"Reflective thinking turns experience into insights"

"Reflective thinking turns experience into insights"

I am writing this blog to help me process all the information and discussions that are happening weekly at the Mindlab Postgrad course in Digital and Collaborative Learning.

Saturday, 2 April 2016

Week 3: 21st century skills



At the start of the session we were thinking of jobs that will still be there in the future. 

We thought of old age carers, nurses,educators
computer programmers,coders, ministers, counselors

Looking at the website http://www.bbc.com/news/technology-34066941 some of the jobs least at risk of disappearing were publicans, Senior professional at educational establishment, Health services and public health manager or director,Psychologist, Therapy professional ,Social services manager or director, Speech and language therapist, Education adviser and school inspector, Publican or manager of licensed premises, Hotel and accommodation manager or owner.

What are some 21st century skills? 16 skills are outlined here by the World Economic Forum. These skills are not only important for employment but fostering lifelong learning.

Something new I have learning:

A 21st Century skill :Adaptive Competence

This is produced by innovative ideas and practice.
It involves a capacity to respond and apply learned knowledge and apply skills creatively and flexibly in different situations

Augmented Reality and Virtual Reality

AR- augments the reality around you overlaying the real world eg augmenting the reality with a 3D image such as Quiver Vision, AR Books eg Dragon Riders, Microsoft Hololens











With the Enchantium app small photocopied discs could be augmented to appear as if they are glowing magical jewels.
We thought this could be useful as badges/awards and could be useful for gamification in the classroom.

 Th Anatomy 4D app made images pop out of the page and then by clicking on the side menu different parts of the anatomy were highlighted or became animated. Very cool for science or health subjects.


Virtual Reality is the computer-generated simulation of a 3D image or environment that can be interacted with in a seemingly real or physical way by a person. This seems like you are going into the computer, or you are an avatar and can interact with others in a digital world - No limits to your personality, no physical disabilities eg VR Google Cardboard Oculus Rift, Minecraft, 


Aurasma  (like a QR code but personalised trigger image)

Possible uses of Aurasma:
Create artwork and view the process
Who am I -digital mihi
Check out Richard Wells
http//:eduwells.com2013/09/28bring-schools-to-life-with-aurasma-app/


Models for implementing technology in the classroom


SAMR is a framework through which you can assess and evaluate the technology use in the classroom.
 

TPACK is a framework that identifies the knowledge teachers need to teach effectively with technology

Creating Adaptive Competence

Top of pyramid -Generative confidence
Adaptive competence in the middle (innovate but meet predictable outcomes)
Delivered Competence - Process and fixed tasks

How might SAMR or TPACK help me in planning for DCL1 assessment?

My DCL1 assessment involves designing and developing a digital learning experience which builds 21st century skills.  The SAMR model helps me evaluate how I am using technology. Is it just substituting for a way that I would normally teach the lesson and therefore not building 21st century skills. I would really like the incorporation of technology to be at the transformation level so that students are developing 21st century skills such as creative innovation and collaboration.
In designing a classroom activity I can also use the TPACK model. It is a framework that helps me understand three different kinds of knowledge areas (pedagogy, content and technology) that I need for an effective activity.

What is Innovation?

  • using something in a new way
  • putting ideas to practice in the real world
  • conveying ideas to people outside the classroom context
  • has value beyond a classroom exercise
  • has a real audience or others who can benefit from the innovation
  • An innovation for me may not be for someone else- eg google docs, aurasma 
  • Innovation is more entrepreneurial than being creative
Hatching ideas is creative, bringing them to life in a new product makes a raw idea an innovation.  Tucker

."What is innovation?" Video


This week's task:

Google Maps
Our Group Idea would be to run An Amazing Race
The students would answer a question and when correct be told to go to place using a riddle.At the next place they would get another riddle and have to continue until there is a winning team.

eg. This rhymes with Lynx.






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