Teaching, Learning, Technology and the Future

Let’s discuss the following quote in regards to teaching, learning, technology and the future.

The future is already here – it is just unevenly distributed. — William Gibson (Attributed)

Teaching and Learning in the 2.0 Era

Many of this blog’s readers and many of my students have asked me to provide an overview of the buzz-term 2.0. As you’ll see in just a moment, it is reported to have all started with the use of the phrase Web 2.0 back in 2004 and was soon followed by phrases such as Learning 2.0, Presentations 2.0, School 2.0, Identity 2.0, and Office 2.0 just to give a few examples. All of these are ideas that represent a change/ evolution/ revolution in thinking and practice. Clearly each of these terms has really cool and innovative technologies associated with them, but we must not get distracted by the toys. I think it’s far more important that educators and instructional designers consider the philosophical, theoretical, pedagogical, and pragmatic implications of these ideas as I think each could potentially influence education in the future. I intend on posting more about this later, but for now let’s start at the very beginning. Here are introductions to the terms Web 2.0 and Learning 2.0.

Let’s Set the Scene

  1. If you have access to Integrating Computer Technology into the Classroom, I encourage you to read Chapter 1, Rethinking Computers and Instruction. Otherwise, proceed to the next item.
  2. Consider the information presented in the Shift Happens presentation.

Web 2.0

  1. An Introduction to Web 2.0 – This post includes 2 videos that will provide you with a quick introduction to the concept of Web 2.0.
  2. Web 2.0’s Potential Impact on Teaching Learning – Includes the viral video Web 2.0…The Machine Is Us/ing Us.
  3. Web 2.0 entry from Wikipedia – Look over this information and become somewhat familiar with the big ideas. I’m not expecting you to become an expert on this. Spending 5 minutes here should be just fine.

Learning 2.0

  1. Learning 2.0 entry from Wikipedia – This is a very quick read and provides a basic introduction to the idea of Learning 2.0.
  2. Example of teaching and learning 2.0 – 13 Yr. Old CEO of Innovative Educational Gaming Company

For Your Consideration

  1. Do Schools Kill Creativity?

We Didn’t Start the Fire: A Brief History of the U.S.A.

Scott Allsop has taken Billy Joel’s We Didn’t Start the Fire and created an educational video that depicts all the historical events that Joel sings about. Tracey Osborn uses Allsop’s video and takes it even further. Osborn created this webpage that provides the song’s lyrics and hyper-links all of the historical events metioned to related online resources. Wow!!! I could see some kids just going crazy with this kind of activity. You know they’ll even do this at home and come back the next day still talking about all the history that they’ve absorbed.

You can watch the video here…

…or you can also view/download this video (and many other great videos for use in the classroom) from the awesomely cool TeacherTube.com.

What impact do you think this kind of lesson would have?

13 Yr. Old CEO of Innovative Educational Gaming Company

Anshul Samar is the CEO of Elementeo, a startup company seeking to combine fun and learning. This article provides an overview of the company’s goals, video of Anshul’s CEO speech, and a description of the company’s first game which teaches chemistry through a role-playing board game.

This is interesting to me on many different levels. Watching the video of Anshul’s CEO speech gives me the impression that this may have actually been a class project. Regardless, couldn’t a student activity like this be the jumping-off point for effectively integrating technology with teaching and learning?

  1. How many content areas/topics/objectives/skills would this kind of activity include? I’ve noticed 1) math, business and economics, 2) science/chemistry, 3) art and graphic design, 4) language arts, 5) perhaps copyright and patents, 6) ……???
  2. If this was a class project, do you think that the teacher could have ever imagined that this would be the result?
  3. Elementeo is seeking to put the fun back into learning. Has education taken the fun out of learning? It seems that these students think so. What does that tell those of us that are teachers?
  4. If this is not a class project and Anshul and his friends did this of their own initiative then perhaps we, as teachers, should reconsider what it is that we have our students doing. I suggest that a traditional lesson/unit on entrepreneurship would likely not teach students nearly as much about the world of business (and the other aforementioned content areas) as this activity likely did.
  5. While students weren’t necessarily playing games but rather developing games, this could be an example of effectively bringing gaming into the classroom and integrating it with the curriculum.
    1. Let’s begin to consider all the elements of effective teaching and learning (according to today’s research) that might possibly be identified in a class project like this. Such an activity might include 1) problem solving, 2) discovery learning, 3) legitimate peripheral participation and/or authentic/situated/contextual teaching and learning, 4) communities of practice, 5) collaboration, 6) project management (for those instructional designers among us), 7) ……???

    I think this could be a rich discussion. Please, please chime in.

    PIDT Conference

    I recently returned from the Professors of Instructional Design and Technology (PIDT) Conference.  An archive of some of the presentations and discussions from this year’s conference is emerging.  Documents, presentations, podcasts, images and more are available in the archive.

    Elizabeth Boling led a discussion about Moving the Field Forward.  She used an engaging instructional strategy to focus participants on three points: What are our fears?