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Innovative Technologies with a Future in Education

Derek Keenan
February 21, 2014

Innovative Technologies with a Future in Education

This session focuses on cutting edge technologies from Kickstarter, Apple, Google and other prominent technology companies and their implications for education. This is an inspirational and exciting talk about the possibilities currently available and coming soon to education, some at very little cost!

Derek Keenan

February 21, 2014
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  1. Derek Keenan!
    Rocky View Schools
    @mrdkeenan
    [email protected]
    mrkeenan.ca
    Innovative
    Technologies with a
    Future in Education
    This session will focus on cutting edge technologies from Kickstarter,
    Apple, Google and other prominent technology companies and their
    implications for education. This is an inspirational and exciting talk about
    the possibilities currently available and coming soon to education, some
    at very little cost!
    iWatch Concept by Todd Hamilton

    View Slide

  2. The iWatch as ‘Futurism’
    • There is a belief in the ‘destiny’ of technology
    • Science Fiction has provided much of the ‘spark’ of
    innovation

    View Slide

  3. The Horizon Report
    • Focuses on the adoption of new and relevant
    technologies in Education
    • Since 2009, the Horizon Report has offered possible
    directions and timelines in educational technology
    • Shall we take a look at the predictions?

    View Slide

  4. The Horizon Report
    • 2009
    • 1 year: Collaborative Environments,
    Online Communication Tools
    • 2-3 years: Mobiles, Cloud Computing
    • 4-5 years: Smart Objects, The
    Personal Web (the internet of things)

    View Slide

  5. The Horizon Report
    • 2010
    • 1 year: Collaborative
    Environments, Cloud Computing
    • 2-3 years: Mobiles, Game-
    Based Learning
    • 4-5 years: Augmented Reality,
    Flexible Displays

    View Slide

  6. The Horizon Report
    • 2011
    • 1 year: Mobiles, Cloud
    Computing
    • 2-3 years: Game-Based
    Learning, Open Content
    • 4-5 years: Learning Analytics,
    Personal Learning
    Environments

    View Slide

  7. The Horizon Report
    • 2012
    • 1 year: Mobile Devices and
    Apps, Tablet Computing
    • 2-3 years: Game-Based
    Learning, Personal Learning
    Environments
    • 4-5 years: Augmented Reality,
    Natural Learning Interfaces

    View Slide

  8. The Horizon Report
    • 2013
    • 1 year: Cloud Computing,
    Mobile Learning
    • 2-3 years: Learning Analytics,
    Open Content
    • 4-5 years: 3D Printing, Virtual
    and Remote Laboratories

    View Slide

  9. Framing Technology for
    Education
    • Consider the sources and opportunities, but frame
    them educationally
    • How might we make use of consumer items, and for-
    profit educational technologies?

    View Slide

  10. NETS S
    • National Education Technology Standards for Students
    !
    !
    !
    !
    !
    • How does emerging technology support these goals?

    View Slide

  11. Bloom’s Revised Taxonomy
    (from ictintegration.wikispaces.com)
    https://edorigami.wikispaces.com/Bloom's+Digital+Taxonomy
    for full PDF document

    View Slide

  12. Emerging Technology
    • Presenting technologies currently on the market, in
    production, and conceptual
    !
    • One question to consider on each slide….

    View Slide

  13. Bare Conductive
    Touch Board
    • With very simple instruction, what could our students create?

    View Slide

  14. Emotiv Insight
    • Could this affect the future personalization of learning?

    View Slide

  15. Occiptal
    Structure Sensor
    • What could this mean for online learning? Measurement?

    View Slide

  16. 3Doodler
    • How could this impact conceptual learning, modelling, authentic learning?

    View Slide

  17. Virtuix
    Omni
    • What would you design if you could literally put your
    students inside a world?

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  18. Combining Technologies
    • Looking at the technologies we have seen today,
    consider what happens when they do become
    mainstream
    • Create something physical, creative (3doodler), scan it
    (structure sensor) and place it into a physical world
    (Virtuix Omni) and then read and consider your
    interactions with it (Emotiv Insight)

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  19. The Implications
    • What are the implications of these emerging
    technologies?
    1. Learning experiences are soon only going to
    be limited by our imagination and creativity
    2. Preparation for learning will need to be broad
    and open to allow for individual expression

    View Slide