Professional Documents
Culture Documents
bit.ly/CAG2013
brianhousand.com
2013
4,796
BORN: February 15, 2005 48 hours of video are uploaded every minute, resulting in nearly 8 years of content uploaded every day Over 3 billion videos are viewed a day More video is uploaded to YouTube in one month than the 3 major US networks created in 60 years
If your students can the answer, then you may be asking the wrong question.
RECALL
UNDERSTANDING
Knowledge)alone)is)NOT)enough.)
TEACHERS
STUDENTS
TECH
CH EA
RS E
ST
DE U
TS N
STUDENTS
TECH TEACHERS
TEACHERS
STUDENTS
TECH
DANGER
TOOLISHNESS
If#you#dont#read#much,# you#really#dont#know#much.# YOU #ARE
AHEAD DANGEROUS! !
--Jim Trelease
REALITY
Every man should have a built-in automatic crap detector operating inside of him.
-- Ernest Hemingway
STUDENTS
TEACHERS
CH E
REALITY
3,339
10,000
COMPUTER USE
INTERNET USE
CREATIVITY
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, 28(2), 370-376.
teachwithportals.com
OLPC
The kids had completely customized the desktop so every kids tablet looked different. We had installed software to prevent them from doing that, and the fact they worked around it was clearly
ESSENTIAL TO LEARNING
HA VE Y OU EVER SEEN
A 2 YEAR OLD
USE AN iPad?
CH EA
RS E
CH E
CH EA
RS E
STUDENTS
CH E
REALITY
Facilitate and Inspire Student Learning and Creativity Design and Develop Digital Age Learning Experiences and Assessments Model Digital Age Work and Learning Promote and Model Digital Citizenship and Responsibility Engage in Professional Growth and Leadership
CH EA
RS E
ST
UD EN
TS
TECH
+
(MAYNARD, 2012)
AGGREGATOR
ALLY
ARCHITECT
PRODUCERS
CONSUMERS
TYPE I
GENERAL EXPLORATORY ACTIVITIES
TYPE II
METHODOLOGICAL TRAINING / HOW-TO ACTIVITIES
TYPE III
INDEPENDENT OR SMALL GROUP INVESTIGATIONS PRODUCTS AND/OR PERFORMANCES
(Renzulli, 1977)
KNOW UNDERSTAND
DO
The whole process of education should thus be conceived as the process of learning to think through the solution of real problems.
-- John Dewey, 1938
1. Creativity and Innovation 2. Communication and Collaboration 3. Research and Information Fluency 4. Critical Thinking, Problem Solving, and Decision Making 5. Digital Citizenship 6. Technology Operations and Concepts
bit.ly/nets-proles
PK - 2
Identify, research, and collect data on an environmental issue using digital resources and propose a solution.
3-5
Produce a media-rich digital story about a signicant local event based on rst-person interviews.
6-8
Create original animations or videos documenting school, community, or local events.
9 - 12
Design, develop, and test a digital learning game to demonstrate knowledge and skills related to curriculum content.
ADAPTABLE
AUTONOMOUS
get EXCITED about and work on over long periods of time, to be STIMULATED
A+
ADAPTABLE AUTONOMOUS
AGGREGATOR
ALLY
ARCHITECT
(MAYNARD, 2012)
AWESOMENESS
CURIOSITY
IMAGINATION
PASSION
CREATIVITY
PERSPECTIVE
STOP
GO
AND BEYOND
TO INFINITY
tyvm
brianhousand.com