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2 THEIR OWN DEVICES


BRIAN HOUSAND brianhousand.com

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.)

ANYWAY ANYTIME ANYWHERE

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

CELL PHONE USE

VIDEO GAME PLAY

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.

VIDEO GAME PLAY

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

BEST CASE SCENARIO?

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

CREATIVITY the kind of INQUIRY the kind of DISCOVERY that we think is


the kind of
, ,

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

BEST CASE SCENARIO?

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

LIVEBINDERS WEEBLY RSS FEEDS DiiGO

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

MASSIVE OPEN ONLINE COURSES

We need students to get more DEEPLY

INTERESTED in things, more INVOLVED in them, more ENGAGED in wanting to know,


to have projects that they can

get EXCITED about and work on over long periods of time, to be STIMULATED

TO FIND THINGS OUT ON THEIR OWN.


- Gardner

A+
ADAPTABLE AUTONOMOUS

AGGREGATOR

ALLY

ARCHITECT

(MAYNARD, 2012)

AWESOMENESS

CURIOSITY

IMAGINATION

PASSION

CREATIVITY

PERSPECTIVE

STOP

GO

AND BEYOND

TO INFINITY

tyvm
brianhousand.com

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