage personal information, collaboration, access to and
sharing of files/information, monitoring social networks
Can store and display full-length books
Benefits of Mobiles
Address increasing desire and need for anytime, anywhere access
Help manage personal information, collaboration, access to and
sharing of files/information, monitoring social networks
Can store and display full-length books
Are more affordable, accessible and easier to use than desktop or
laptop computers
Benefits of Mobiles
Address increasing desire and need for anytime, anywhere access
Help manage personal information, collaboration, access to and
sharing of files/information, monitoring social networks
Can store and display full-length books
Are more affordable, accessible and easier to use than desktop or
laptop computers
Do not have to be purchased or maintained by schools
TIME TO ADOPTION - FOUR TO FIVE YEARS:




Augmented Reality
Benefits of Augmented Reality
Simple and portable
Benefits of Augmented Reality
Simple and portable
Combines real world and virtual data
Benefits of Augmented Reality
Simple and portable
Combines real world and virtual data
Can provide powerful, contextual, real-world,
discovery-based learning experiences
Benefits of Augmented Reality
Simple and portable
Combines real world and virtual data
Can provide powerful, contextual, real-world,
discovery-based learning experiences
Engages and motivates students
TIME TO ADOPTION - FOUR TO FIVE YEARS:




Flexible Displays
0:35
Benefits of Flexible Displays
Can be easily and inexpensively produced
Benefits of Flexible Displays
Can be easily and inexpensively produced
Are adaptable, allowing for printing on various
materials and surfaces and in various shapes
and contours
Benefits of Flexible Displays
Can be easily and inexpensively produced
Are adaptable, allowing for printing on various
materials and surfaces and in various shapes
and contours
When fully developed, will be smaller and more
portable, integrating context-specific data
displays with everyday objects
Readings for Tutorial Week 7

4001EPS 2011 L6

  • 1.
    4001EPS ICT andPedagogy Lecture 6 Dr  Jason  Zagami Griffith  University
  • 3.
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
    Digital Learners Hyper-communicators Students useMP3 players, email, mobile phones, text messaging and the Internet to connect instantly to their friends, information and sounds
  • 9.
    Digital Learners Multi-taskers For today’sstudent, it is normal to perform multiple tasks and switch between them seamlessly, such as accessing the Internet, listening to an MP3 player and text messaging a friend
  • 10.
    Digital Learners Goal-oriented Digital studentsaspire to success, are ambitious and can pursue multiple goals simultaneously through effective task switching
  • 11.
    Digital Learners To whatextent will you engage each style? Goal-oriented Multi-taskers Hyper-communicators
  • 12.
  • 13.
    Digital Learners To whatextent will you engage each style? No Extent Great Extent Hyper-communicators Multi-taskers Goal-oriented
  • 14.
  • 15.
    Does curiosity build agood unit or program?
  • 16.
    It doesn’t matterwhat you call it … • Driving question • Essential question • Compelling question • Key question Every unit or program you plan needs to have a question to hook your learners’ interest
  • 17.
    The driving questionthat you come up with forms the basis for inquiry learning The question needs to be juicy enough that it piques your learners’ interest
  • 18.
    The standards askus to plan learning experiences that are differentiated • All learners need work that will be challenging • C to E learners need work at their level A good driving question will provide opportunities for learners to ‘opt in’ to the learning at their level, while maintaining an inclusive environment
  • 19.
    Let’s take alook at some sample driving questions
  • 20.
    Let’s start withan age-old unit about coal mining What’s this unit really about? … Energy
  • 21.
    How about wepose … ‘What are the forms of renewable and non-renewable energy?’ This is okay, but it is still purely content-based If you used this question, the most you could really grade the learners is a C, as there is no higher-order thinking involved
  • 22.
    Consider this question… ‘What would happen if we ran out of coal?’ This is an improvement, but it’s probably not open ended enough to really push those A level learners
  • 23.
    Let’s consider aquestion appealing to learners ‘Why is Homer Simpson a danger at the power plant?’ From here learners can go off in a whole lot of directions • • Nuclear power and its pros and cons • Which countries use it • Nuclear waste • What the alternatives are
  • 24.
    Try something verytopical, such as … ‘How big is my carbon footprint?’ This allows you to get the spread from A to E with less complex activities, still picking up on the energy issues but the higher-order thinking encompassing topics such as whole household usage analysis or pulling apart the statistics Al Gore used in An Inconvenient Truth
  • 25.
    Let’s look atthe levels of these driving questions again so you can see the depth • What is coal mining really about? • What are the forms of renewable and non-renewable energy? • What would happen if we ran out of coal? • Why is Homer Simpson a danger at the power plant? • How big is my carbon footprint?
  • 26.
    Use a drivingquestion with ICT connectivity to hook and inspire your Digital Age learners They can select the ICT tools that will help them conduct their inquiry You become the facilitator of their journey
  • 27.
    Technological Pedagogical Content Knowledge (TPCK) Technological Technological Technological Pedagogical Knowledge Content Knowledge (TK) Knowledge (TPK) (TCK) Pedagogical Content Knowledge Knowledge (PK) (CK) Pedagogical Content Knowledge (PCK) Context
  • 29.
    Key Trends Technology increasinglyimpacting students’ lives
  • 30.
    Key Trends Technology increasinglyimpacting students’ lives Technology increasingly impacting how we work, play, learn and socialise
  • 31.
    Key Trends Technology increasinglyimpacting students’ lives Technology increasingly impacting how we work, play, learn and socialise Growing value being placed on creativity and innovation
  • 32.
    Key Trends Technology increasinglyimpacting students’ lives Technology increasingly impacting how we work, play, learn and socialise Growing value being placed on creativity and innovation Rising interest in alternative and expanded learning environments
  • 33.
    Key Trends Technology increasinglyimpacting students’ lives Technology increasingly impacting how we work, play, learn and socialise Growing value being placed on creativity and innovation Rising interest in alternative and expanded learning environments Changing model of how learning environments are defined
  • 34.
    Critical Challenges Need fortraining in digital literacy skills and techniques
  • 35.
    Critical Challenges Need fortraining in digital literacy skills and techniques Lack of alignment between how today’s students think and work vs. practice and products used to support their learning
  • 36.
    Critical Challenges Need fortraining in digital literacy skills and techniques Lack of alignment between how today’s students think and work vs. practice and products used to support their learning Difficulty of deep reform without a shared vision of a new education model
  • 37.
    Critical Challenges Need fortraining in digital literacy skills and techniques Lack of alignment between how today’s students think and work vs. practice and products used to support their learning Difficulty of deep reform without a shared vision of a new education model Resistance to change in an established system
  • 38.
    Critical Challenges Need fortraining in digital literacy skills and techniques Lack of alignment between how today’s students think and work vs. practice and products used to support their learning Difficulty of deep reform without a shared vision of a new education model Resistance to change in an established system Disconnect between student’s learning experiences inside and outside the classroom
  • 41.
    TIME TO ADOPTION- ONE YEAR OR LESS: Cloud Computing
  • 42.
    Benefits of CloudComputing Tools that can scale on demand when needed and scale back to conserve resources when usage drops
  • 43.
    Benefits of CloudComputing Tools that can scale on demand when needed and scale back to conserve resources when usage drops Inexpensive online storage
  • 44.
    Benefits of CloudComputing Tools that can scale on demand when needed and scale back to conserve resources when usage drops Inexpensive online storage Cost savings for IT support, hardware and software
  • 45.
    Benefits of CloudComputing Tools that can scale on demand when needed and scale back to conserve resources when usage drops Inexpensive online storage Cost savings for IT support, hardware and software Access to services/tools without additional infrastructure investment
  • 46.
    Benefits of CloudComputing Tools that can scale on demand when needed and scale back to conserve resources when usage drops Inexpensive online storage Cost savings for IT support, hardware and software Access to services/tools without additional infrastructure investment Access possible from range of devices
  • 47.
    TIME TO ADOPTION- ONE YEAR OR LESS: Collaborative Environments
  • 48.
    Benefits of CollaborativeEnvironments Support user-created content
  • 49.
    Benefits of CollaborativeEnvironments Support user-created content Facilitate communication and sharing of created or existing content
  • 50.
    Benefits of CollaborativeEnvironments Support user-created content Facilitate communication and sharing of created or existing content Support and reinforce 21st century skills
  • 51.
    Benefits of CollaborativeEnvironments Support user-created content Facilitate communication and sharing of created or existing content Support and reinforce 21st century skills Can connect educators and students with peers worldwide, broadening perspectives and supporting those with shared interests
  • 53.
    TIME TO ADOPTION- TWO TO THREE YEARS: Game-Based Learning
  • 54.
    Benefits of Game-BasedLearning Provides digital environments for learning that are familiar to students
  • 55.
    Benefits of Game-BasedLearning Provides digital environments for learning that are familiar to students Engages students—all ages and both genders
  • 56.
    Benefits of Game-BasedLearning Provides digital environments for learning that are familiar to students Engages students—all ages and both genders Supports 21st century skill acquisition
  • 57.
    Benefits of Game-BasedLearning Provides digital environments for learning that are familiar to students Engages students—all ages and both genders Supports 21st century skill acquisition Can be used for skill building, fostering discussion and team building
  • 58.
    Benefits of Game-BasedLearning Provides digital environments for learning that are familiar to students Engages students—all ages and both genders Supports 21st century skill acquisition Can be used for skill building, fostering discussion and team building Has research-based evidence of its positive value for learning
  • 59.
    TIME TO ADOPTION- TWO TO THREE YEARS: Mobiles
  • 60.
    Benefits of Mobiles Addressincreasing desire and need for anytime, anywhere access
  • 61.
    Benefits of Mobiles Addressincreasing desire and need for anytime, anywhere access Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks
  • 62.
    Benefits of Mobiles Addressincreasing desire and need for anytime, anywhere access Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks Can store and display full-length books
  • 63.
    Benefits of Mobiles Addressincreasing desire and need for anytime, anywhere access Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks Can store and display full-length books Are more affordable, accessible and easier to use than desktop or laptop computers
  • 64.
    Benefits of Mobiles Addressincreasing desire and need for anytime, anywhere access Help manage personal information, collaboration, access to and sharing of files/information, monitoring social networks Can store and display full-length books Are more affordable, accessible and easier to use than desktop or laptop computers Do not have to be purchased or maintained by schools
  • 66.
    TIME TO ADOPTION- FOUR TO FIVE YEARS: Augmented Reality
  • 67.
    Benefits of AugmentedReality Simple and portable
  • 68.
    Benefits of AugmentedReality Simple and portable Combines real world and virtual data
  • 69.
    Benefits of AugmentedReality Simple and portable Combines real world and virtual data Can provide powerful, contextual, real-world, discovery-based learning experiences
  • 70.
    Benefits of AugmentedReality Simple and portable Combines real world and virtual data Can provide powerful, contextual, real-world, discovery-based learning experiences Engages and motivates students
  • 71.
    TIME TO ADOPTION- FOUR TO FIVE YEARS: Flexible Displays
  • 72.
  • 73.
    Benefits of FlexibleDisplays Can be easily and inexpensively produced
  • 74.
    Benefits of FlexibleDisplays Can be easily and inexpensively produced Are adaptable, allowing for printing on various materials and surfaces and in various shapes and contours
  • 75.
    Benefits of FlexibleDisplays Can be easily and inexpensively produced Are adaptable, allowing for printing on various materials and surfaces and in various shapes and contours When fully developed, will be smaller and more portable, integrating context-specific data displays with everyday objects
  • 76.