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From Cloud to Ground for TiE 2016

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January 14, 2016

From Cloud to Ground for TiE 2016

Presenting a new approach for the integration of technology in education. For more like this check out https://www.eduporium.com/

Avatar for Eduporium

Eduporium

January 14, 2016

Other Decks in Education

Transcript

  1. From Cloud to Ground A System of Advancing Technology to

    Enhance 21st Century Skills in Your Classroom
  2. Presentation Outline • Presenting a new approach for the integration

    of technology in education • Why do we need a new approach? • What is the new approach? • Examples of using this approach to select and integrate technology • Results
  3. Eduporium Assists Education to Do its Job Better Education is

    preparing children for a future. Technology is a part of the future – “jobbed” or jobless future? http://www.technologyreview.com/featuredstory/538401/who-will-own-the-robots/
  4. Challenges in Incorporating Tech into Classrooms 1. Apps, Apps, Apps

    - Traditional EdTech offers a countless variety of software to solve “any problem” 2. Tech alters classroom management, introducing a new style of teacher-student relationships 3. Tech (bullying) can be dangerous, devices can become addictive, and constant offerings can lead to consumerism 4. Technology can be difficult to use and hard to learn quickly 5. The Art of Teaching works well … without technology 6. Experimental teaching methods are not reinforced by the educational environment and standardized testing
  5. Our System - Evolving Today's students are surrounded by technology.

    Our tech will help teachers engage students, so they can share what they know. In a nutshell, our approach uses technology to solve problems which are caused by technology – returning teaching tools from the “Cloud” to the “Ground” and putting them back in the hands of our educators. Technology can be overwhelming. To make it manageable, you can use this system of principles to select technology for your teaching, rather than being faced with all of it! Other approaches aren’t bad, and ours is different because:
  6. Criteria in Selecting Technology Selected tech: 1. is a tool

    to support and illuminate learning, not a specific subject to add to the curriculum • Technological concepts are learned in the process 2. has a physical component – for hand/eye/brain coordination and development 3. is modular and flexible with infinitely combining sections 4. has no minimum or maximum age, with multi-point entries for different degrees of expertise 5. has a high potential for creative applicability that is easy to implement
  7. 3. The Tech Teaches How the Structure of Technology Works

    This is the Maker's approach; the Engineering approach Understanding how technology is constructed removes the flare of Virtual Reality, preventing addiction – “The Shiny Screen” effect Our technology is mostly hardware, modular and flexible with infinitely combining sections Open hardware allows you to see the chips – this brings back the wonder of technology and a desire to understand what all the components are and what each ones does
  8. 4. No Minimum, No Maximum Age… This recommends using a

    bundle of products together, not just one product – as many products have a level of complexity that is variable depending on your level of expertise
  9. 5. High Creative Potential How different is it from other

    technologies that you already use? Using technology with sufficient interfaces for extensions and additional product connections
  10. Example 2: New Tools for Constant Concepts Tech + Learning

    = Unexpected Results • Ozobot is a versatile truffle-size robot toy which children can program. It can also be used for: www.daniellesplace.com www.eduporium.com
  11. The Expected Result for Kids: Lifelong Learning • This system

    promotes creativity, supports learning at each step and fosters life-long learning • Enhances human curiosity and creativity • Encourages exploration, experimentation, and collaboration • Cultivates the entrepreneurial spirit in the context of globalization, through inclusive online communication • Self-directed learning opportunities • Gives instant feedback and gratification in a positive way
  12. Evidence of Learning Behavioral evidence of learning: • Better discipline

    • Higher levels of engagement and interest • Tech drives creativity, inventiveness, and new ideas • Commitment to learning results in an accelerated pace • Tech generates happiness, enthusiasm, and hopefulness for the future • Self-respect Reality check • Applied what was learned (3D printing the prosthetic arm for amputee children) • Entrepreneurial ideas and activities at school Academic measures: • Test scores • Graduation rate • College acceptance
  13. The Expected Result for Teachers: • Teachers become designers of

    learning and curators of resources and experiences • Students become equal and active allies, sharing responsibility for co-creating their educational path and understanding the process • Learning becomes engaging and exciting • Learning comes to life
  14. Back to the Cloud through the New Approach Unreal Engine

    4 is a complete suite of modular game development tools made by game developers, for game developers