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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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  1. Innovation and Creativity

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

  3. During Presentations As a courtesy to presenters, please do not

    type on your laptop during a presentation.
  4. None
  5. James Clay ILT & Learning Resources Manager Gloucestershire College @jamesclay

    elearningstuff.net
  6. None
  7. None
  8. None
  9. None
  10. Innovation

  11. Creativity

  12. Technology

  13. Pedagogy

  14. Culture

  15. Change

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

  17. Flipped

  18. MOOCs

  19. OER

  20. Wearable Technologies

  21. Cloud |Computing

  22. Mobile

  23. Tablets

  24. 4G

  25. TV

  26. Social Learning

  27. Learning Analytics

  28. Game Based Learning

  29. Augmented Reality

  30. eBooks

  31. None
  32. Openess

  33. Open Educational Resources

  34. Massive Open Online Courses MOOC

  35. Creative Commons

  36. Open Access

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

  38. Problems

  39. e-Safety

  40. Digital Identity

  41. None
  42. Innovation Prevention Department

  43. Cost

  44. Digital Divide

  45. None
  46. Digital Natives

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

  48. Pace of change

  49. Staff Development

  50. Support

  51. Big Problem the really BIG problem

  52. None
  53. Time

  54. Priorities

  55. Culture

  56. Innovation

  57. Change

  58. Culture

  59. Open

  60. Closed

  61. What is important?

  62. How it is now...

  63. Education is receiving increasing pressure from changing global economic circumstances

    and complex societal needs.
  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.
  65. Learners bring their own needs and experiences to a learning

    situation and are ready to act according to those needs.
  66. W e must incorporate those needs and experiences into learning

    activities to help students take ownership and responsibility for their own learning.
  67. Learners bring their own needs and experiences to a learning

    situation and are ready to act according to those needs.
  68. But...

  69. 2012

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  71. 1995

  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
  73. Their solution was the REAL...

  74. REAL

  75. Real Environments for Active Learning

  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;
  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.
  78. Sound familiar?

  79. None
  80. None
  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
  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
  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
  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
  85. Change is constant

  86. What are the levers of change?

  87. What causes change?

  88. Why?

  89. Lisa Lavery

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  95. None
  96. Learners

  97. None
  98. James Clay ILT & Learning Resources Manager Gloucestershire College @jamesclay

    elearningstuff.net