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Innovation and Creativity

Innovation and Creativity

Flipped classrooms, MOOCs, OER, wearable technology, cloud computing, mobile, tablets, 4G, internet TVs, social learning, learning analytics, game based learning, augmented reality and e-books are all being used now to support learning, or are just on the horizon.
These emerging technologies provide opportunities to enhance and enrich existing practices alongside a developing open landscape within education. The affordances they offer for new ways of learning and student collaboration will result in changes in the way individuals and groups of students approach, access and succeed in their learning. Open Educational Resources, Massive Open Online Courses, Creative Commons, Open Access are changing the landscape in education from closed individual institutions to a sharing and open community.
How are these technologies being used by students to learn, collaborate and develop? What will be the impact of an open landscape? Academics will need to be adaptable, innovative and creative to keep pace and take advantage of the opportunities. Can our existing cultures allow us to take advantage of the potential of emerging technologies? Or do we need to change the way we change?

James Clay

June 13, 2013
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Transcript

  1. Innovation
    and
    Creativity

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  2. Please turn ON
    all mobiles, laptops
    and other devices

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  3. During Presentations
    As a courtesy to presenters,
    please do not type on your
    laptop during a presentation.

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  5. James Clay
    ILT & Learning Resources Manager
    Gloucestershire College
    @jamesclay
    elearningstuff.net

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  10. Innovation

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  11. Creativity

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  12. Technology

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  13. Pedagogy

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  14. Culture

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  15. Change

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  16. http://www.flickr.com/photos/jb1/3642852658

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  17. Flipped

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  18. MOOCs

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  19. OER

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  20. Wearable
    Technologies

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  21. Cloud
    |Computing

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  22. Mobile

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  23. Tablets

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  24. 4G

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  25. TV

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  26. Social
    Learning

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  27. Learning
    Analytics

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  28. Game Based
    Learning

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  29. Augmented
    Reality

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  30. eBooks

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  32. Openess

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  33. Open
    Educational
    Resources

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  34. Massive Open
    Online Courses
    MOOC

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  35. Creative
    Commons

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  36. Open Access

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  37. Done!
    it’s not that
    simple, is it?

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  38. Problems

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  39. e-Safety

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  40. Digital Identity

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  42. Innovation
    Prevention
    Department

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  43. Cost

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  44. Digital Divide

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  46. Digital Natives

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  47. Connectivity
    http://www.flickr.com/photos/nrkbeta/2255968144/in/photostream/

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  48. Pace of change

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  49. Staff
    Development

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  50. Support

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  51. Big Problem
    the really
    BIG problem

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  53. Time

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  54. Priorities

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  55. Culture

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  56. Innovation

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  57. Change

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  58. Culture

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  59. Open

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  60. Closed

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  61. What is
    important?

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  62. How it is now...

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  63. Education is receiving increasing
    pressure from changing global
    economic circumstances and complex
    societal needs.

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  64. First, we as educators must establish
    new goals for learning. W
    e must
    move from emphasizing
    decontextualized reading and
    computational skills to developing
    independent thinkers and learners
    who engage in life-long learning.

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  65. Learners bring their own needs and
    experiences to a learning situation and
    are ready to act according to those
    needs.

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  66. W
    e must incorporate those needs and
    experiences into learning activities to
    help students take ownership and
    responsibility for their own learning.

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  67. Learners bring their own needs and
    experiences to a learning situation and
    are ready to act according to those
    needs.

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  68. But...

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  69. 2012

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  71. 1995

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  72. Grabinger, R. Scott and Dunlap,
    Joanna C. (1995) Rich environments
    for active learning: a definition.
    Association for Learning T
    echnology
    Journal, 3 (2). pp. 5-34. ISSN
    0968-7769
    http://repository.alt.ac.uk/11/1/CALT_A_00302005_O.pdf

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  73. Their solution was the REAL...

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  74. REAL

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  75. Real
    Environments for
    Active Learning

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  76. REALs: promote study and
    investigation within authentic
    contexts; encourage the growth of
    student responsibility, initiative,
    decision making, and intentional
    learning; cultivate collaboration
    among students and teachers;

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  77. ...utilize dynamic, interdisciplinary,
    generative learning activities that
    promote higher-order thinking
    processes to help students develop rich
    and complex knowledge structures;
    and assess student progress in content
    and learning-to-learn within
    authentic contexts using realistic tasks.

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  78. Sound familiar?

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  81. Books will soon be obsolete in the
    schools. . . .
    It is possible to teach every branch of
    human knowledge with the iPad.
    Our educational system will be
    completely changed in ten years

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  82. Books will soon be obsolete in the
    schools. . . .
    It is possible to teach every branch of
    human knowledge with the MOOC.
    Our educational system will be
    completely changed in ten years

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  83. Books will soon be obsolete in the
    schools. . . .
    It is possible to teach every branch of
    human knowledge with the motion
    picture.
    Our educational system will be
    completely changed in ten years

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  84. Books will soon be obsolete in the
    schools. . . .
    It is possible to teach every branch of
    human knowledge with the motion
    picture.
    Our educational system will be
    completely changed in ten years
    Thomas Edison, 1913

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  85. Change is
    constant

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  86. What are the
    levers of change?

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  87. What causes
    change?

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  88. Why?

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  89. Lisa Lavery

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  96. Learners

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  98. James Clay
    ILT & Learning Resources Manager
    Gloucestershire College
    @jamesclay
    elearningstuff.net

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