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Authentic Learning:
Real-world Project Based Learning
Paul Herring MACS (Snr) CP, St Peters Lutheran College
Overview of this presentation:
 Introduce AL & my experience and how we have been
using this approach for many years in Senior IT classes
 Why Authentic Learning
 An example for Junior High
 The CT approach
 Short discussion - fitting into your curriculum in 2016?
 Why so vital – The Second Machine Age
 Conclusion
 Questions
Digital Disruption: It’s not the
owner of a stage coach who builds
railways
Authentic Learning
– think differently
 Good ideas involve recombinant innovation
 Thinking ‘outside the box’
 “You’ll be paid in the future on how well you can work with
robots”
My/Our Experience:
 School Achievement Program in Digital Technologies
 Locker App
 Swimming Carnival
 Talking Books
 Websites
 Kiosk Systems
 Learning Objects/Tutorials
School Achievement Program
in Digital Technologies
 Real jobs; real earnings
 12,000 run of 12 page quarterly newsletter
 Websites for many local and state companies
 Kiosk Systems for Resort
 Cartoon Books for well-known local cartoonist
 Information Systems
 Won Federal ‘Best Practice in IT’ education award
Locker App
Swimming Carnival app
1 32 64 75 8 9
9 Lanes
9 Houses
Judges call placings; 9 others hand out place cards;
Swimmers take to their House desk where 9 recorders note placing.
Then submitted to Chief scorer to add up. Eg. 1 = 10; 2= 6; 3 = 3; 4 =2; 5 –9 = 1
Solution using Corona SDK
IT Solution:
2 Staff – Judge & recorder
Recorder taps each lane cell
as placings called out.
Simple animation moves cells
to second row.
Can be adjusted – once ok,
submitted and scores
auto-updated
Talking Book for young writers on
Tablets or Smartphones
Web Sites for Clients
Tutorials & Learning Objects
Real World Solutions:
Advertising Kiosks
The
Key Characteristics
of
Authentic Learning
Authentic tasks have
real-world relevance
 Activities match as nearly as possible
the real-world tasks of professionals
in practice rather than de-
contextualised or classroom-based
tasks.
A lot messier!
Authentic tasks are ill-defined,
requiring students to define the
tasks and sub-tasks needed to
complete the activity
 Problems inherent in the tasks are ill-defined and open to
multiple interpretations rather than easily solved by the
application of existing algorithms.
 Learners must identify their own unique tasks and sub-
tasks in order to complete the major task.
Authentic tasks comprise complex
tasks to be investigated by students
over a sustained period of time
 Tasks are completed in days, weeks and months rather
than minutes or hours, requiring significant investment of
time and intellectual resources.
Authentic tasks provide the
opportunity for students to examine
the task from different perspectives,
using a variety of resources:
 The task affords learners the opportunity to examine the
problem from a variety of theoretical and practical
perspectives, rather than a single perspective that learners
must imitate to be successful.
 The use of a variety of resources rather than a limited
number of preselected references requires students to
detect relevant from irrelevant information.
Authentic tasks provide the
opportunity to collaborate
 Collaboration and ‘complex communication’ is integral to
the task, both within the course and the real world, rather
than achievable by an individual learner.
Authentic tasks provide the
opportunity to reflect:
 Tasks need to enable learners to make choices and reflect
on their learning both individually and socially
 Evaluation – part of the Design/Develop/Evaluate cycle
Authentic tasks incorporate
Design Thinking
Authentic tasks can be integrated
and applied across different subject
areas and lead beyond domain-
specific outcomes
 Tasks encourage interdisciplinary or cross-curricula
perspectives and enable diverse roles and expertise rather
than a single well-defined field or domain.
Authentic tasks are seamlessly
integrated with assessment
 Assessment of tasks can be seamlessly integrated with the
major task in a manner that reflects real world assessment,
rather than separate artificial assessment removed from the
nature of the task.
Authentic tasks create polished
products valuable in their own right
rather than as preparation for
something else
 Tasks culminate in the creation of a whole product rather
than an exercise or sub-step in preparation for something
else
Authentic tasks allow competing
solutions and diversity of outcome
 Tasks allow a range and diversity of outcomes open to
multiple solutions of an original nature, rather than a single
correct response obtained by the application of rules and
procedures
High school and college students are capable of
delivering high level, quality -real WORLD projects-
especially for Social Justice
- Wendy Muhlhauser,President/Author/Speaker at SissyMarySue LLC
 “I believe when high school and college age students are
entrusted with real world projects with the potential to
positively impact the greater good in our world, they are
capable of delivering incredible, quality work!
 They are far more invested when they can actually make the
connection with the effort put forth in contributing to our
world.
 When they are entrusted with such projects this translates into
empowerment.
 When the learning feels meaningful the growth, discoveries and
potential for real critical thinking is measurably enhanced!
 Our world will be in better hands by providing this kind of
opportunity for learning, accomplishment, as well as, for
personal and academic discovery!”
Suggested Junior High Example of
an Authentic Learning Task:
Design and create a
commercially viable
Board Game
Tasks: Start with
 Research – the social value, especially in today’s ‘social-
media’ connected/’absorbed’ world
 On-line, survey, play?
Typical Starting Questions:
What is the game concept going to be?
Is there a niche market for this concept?
What's the target market? (age appropriateness)
What do most successful board games for this age look like?
Who shall we consult?
What materials does one need to create their own prototype?
Should we create an IT version for testing – using Scratch?
How are board games manufactured?
What do most board games for that demographic look like?
What materials does one need to create their own prototype?
How are board games manufactured?
How are they designed?
How are game boards packaged?
 How are board games marketed?
How can one be sure that the new game(s) work?
What kind of themes, colours and interest will our target
market be interested in today?
What about working with earth-friendly materials?
What are some of the greatest game board successes?
What made them successful?
Is there a history of board games.
How are we going to present them and to whom?
When's a good time to introduce the games and market
them?
What kind of expertise do we have at our disposal?
 Teams:
How many, what roles, tasks, responsibilities?
 Egs.: Senior researcher, Concept artist; Level designer;
Modeller; Texture Artist; Creature Technician; Animator;
Programmer/coder (for Scratch mock-up of functionality);
and Project Manager
Project Management:
Design:
 Research including game playing one like King of Tokyo?
 Roles
 Brain-storming – Ideation
 Further research
 Design objects, narrative, layout, play mechanisms (in Scratch?),
 Pitch, including Kickstarter Video
Develop:
 Create basic version
 Test, trial basic version
 Present to evaluation team – ‘angels’, teacher, parents, game experts
 Do initial marketing
 Create game website
Evaluate:
 Reflect on & evaluate roles, social interaction, learning, game viability, etc?
Pitch to ‘Angels’:
This should contain such things as:
 An overview of the game so that the audience of your pitch should be
able to “play” the game in their “mind’s eye”
 Supporting evidence (Market Research) for the potential success of your
new concept/idea for a game
 Artistic representations of the basic design – either hand-drawn or
digital
 Rough sketches of some of the main characters and environment
 A Working Title and one-sentence description (plot overview), & genre
 The proposed target audience (demographics) –this choice must be
consistent with your supporting evidence
Pitch to ‘Angels’:
 An overview of the levels, narrative, core objectives and game
play theme
 Game structure – how the game proceeds – worlds, sub-quests?
 Distinctive features – what sets game apart – Example: Unique
character(s), customizable options, unique sub-worlds and
puzzles??
 Character features – what the player avatar will do
 Game world, description – includes look and feel – Example:
modern robot city, or a recycling plant
 Features that provide the game flavour
 Internal rules for how player will interact with the world i.e.
Character internals (hit points, stamina, rewards)
 Environment interactions
Cross-curricula:
 Maths
 money, simple accounting, data management, graphs & surveys,
mathematic/statistical game concepts - problem solving,
 Art
 board design, graphic arts, logos, advertising, set designs, packaging
 English - Creative Writing
 letter writing, advertisements, radio commercials, manual writing,
 English
 oral presentations, research, rule books, board game history, problem
solving agendas, comprehension, making predictions
 Drama
 role playing, advertising video, voice over dramas
 Technology
 Build artefacts
 IT – Computational Thinking
Ultimately, the most effective motivators are
 autonomy
 the ability to chart your own course,
 mastery
 the ability to become an expert at something), and
 purpose
 the idea that what you are doing serves a purpose larger than
yourself.
Dan Pink – see Ted Talk 2009
Authentic Learning
is highly motivating:
 Our timetable structure
 The silo nature of our curriculum
 The challenge of change & the unknown
 Coping with (apparent) failure
 New assessment techniques & strategies
Some Challenges:
 Add community involvement to existing
projects
 Eg. Chris Chapman’s brilliant class sessions on the the
First Machine Age – add ‘Market Square’ day?
 Look for IT based solutions to existing
problems
Alternative AL Approaches:
 touchscreen
 accelerometer
 gyroscope
 camera
 compass,
 barometer
 Magnetometer
 Proximity Sensor
 Orientation Sensor
 Infra-red sensor
 Bluetooth
 NFC
 Force Sensor
 Ultra-sonic sensors
 RFID
 IR Spectroscopy
 GPS, etc...
SO:
 what opportunities are open
to utilising these sensors
 & what problems can now be
solved?
The Power of the Mobile – Add-ons
Computational Thinking is a problem-solving process that
includes (but is not limited to) the following characteristics:
 Formulating problems in a way that enables us to use a computer and other
tools to help solve them.
 Logically organizing and analyzing data
 Representing data through abstractions such as models and simulations
 Automating solutions through algorithmic thinking (a series of ordered
steps)
 Identifying, analyzing, and implementing possible solutions with the goal of
achieving the most efficient and effective combination of steps and
resources
 Generalizing and transferring this problem solving process to a wide variety
of problems
Authentic Learning
using Computational Thinking:
Introducing the Authentic Learning Approach:
- As a 4 Step Process
1. Real world issue
• Posing the right question
2. From the Real world
• to modelling or technical formulation
• Design & Algorithmic Thinking
3. Computation
• Programming/Coding
4. Verification
• Testing, evaluating, refining & introducing
solutions back into the real-world
 The question – can’t read the sign?
 The question – which avocado?
Practical Examples - Commercial
Real World Solutions:
More Practical examples -Raspberry Pi
Seventy Torres Strait Islander girls have coded a Raspberry Pi with an
LED, GPS module and FM transmitter for emergency beacons to help
their communities signal if brush fires become widespread, or alert
people of poisonous snake and spider bites.
More Practical examples
- Helping with dyslexia
Eighth-graders develop app to
help dyslexics read better:
They envisioned the Mind Glass
app allowing background
colours and text fonts or sizes on
Web pages or mobile devices to
be altered for the specific needs
of an individual, much like how
prescription glasses help people
see.
Using the Power of the Mobile
How many different uses for the GPS device that
comes with your smartphone can you imagine?
How many do you think exist right now
How many distinctly different uses.
There are many Car Navigation apps on the market, but
what about other uses?
How many you can come up with?
How far can we go with Authentic Learning?
1) Normal car/bike/walk navigation
2) track mileage for reimbursement
3) flight log book
4) mashup between a to-do list and GPS
5) tracks your phone, so if you get lost
6) share your location details with friends
7) amenities nearby
8) Google Maps
9) Golf
10) Runkeeper
11) Speedo
12) Altimeter
13) Family Locator is the most reliable &
accurate family locator & children safety
app.
14) Family Locator app lets your family be in
touch and stay connected with your
friends anytime.
15) Find the value of Taximeter
16) Truck Fleet management
17) location like Google Earth
18) emergency road side assistance
19) Track your luggage, laptops, pets and
anything of importance - need unit in
collar
20) GPS games - eg. GeoCache, a global GPS
based treasure-hunt
21) Freight Tracking
Some Smartphone GPS Apps:
Summary of the Key Characteristics:
 Learning is centred on authentic tasks that are of interest to the
learners.
 Students are engaged in exploration and inquiry.
 Learning, most often, is interdisciplinary.
 Learning is closely connected to the world beyond the walls of the
classroom.
 Students become engaged in complex tasks and higher-order
thinking skills, such as
 analysing,
 synthesizing,
 designing,
 manipulating and
 evaluating information.
Summary of the Key Characteristics:
 Students produce a product that SHOULD be shared with an
audience outside the classroom.
 Design Thinking is very much a part of Authentic Learning
 Learning is more student driven than with most other
approaches
 Students have opportunities for social discourse.
 Students receive feedback (and assessment?) from external
experts/clients/interested parties
Questions? Discussion
The second machine age is unfolding right now.
We are at an inflection point in the history of our economies and
societies because of digitization.
It’s an inflection point in the right direction
 bounty instead of scarcity,
 freedom instead of constraint
 but one that brings with it some difficult challenges & choices
To become valuable knowledge workers in the new machine age our
students need to develop the following skills:
 ideation,
 large-frame pattern recognition, and
 complex communication
The Second Machine Age:
 Bounty is the increase in volume, variety, and quality
& the decrease in cost of the many offerings brought
on by modern technological progress.
 It’s the best economic news in the world today
 Spread, however, is not so great:
 it’s ever bigger differences among people in economic
success—in wealth, income, mobility, and other
important measures.
 Spread has been increasing in recent years.
 This is a troubling development for many reasons, and
one that it appears will accelerate in the second
machine age unless we intervene.
Bounty and Spread
 Winner-take-all markets are where the
compensation was mainly determined by relative
performance,
 Whereas in traditional markets, revenues more
closely tracked absolute performance.
Eg:
 Best, hardest-working construction worker = 1000
bricks/day; - get’s top dollar
 Another doing 900 bricks/day may get 90% of this
income – this is an economy base on absolute
performance
Spread – winner takes all:
vs Relative Performance:
 Software programmer
 writes a slightly better mapping application
 It might completely dominate a market,
 Programmer/Company is global & becomes ‘superstar’
 There would likely be little, if any, demand for the tenth-
best mapping application (90% as good?), even it got the
job done almost as well.
Results from shifts in the technology for production and
distribution, particularly these three changes:
a) the digitization of more and more information, goods,
and services,
b) the vast improvements in telecommunications and, to
a lesser extent, transportation, &
c) the increased importance of networks and standards.
“… while the economic bounty from technology is real, it
is not sufficient to compensate for the huge increases
in spread.”
Winner Takes All:
 Nasa - ability to forecast solar flares
 solar particle events (SPE’s)
 No method available after 35 years!
 Placed challenge on Innocentive
 A clearing house for scientific problems
 Anyone can work on the problems
 Solved by Bruce Cragin
 retired radio frequency engineer
 SPEs now predicted 8 hrs in advance with 85%
accuracy, and 24 hrs in advance with 75% accuracy
Crowdsourcing:
 2011- Sebastian Thrun, a top artificial intelligence
researcher (and one of the main people behind Google’s
driverless car)
 Over 160,000 students signed up for the course. Tens of
thousands of them completed all exercises, exams, and
other requirements, and some of them did quite well.
 The top performer in the course at Stanford, in fact, was
only the 411th best among all the online students.
 As Thrun put it, “We just found over 400 people in the
world who outperformed the top Stanford student.
Stanford MOOC:
Zara store managers do a lot of visual pattern
recognition, and engage in complex communication
with customers,
and use all of this information for two purposes:
 to order existing clothes using a broad frame of
inputs, and
 to engage in ideation by telling headquarters what
kinds of new clothes would be popular in their
location.
Zara:
Bobby Fischer (13) made a pair of remarkably creative
moves against grandmaster Donald Byrne.
First he sacrificed his knight, seemingly for no gain,
and then exposed his queen to capture.
Thought insane, yet won the game. Today run-of-the-
mill Chess program does the same.
The boundary between uniquely human creativity and
machine capabilities continues to change:
 This new US tool assesses critical thinking, written
communication, problem solving, and analytical reasoning
 It involves a number of tasks including a performance task
with some background reading then 90 mins to write essay
to extract info & write a view or recommendation
 45% of US College students showed no improvement over 2
years of uni;
 35% had none over 4 years!
 The average improvement was quite small.
 Some though did very well – these students – studied alone,
read and wrote a lot more, and had more demanding
teachers
Collegiate Learning Assessment:
Today, the cognitive skills of college graduates:
—including not only STEM disciplines,
but also humanities, arts, and social sciences
—are often complements to low-cost data and
cheap computer power.
This helps them command a premium wage.
Google chief economist Hal Varian – career advice:
 seek to be an indispensable complement to
something that’s getting cheap
 and plentiful.
Examples include:
 data scientists,
 writers of mobile phone apps, and
 genetic counsellors
Ability to interpret and use data:
So ideation, large-frame pattern recognition, and the
most complex forms of communication are cognitive
areas where people still seem to have the advantage,
and also seem likely to hold on to it for some time to
come.
Unfortunately, though, these skills are not
emphasized in most educational environments today.
The impact of a good teacher can be huge.
A study of 2.5 million American schoolchildren, found that
students assigned to better teachers (as measured by their
impact on previous students’ test scores) earned more as
adults, were more likely to attend college, and were less
likely to have children as teenagers.
“Replacing a [bottom 5%] teacher with an average teacher
would increase the present value of students’
lifetime income by more than $250,000 for the average
classroom in our sample.”
Teachers matter:
 Authentic tasks have real-world relevance
 Authentic tasks are ill-defined, requiring students to
define the tasks and sub-tasks needed to complete the
activity
 Authentic tasks comprise complex tasks to be
investigated by students over a sustained period of time
 Authentic tasks provide the opportunity for students to
examine the task from different perspectives, using a
variety of resources:
 Authentic tasks provide the opportunity to collaborate
 Authentic tasks provide the opportunity to reflect and
evaluate
Key Characteristics Summary:
Authentic learning really is fun and empowering, and it can be a great help
towards developing the crucial skills of:
 ideation,
 large-frame pattern recognition, and
 complex communication
 Resource – pdf on Board Game Task
Main Sources:
 The Second Machine Age
 ERIK BRYNJOLFSSON & ANDREW MCAFEE
 Authentic Learning
 by Steve Revington
 http://authenticlearning.weebly.com/
 http://www.authentictasks.uow.edu.au/
 Dr Jan Herrington, University of Wollongong,
 Professor Ron Oliver, Edith Cowan University
Conclusion:

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Authentic Learning: Some ideas for Junior High

  • 1. Authentic Learning: Real-world Project Based Learning Paul Herring MACS (Snr) CP, St Peters Lutheran College
  • 2. Overview of this presentation:  Introduce AL & my experience and how we have been using this approach for many years in Senior IT classes  Why Authentic Learning  An example for Junior High  The CT approach  Short discussion - fitting into your curriculum in 2016?  Why so vital – The Second Machine Age  Conclusion  Questions
  • 3. Digital Disruption: It’s not the owner of a stage coach who builds railways
  • 4. Authentic Learning – think differently  Good ideas involve recombinant innovation  Thinking ‘outside the box’  “You’ll be paid in the future on how well you can work with robots”
  • 5. My/Our Experience:  School Achievement Program in Digital Technologies  Locker App  Swimming Carnival  Talking Books  Websites  Kiosk Systems  Learning Objects/Tutorials
  • 6. School Achievement Program in Digital Technologies  Real jobs; real earnings  12,000 run of 12 page quarterly newsletter  Websites for many local and state companies  Kiosk Systems for Resort  Cartoon Books for well-known local cartoonist  Information Systems  Won Federal ‘Best Practice in IT’ education award
  • 8. Swimming Carnival app 1 32 64 75 8 9 9 Lanes 9 Houses Judges call placings; 9 others hand out place cards; Swimmers take to their House desk where 9 recorders note placing. Then submitted to Chief scorer to add up. Eg. 1 = 10; 2= 6; 3 = 3; 4 =2; 5 –9 = 1
  • 9. Solution using Corona SDK IT Solution: 2 Staff – Judge & recorder Recorder taps each lane cell as placings called out. Simple animation moves cells to second row. Can be adjusted – once ok, submitted and scores auto-updated
  • 10. Talking Book for young writers on Tablets or Smartphones
  • 11. Web Sites for Clients
  • 15. Authentic tasks have real-world relevance  Activities match as nearly as possible the real-world tasks of professionals in practice rather than de- contextualised or classroom-based tasks. A lot messier!
  • 16. Authentic tasks are ill-defined, requiring students to define the tasks and sub-tasks needed to complete the activity  Problems inherent in the tasks are ill-defined and open to multiple interpretations rather than easily solved by the application of existing algorithms.  Learners must identify their own unique tasks and sub- tasks in order to complete the major task.
  • 17. Authentic tasks comprise complex tasks to be investigated by students over a sustained period of time  Tasks are completed in days, weeks and months rather than minutes or hours, requiring significant investment of time and intellectual resources.
  • 18. Authentic tasks provide the opportunity for students to examine the task from different perspectives, using a variety of resources:  The task affords learners the opportunity to examine the problem from a variety of theoretical and practical perspectives, rather than a single perspective that learners must imitate to be successful.  The use of a variety of resources rather than a limited number of preselected references requires students to detect relevant from irrelevant information.
  • 19. Authentic tasks provide the opportunity to collaborate  Collaboration and ‘complex communication’ is integral to the task, both within the course and the real world, rather than achievable by an individual learner.
  • 20. Authentic tasks provide the opportunity to reflect:  Tasks need to enable learners to make choices and reflect on their learning both individually and socially  Evaluation – part of the Design/Develop/Evaluate cycle
  • 22. Authentic tasks can be integrated and applied across different subject areas and lead beyond domain- specific outcomes  Tasks encourage interdisciplinary or cross-curricula perspectives and enable diverse roles and expertise rather than a single well-defined field or domain.
  • 23. Authentic tasks are seamlessly integrated with assessment  Assessment of tasks can be seamlessly integrated with the major task in a manner that reflects real world assessment, rather than separate artificial assessment removed from the nature of the task.
  • 24. Authentic tasks create polished products valuable in their own right rather than as preparation for something else  Tasks culminate in the creation of a whole product rather than an exercise or sub-step in preparation for something else
  • 25. Authentic tasks allow competing solutions and diversity of outcome  Tasks allow a range and diversity of outcomes open to multiple solutions of an original nature, rather than a single correct response obtained by the application of rules and procedures
  • 26. High school and college students are capable of delivering high level, quality -real WORLD projects- especially for Social Justice - Wendy Muhlhauser,President/Author/Speaker at SissyMarySue LLC  “I believe when high school and college age students are entrusted with real world projects with the potential to positively impact the greater good in our world, they are capable of delivering incredible, quality work!  They are far more invested when they can actually make the connection with the effort put forth in contributing to our world.  When they are entrusted with such projects this translates into empowerment.  When the learning feels meaningful the growth, discoveries and potential for real critical thinking is measurably enhanced!  Our world will be in better hands by providing this kind of opportunity for learning, accomplishment, as well as, for personal and academic discovery!”
  • 27. Suggested Junior High Example of an Authentic Learning Task: Design and create a commercially viable Board Game
  • 28. Tasks: Start with  Research – the social value, especially in today’s ‘social- media’ connected/’absorbed’ world  On-line, survey, play?
  • 29. Typical Starting Questions: What is the game concept going to be? Is there a niche market for this concept? What's the target market? (age appropriateness) What do most successful board games for this age look like? Who shall we consult? What materials does one need to create their own prototype? Should we create an IT version for testing – using Scratch? How are board games manufactured? What do most board games for that demographic look like? What materials does one need to create their own prototype? How are board games manufactured? How are they designed? How are game boards packaged?
  • 30.  How are board games marketed? How can one be sure that the new game(s) work? What kind of themes, colours and interest will our target market be interested in today? What about working with earth-friendly materials? What are some of the greatest game board successes? What made them successful? Is there a history of board games. How are we going to present them and to whom? When's a good time to introduce the games and market them? What kind of expertise do we have at our disposal?  Teams: How many, what roles, tasks, responsibilities?  Egs.: Senior researcher, Concept artist; Level designer; Modeller; Texture Artist; Creature Technician; Animator; Programmer/coder (for Scratch mock-up of functionality); and Project Manager
  • 31. Project Management: Design:  Research including game playing one like King of Tokyo?  Roles  Brain-storming – Ideation  Further research  Design objects, narrative, layout, play mechanisms (in Scratch?),  Pitch, including Kickstarter Video Develop:  Create basic version  Test, trial basic version  Present to evaluation team – ‘angels’, teacher, parents, game experts  Do initial marketing  Create game website Evaluate:  Reflect on & evaluate roles, social interaction, learning, game viability, etc?
  • 32. Pitch to ‘Angels’: This should contain such things as:  An overview of the game so that the audience of your pitch should be able to “play” the game in their “mind’s eye”  Supporting evidence (Market Research) for the potential success of your new concept/idea for a game  Artistic representations of the basic design – either hand-drawn or digital  Rough sketches of some of the main characters and environment  A Working Title and one-sentence description (plot overview), & genre  The proposed target audience (demographics) –this choice must be consistent with your supporting evidence
  • 33. Pitch to ‘Angels’:  An overview of the levels, narrative, core objectives and game play theme  Game structure – how the game proceeds – worlds, sub-quests?  Distinctive features – what sets game apart – Example: Unique character(s), customizable options, unique sub-worlds and puzzles??  Character features – what the player avatar will do  Game world, description – includes look and feel – Example: modern robot city, or a recycling plant  Features that provide the game flavour  Internal rules for how player will interact with the world i.e. Character internals (hit points, stamina, rewards)  Environment interactions
  • 34. Cross-curricula:  Maths  money, simple accounting, data management, graphs & surveys, mathematic/statistical game concepts - problem solving,  Art  board design, graphic arts, logos, advertising, set designs, packaging  English - Creative Writing  letter writing, advertisements, radio commercials, manual writing,  English  oral presentations, research, rule books, board game history, problem solving agendas, comprehension, making predictions  Drama  role playing, advertising video, voice over dramas  Technology  Build artefacts  IT – Computational Thinking
  • 35. Ultimately, the most effective motivators are  autonomy  the ability to chart your own course,  mastery  the ability to become an expert at something), and  purpose  the idea that what you are doing serves a purpose larger than yourself. Dan Pink – see Ted Talk 2009 Authentic Learning is highly motivating:
  • 36.  Our timetable structure  The silo nature of our curriculum  The challenge of change & the unknown  Coping with (apparent) failure  New assessment techniques & strategies Some Challenges:
  • 37.  Add community involvement to existing projects  Eg. Chris Chapman’s brilliant class sessions on the the First Machine Age – add ‘Market Square’ day?  Look for IT based solutions to existing problems Alternative AL Approaches:
  • 38.  touchscreen  accelerometer  gyroscope  camera  compass,  barometer  Magnetometer  Proximity Sensor  Orientation Sensor  Infra-red sensor  Bluetooth  NFC  Force Sensor  Ultra-sonic sensors  RFID  IR Spectroscopy  GPS, etc... SO:  what opportunities are open to utilising these sensors  & what problems can now be solved? The Power of the Mobile – Add-ons
  • 39. Computational Thinking is a problem-solving process that includes (but is not limited to) the following characteristics:  Formulating problems in a way that enables us to use a computer and other tools to help solve them.  Logically organizing and analyzing data  Representing data through abstractions such as models and simulations  Automating solutions through algorithmic thinking (a series of ordered steps)  Identifying, analyzing, and implementing possible solutions with the goal of achieving the most efficient and effective combination of steps and resources  Generalizing and transferring this problem solving process to a wide variety of problems Authentic Learning using Computational Thinking:
  • 40. Introducing the Authentic Learning Approach: - As a 4 Step Process 1. Real world issue • Posing the right question 2. From the Real world • to modelling or technical formulation • Design & Algorithmic Thinking 3. Computation • Programming/Coding 4. Verification • Testing, evaluating, refining & introducing solutions back into the real-world
  • 41.  The question – can’t read the sign?  The question – which avocado? Practical Examples - Commercial
  • 42. Real World Solutions: More Practical examples -Raspberry Pi Seventy Torres Strait Islander girls have coded a Raspberry Pi with an LED, GPS module and FM transmitter for emergency beacons to help their communities signal if brush fires become widespread, or alert people of poisonous snake and spider bites.
  • 43. More Practical examples - Helping with dyslexia Eighth-graders develop app to help dyslexics read better: They envisioned the Mind Glass app allowing background colours and text fonts or sizes on Web pages or mobile devices to be altered for the specific needs of an individual, much like how prescription glasses help people see.
  • 44. Using the Power of the Mobile How many different uses for the GPS device that comes with your smartphone can you imagine? How many do you think exist right now How many distinctly different uses. There are many Car Navigation apps on the market, but what about other uses? How many you can come up with? How far can we go with Authentic Learning?
  • 45. 1) Normal car/bike/walk navigation 2) track mileage for reimbursement 3) flight log book 4) mashup between a to-do list and GPS 5) tracks your phone, so if you get lost 6) share your location details with friends 7) amenities nearby 8) Google Maps 9) Golf 10) Runkeeper 11) Speedo 12) Altimeter 13) Family Locator is the most reliable & accurate family locator & children safety app. 14) Family Locator app lets your family be in touch and stay connected with your friends anytime. 15) Find the value of Taximeter 16) Truck Fleet management 17) location like Google Earth 18) emergency road side assistance 19) Track your luggage, laptops, pets and anything of importance - need unit in collar 20) GPS games - eg. GeoCache, a global GPS based treasure-hunt 21) Freight Tracking Some Smartphone GPS Apps:
  • 46. Summary of the Key Characteristics:  Learning is centred on authentic tasks that are of interest to the learners.  Students are engaged in exploration and inquiry.  Learning, most often, is interdisciplinary.  Learning is closely connected to the world beyond the walls of the classroom.  Students become engaged in complex tasks and higher-order thinking skills, such as  analysing,  synthesizing,  designing,  manipulating and  evaluating information.
  • 47. Summary of the Key Characteristics:  Students produce a product that SHOULD be shared with an audience outside the classroom.  Design Thinking is very much a part of Authentic Learning  Learning is more student driven than with most other approaches  Students have opportunities for social discourse.  Students receive feedback (and assessment?) from external experts/clients/interested parties
  • 49. The second machine age is unfolding right now. We are at an inflection point in the history of our economies and societies because of digitization. It’s an inflection point in the right direction  bounty instead of scarcity,  freedom instead of constraint  but one that brings with it some difficult challenges & choices To become valuable knowledge workers in the new machine age our students need to develop the following skills:  ideation,  large-frame pattern recognition, and  complex communication The Second Machine Age:
  • 50.  Bounty is the increase in volume, variety, and quality & the decrease in cost of the many offerings brought on by modern technological progress.  It’s the best economic news in the world today  Spread, however, is not so great:  it’s ever bigger differences among people in economic success—in wealth, income, mobility, and other important measures.  Spread has been increasing in recent years.  This is a troubling development for many reasons, and one that it appears will accelerate in the second machine age unless we intervene. Bounty and Spread
  • 51.  Winner-take-all markets are where the compensation was mainly determined by relative performance,  Whereas in traditional markets, revenues more closely tracked absolute performance. Eg:  Best, hardest-working construction worker = 1000 bricks/day; - get’s top dollar  Another doing 900 bricks/day may get 90% of this income – this is an economy base on absolute performance Spread – winner takes all:
  • 52. vs Relative Performance:  Software programmer  writes a slightly better mapping application  It might completely dominate a market,  Programmer/Company is global & becomes ‘superstar’  There would likely be little, if any, demand for the tenth- best mapping application (90% as good?), even it got the job done almost as well.
  • 53. Results from shifts in the technology for production and distribution, particularly these three changes: a) the digitization of more and more information, goods, and services, b) the vast improvements in telecommunications and, to a lesser extent, transportation, & c) the increased importance of networks and standards. “… while the economic bounty from technology is real, it is not sufficient to compensate for the huge increases in spread.” Winner Takes All:
  • 54.  Nasa - ability to forecast solar flares  solar particle events (SPE’s)  No method available after 35 years!  Placed challenge on Innocentive  A clearing house for scientific problems  Anyone can work on the problems  Solved by Bruce Cragin  retired radio frequency engineer  SPEs now predicted 8 hrs in advance with 85% accuracy, and 24 hrs in advance with 75% accuracy Crowdsourcing:
  • 55.  2011- Sebastian Thrun, a top artificial intelligence researcher (and one of the main people behind Google’s driverless car)  Over 160,000 students signed up for the course. Tens of thousands of them completed all exercises, exams, and other requirements, and some of them did quite well.  The top performer in the course at Stanford, in fact, was only the 411th best among all the online students.  As Thrun put it, “We just found over 400 people in the world who outperformed the top Stanford student. Stanford MOOC:
  • 56. Zara store managers do a lot of visual pattern recognition, and engage in complex communication with customers, and use all of this information for two purposes:  to order existing clothes using a broad frame of inputs, and  to engage in ideation by telling headquarters what kinds of new clothes would be popular in their location. Zara:
  • 57. Bobby Fischer (13) made a pair of remarkably creative moves against grandmaster Donald Byrne. First he sacrificed his knight, seemingly for no gain, and then exposed his queen to capture. Thought insane, yet won the game. Today run-of-the- mill Chess program does the same. The boundary between uniquely human creativity and machine capabilities continues to change:
  • 58.  This new US tool assesses critical thinking, written communication, problem solving, and analytical reasoning  It involves a number of tasks including a performance task with some background reading then 90 mins to write essay to extract info & write a view or recommendation  45% of US College students showed no improvement over 2 years of uni;  35% had none over 4 years!  The average improvement was quite small.  Some though did very well – these students – studied alone, read and wrote a lot more, and had more demanding teachers Collegiate Learning Assessment:
  • 59. Today, the cognitive skills of college graduates: —including not only STEM disciplines, but also humanities, arts, and social sciences —are often complements to low-cost data and cheap computer power. This helps them command a premium wage.
  • 60. Google chief economist Hal Varian – career advice:  seek to be an indispensable complement to something that’s getting cheap  and plentiful. Examples include:  data scientists,  writers of mobile phone apps, and  genetic counsellors Ability to interpret and use data:
  • 61. So ideation, large-frame pattern recognition, and the most complex forms of communication are cognitive areas where people still seem to have the advantage, and also seem likely to hold on to it for some time to come. Unfortunately, though, these skills are not emphasized in most educational environments today.
  • 62. The impact of a good teacher can be huge. A study of 2.5 million American schoolchildren, found that students assigned to better teachers (as measured by their impact on previous students’ test scores) earned more as adults, were more likely to attend college, and were less likely to have children as teenagers. “Replacing a [bottom 5%] teacher with an average teacher would increase the present value of students’ lifetime income by more than $250,000 for the average classroom in our sample.” Teachers matter:
  • 63.  Authentic tasks have real-world relevance  Authentic tasks are ill-defined, requiring students to define the tasks and sub-tasks needed to complete the activity  Authentic tasks comprise complex tasks to be investigated by students over a sustained period of time  Authentic tasks provide the opportunity for students to examine the task from different perspectives, using a variety of resources:  Authentic tasks provide the opportunity to collaborate  Authentic tasks provide the opportunity to reflect and evaluate Key Characteristics Summary:
  • 64. Authentic learning really is fun and empowering, and it can be a great help towards developing the crucial skills of:  ideation,  large-frame pattern recognition, and  complex communication  Resource – pdf on Board Game Task Main Sources:  The Second Machine Age  ERIK BRYNJOLFSSON & ANDREW MCAFEE  Authentic Learning  by Steve Revington  http://authenticlearning.weebly.com/  http://www.authentictasks.uow.edu.au/  Dr Jan Herrington, University of Wollongong,  Professor Ron Oliver, Edith Cowan University Conclusion:

Notas del editor

  1. Joseph Schumpeter: ‘The Theory of Economic Development’
  2. TKIS course
  3. Duncan’s Minor Project – show via vid camera?
  4. In terms of ebook application, independent reading takes the cake. An overwhelming majority (90%) report that ebooks are used by students for independent reading, followed by whole class instruction (44%) and small group literacy instruction (41%). 
  5. Design, make and implement – first for this restaurant
  6. Kiosk/Resume for Graphic Designer
  7. Characteristics of AL:
  8. DDE cycle
  9. Still have issues – suggest 5 phase approach
  10. http://www.authentictasks.uow.edu.au/framework.html - Prof Jan Herrington & Ron Oliver
  11. https://www.linkedin.com/pulse/high-school-college-students-capable-delivering-level-muhlhauser
  12. Discuss why – Rocky experience
  13. Autonomy, mastery, and purpose are three concepts that Dan Pink explained with great clarity in his 2009 TED talk. The essence of Pink's talk is that tangible rewards (a paycheck, a grade, a promotion) are only effective at motivating people to a certain point. Pasted from <http://electriceducator.blogspot.com.au/2011/01/reflection-fedex-project.html>     http://youtu.be/rrkrvAUbU9Y
  14. http://www.mosync.com/docs/sdk/cpp/guides/sensors/controlling-sensors/index.html = for coding for sensors Again – how many of these are being fully utilised?? With the sophisticated coding environments of today we can have students do this Corona GPS demo – on onenote page https://docs.google.com/document/d/1vXGbO_8c4cMAKo8UOPGGwIP6-4woxsViC5NM69bkJKs/edit?usp=sharing
  15. Word Lens, now part of Google Translate
  16. http://www.cio.com.au/article/565364/torres-strait-islander-girls-learn-code-raspberry-pi/?utm_campaign=executive-briefing-2015-02-04&utm_medium=newsletter&eid=-154&utm_source=executive-briefing
  17. Design only – not coded
  18. See next slide for some examples.
  19. What limit are there on our students? Not the right q – we should see the opportunities and give them the challenge
  20. Discuss the Board game idea or some other
  21. To understand the distinction, suppose the best, hardest-working construction worker could lay one thousand bricks in a day while the tenth-best laid nine hundred bricks per day. In a well-functioning market, pay would reflect this difference proportionately, whether it could be attributed to more efficiency and skill, or simply to more hours of work. In a traditional market, someone who is 90 percent as skilled or works 90 percent as hard creates 90 percent as much value and thus can earn 90 percent as much money. That’s absolute performance. The startup operates through a web-based platform that is similar to the design of Airbnb, connecting developers with teachers, endorsing a collaboration between both the two, taking coding in schools to the next level.
  22. small difference in skill or effort or luck can lead to a thousand-fold or million-fold difference in earnings. There were a lot of traffic apps in the marketplace in 2013, but Google only judged one, Waze, worth buying for over one billion dollars. Nearly half of Americans are financially fragile – a sizable fraction of ‘middle-class’ Americans – ‘find $2k in 30 days! “… while the economic bounty from technology is real, it is not sufficient to compensate for the huge increases in spread.” Also problem of decreasing social mobility (stuck where you are born)
  23. NASA experienced this effect as it was trying to improve its ability to forecast solar flares, or eruptions on the sun’s surface. Accuracy and plenty of advance warning are both important here, since solar particle events (or SPEs, as flares are properly known) can bring harmful levels of radiation to unshielded gear and people in space. Despite thirty-five years of research and data on SPEs, however, NASA acknowledged that it had “no method available to predict the onset, intensity or duration of a solar particle event.”21 The agency eventually posted its data and a description of the challenge of predicting SPEs on Innocentive, an online clearinghouse for scientific problems. Innocentive is ‘noncredentialist’; people don’t have to be PhDs or work in labs in order to browse the problems, download data, or upload a solution. Anyone can work on problems from any discipline; physicists, for example, are not excluded from digging in on biology problems. As it turned out, the person with the insight and expertise needed to improve SPE prediction was not part of any recognizable astrophysics community. He was Bruce Cragin, a retired radio frequency engineer living in a small town in New Hampshire. Cragin said that, “Though I hadn’t worked in the area of solar physics as such, I had thought a lot about the theory of magnetic reconnection.”22 This was evidently the right theory for the job, because Cragin’s approach enabled prediction of SPEs eight hours in advance with 85 percent accuracy, and twenty-four hours in advance with 75 percent accuracy. His recombination of theory and data earned him a thirty-thousand-dollar reward from the space agency. In recent years, many organizations have adopted
  24. In 1956, 13 yr old, child prodigy Bobby Fischer made a pair of remarkably creative moves against grandmaster Donald Byrne. First he sacrificed his knight, seemingly for no gain, and then exposed his queen to capture. On the surface, these moves seemed insane, but several moves later, Fischer used these moves to win the game. His creativity was hailed at the time as the mark of genius. Yet today if you program that same position into a run-of-the-mill chess program, it will immediately suggest exactly the moves that Fischer played. It’s not because the computer has memorized the Fischer–Byrne game, but rather because it searches far enough ahead to see that these moves really do pay off. Sometimes, one man’s creativity is another machine’s brute-force analysis
  25. Economists Raj Chetty, John Friedman, and Jonah Rockoff, in They also found that the differences between poor and average teachers can be as important as the ones between average and superior teachers.
  26. While machines can do a lot of pattern recognition, humans can examine the whole picture — including technology, social, political, economic and cultural factors — to find a solution to a problem.