6. Disengaging statistics
20% of students leave education by age 16
12.5% truancy rate – secondary every day
4000 students excluded each year
4500 leave primary but never get
to secondary
52% of students do not complete the
post secondary qualification they start
“Disengagement is a direct consequence of the way the education system
has developed.” – Dr Stuart Middleton Learning at School 2010
http://www.core-ed.org/learningatschool/previous-conferences/2010
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7. http://bit.ly/tlb2NF
Marc Prensky: Digital Natives, Digital Immigrants 2001
Students power down when they come to school
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8. C21 e-teaching but is it e-learning?
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16. Everything Bad is Good For You
http://en.wikipedia.org/wiki/Everything_Bad_Is_Good_for_You
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17. There is something about You Tube…
2nd most used search engine after Google
6 Billion hours of videos viewed every month
http://www.youtube.com/t/press_statistics
500 Years worth of video watched on Facebook every day
1 000 000 000 unique visits to You Tube each month
...and most schools block You Tube!
24 hours of new content added every day....35 hours of new content added every day....100 hours of new content added every minute....
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18. Many educators prefer slow and controlled
release of information from limited sources.
Us Them
Digital learners prefer receiving information
quickly from multiple multimedia sources.
Digital learners prefer parallel processing
and multitasking.
Taken from: “Understanding the Digital Generation” – Lee Crockett
Digital learners prefer processing pictures,
sounds, color, and video before text.
Many educators prefer to provide text
before pictures, sounds, and video.
Digital learners prefer to network
simultaneously with many others.
Many educators prefer students to work
independently before they network
and interact.
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19. The New Basic Skills – Digital Fluencies
Solution Fluency:
•Creative thinking and real time problem solving by
defining the problem and designing appropriate
solutions.
Information Fluency:
•access digital information
•effectively assess and interpret digitalinformation
Collaboration Fluency:
•Teamworkingproficiency with virtual and real partners
Creativity Fluency:
• Adding meaning through design, art, and storytelling
Media Fluency:
•Look at any media and interpret critically
•Create and publish original digital productsmatching
appropriate media to intended message
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23. Saviour or perpetuator of old paradigms?
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24. Does your app choice facilitate busy work?
What learning outcomes with this app facilitate?
How will I know?
How will the students share their learning?
Can the learning be published easily beyond the iPad?
Does the app share to apps I already have?
If the app does not share, what are my alternatives?
Can I use this app in more than one curriculum area?
What level of elearning does this app represent?
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25. Show Your Class You CARE
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Collaborative
Authentic
Relevant
Engaging
Classroom dynamics – virtual wallResearch shows students do not read AKA value their published work on the wallsVirtual window into your class, more inclusiveMohammed moving to the mountain – moving to the world of the students
Neuroplasticity research that the brain is not immutable and fixed, but dynamic and self healingNew neural pathways are created as a result of intensive inputs and constant stimulationOur children have spent 1000s of screen hours honing enhanced digital skills such as parallel processing, graphics awareness and random access all sophisticated and valuable thinking skills and we largely ignore or do not cater for these skills in educationPrensky calculates that by the time they are 21 the average student will have spent10 000 hours on video gamesSent 250 000 emails, textsWatched 20 000 hours of TVThey are visual, multi media centric learners
Study by Heather Kirkorian“Kids who are interacting with the screen get better much faster, make fewer mistakes and learn faster”The more interaction the better. Kids not getting smarter, just acquiring the skills and knowledge faster and with a greater degree of accuracyThis knowledge is crucial for teachers, they should reflect on their pedagogies to see how their actions are impacting upon their studentsIs the delivery to slow, to linear, not interactive enough to engage and keep engaged their students?This is great news for time poor teachers, interactivity enables students to get through work faster, but we need to change our pedagogies in order to take advantage of thisThe digital divide – is it a myth?In UK only 9% of students do not have access to computers at home or at school. The debate over screen time is over, students aspire to this way of learning, interacting and communicating and are finding ways to engage with it at all times
Games tell us muchReward structure, clear objectives, with many paths to obtain the goals, multi threaded, multimedia, collaborativeNo instructions, discovery learning by trial and errorEducation needs to harness the potential for learning that games can offerSim City exampleWhy does a seven year old soak up the intricacies of industrial economics in game form, when the same subject would send him screaming for the exits in a classrooom?“novels may activate our imagination and music may conjure up powerful emotions, but games force you to decide, to choose, to priorotise.”Game learning cycle:Probe, hypothesise, re-probe, re-thinkReflects scientific thinkingOur children are growing up in a non-linear, light and sound based culture. Are our classrooms reflecting this change?
Talked about this in Interface MagazineDry subject for city kids, always hard to motivateTurned it into a game based scenarioKids collaborated, identified roles for each member of the group, got stuck, solved problems, showed resilience, were given timeScored higher than other classes who did not take this approach