Immersive, Collaborative Simulations and Neomillennial Learning Styles: Implications for Education - PowerPoint PPT Presentation

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Immersive, Collaborative Simulations and Neomillennial Learning Styles: Implications for Education

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Title: Immersive, Collaborative Simulations and Neomillennial Learning Styles: Implications for Education


1
Immersive, Collaborative Simulations
andNeomillennial Learning StylesImplications
for Education
Chris Dede Harvard University Chris_Dede_at_harvard.e
du www.gse.harvard.edu/dedech
2
The Evolution of Education
  • shifts in the knowledge and skills society
    values
  • development of new methods of teaching and
    learning
  • changes in the characteristics of learners
  • emerging information technologiesare reshaping
    each of these

3
Learning Styles
  • Sensory-based
  • Visual, auditory
  • Personality-based
  • Myers-Briggs
  • Aptitude-based
  • Multiple Intelligences
  • Media-based

4
Media Shape Their Participants Regardless of
AgeMillennial Learning Styles
  1. Web rewards comparing multiple sources of
    information, individually incomplete and
    collectively inconsistent(mindlessly
    accumulating orseeking, sieving, synthesizing)
  2. Digital media and interfacesencourage
    multi-tasking(superficial, easily distracted
    data gathering ora sophisticated form of
    synthesizing new insights)

5
Jenkins Framework for New Literacies
  • Play the capacity to experiment with ones
    surroundings as a form of problem-solving
  • Performance the ability to adopt alternative
    identities for the purpose of improvisation and
    discovery
  • Simulation the ability to interpret and
    construct dynamic models of real-world processes
  • Appropriation the ability to meaningfully
    sample and remix media content
  • Multitasking the ability to scan ones
    environment and shift focus as needed to salient
    details
  • Distributed Cognition the ability to interact
    meaningfully with tools that expand mental
    capacities
  • Collective Intelligence the ability to pool
    knowledge and compare notes with others toward a
    common goal
  • Judgment the ability to evaluate the
    reliability and credibility of different
    information sources
  • Transmedia Navigation the ability to follow the
    flow of stories and information across multiple
    modalities
  • Networking the ability to search for,
    synthesize, and disseminate information
  • Negotiation the ability to travel across
    diverse communities, discerning and respecting
    multiple perspectives, and grasping and following
    alternative norms

6
Leus Characteristics of New Literacies
  • Emerging ICT tools, applications, media, and
    environments require novel skills, strategies,
    and dispositions for their effective use.
  • New literacies are central to full
    economic,civic, and personal participationin a
    globalized society.
  • New literacies constantly evolve astheir
    defining ICT continuouslyare renewed through
    innovation.
  • New literacies are multiple, multimodel,and
    multifaceted.

7
The Rapid Advance ofInformation Technologies
  • Device (cell phone, HDTV,personal digital
    assistant)
  • Application (word processors, intelligent
    tutoring systems, educational simulations)
  • Medium (shared virtual environments, interactive
    television, worldwide web)
  • Infrastructure (Internet, telephone system, cable
    and broadcast television, cyberspace)

8
Evolving towardDistributed Learning
  • Sophisticated Methods of Learning and Teaching
  • Guided learning by doing
  • Apprenticeships, mentoring
  • Learning communities
  • Orchestrated across classrooms, homes,
    workplaces, community settings
  • On demand, just-in-time
  • Collaborative
  • distributed across space, time, media

9
Next Generation Interfacesfor Distributed
Learning
  • World to the DesktopAccessing distant experts
    and archives forknowledge creation, sharing, and
    mastery
  • Multi-User Virtual EnvironmentsImmersion in
    virtual contexts withdigital artifacts and
    avatar-based identities
  • Ubiquitous ComputingWearable wireless devices
    coupled tosmart objects for augmented reality

10
Why Ubiquitous Computing?
  • One-to-one student to tool ratio
  • Wireless Mobile Devices (WMD) offer great ratio
    of power to cost
  • Wireless mobile computing instant on, anytime,
    everywhere, and in the hand of the user
  • Equity and Effectiveness via Ubiquity
  • Animistic environments for learning
  • Smart objects and intelligent contextsenable
    augmented realities

11
Handheld Augmented Reality Project (HARP)
12
Project Goal
  • To design and study engaging and effective
    augmented reality learning environments using
    wireless handheld computers equipped with global
    positioning system (GPS) receivers

13
Reality
The games are played in the physical environment.
The GPS tracks your location as you explore the
game space.
14
Reality
15
Augmented Reality
  • Students physical location
  • Characters items the student encounters

16
Augmented Reality
17
Augmented Reality
18
Augmented Reality
19
Augmented Reality
20
Augmented Reality
21
Augmented Reality
22
Augmented Reality
23
Augmented Reality
24
Augmented Reality
25
Exploring Augmented Reality
As students come within approximately 20 feet of
these GPS points, they
26
Place Independent
  • We can superimpose our simulations and games onto
    any school on the globe.

27
Powerful Pedagogical Models
  • guided inquiry learning withactive construction
    of knowledge
  • apprenticeship/mentoring relationships
  • collaborative learningsocial exploration of
    multiple perspectives
  • How People Learn (National Academy Press, 1999)
  • http//www.nap.edu/books/0309070368/html

28
Situated Learning
  • constellations of architectural, social,
    organizational, and material vectors that aid in
    learning culturally based practices
  • apprenticeship (the process of moving from novice
    to expert within a given set of practices)
  • legitimate peripheral participation (tacit
    learning similar to that involved in internships
    or residencies)

29
Learning Community
  • A culture of learning, in which everyone is
    involved in a collective effort of understanding
  • Shares and develops a repertoire of resources
    experiences, tools, stories,ways of addressing
    recurring problems
  • Allows a close connectionbetween learning and
    doing
  • Addresses the informal and tacit aspectsof
    knowledge creation and sharing

30
Distributed-Learning Communities
  • Range of participants skills and interestsgoes
    beyond geographic boundaries
  • Asynchronous media enable convenient
    participation and deeper reflection
  • Emotional and social dimensions intensifiedby
    synchronous virtual interchanges
  • Broader range of participants engagein dialogue
  • Mediated, Situated Immersion

31
1976
2006
32
2015
2006
?
33
Next Generation Interfacesfor Distributed
Learning
  • World to the DesktopAccessing distant experts
    and archives forknowledge creation, sharing, and
    mastery
  • Multi-User Virtual EnvironmentsImmersion in
    virtual contexts withdigital artifacts and
    avatar-based identities
  • Ubiquitous ComputingWearable wireless devices
    coupled tosmart objects for augmented reality

34
River CityInterface
Toolbar Space
35
A Different Model of Pedagogy
  • Experiences central, rather thaninformation as
    pre-digested experience(for assimilation or
    synthesis)
  • Knowledge is situated in a contextand
    distributed across a community(rather than
    located within an individualwith vs. from)
  • Reputation, experiences, and accomplishments as
    measures of quality(rather than tests, papers)

36
The Other Halfof Our Talent-Pool
  • Assumptions about Learning
  • Sleeping -------- Eating -------- Bonding
  • simple complex

37
Neomillennial Learning Styles
  • Fluency in multiple media, valuing each for the
    types of communication, activities, and
    expressions it empowersThis goes beyond
    millennial learning styles, which center on
    working within a single medium best suited to
    ones styleand preferences

38
My Distributed Learning Course
  • http//my.gse.harvard.edu/icb/icb.do?coursegse-t5
    02
  • face-to-face interaction
  • videoconferencing
  • wireless, handheld devices
  • small group collaboration via groupware
  • synchronous interaction in virtual environment
  • asynchronous, threaded discussion
  • informal website-based learning experiences
  • shells for course authoring
  • New Forms of Rhetoric

39
Neomillennial Learning Styles
  • Learning based on collectively seeking, sieving,
    and synthesizing experience, rather than
    individually locating and absorbing information
    from some single best source This goes beyond
    millennial learning styles in preferring
    reflective, communal learning via diverse, tacit,
    situated experiencesover solo integration of
    divergent, explicitinformation sources

40
Implications for Professional Development
  • Co-DesignDeveloping learning experiencesstudent
    s can personalize
  • Co-InstructionUtilizing knowledge sharing among
    studentsas a major source of content and
    pedagogy
  • Guided Social Constructivism and Situated
    Learning Infusing case-based participatory
    simulationsinto presentational/assimilative
    instruction
  • Assessment Beyond Tests and PapersUsing
    peer-developed and peer-ratedforms of assessment

41
Professional DevelopmentCommunities of
Unlearning
  • Developing fluency in usingemerging interactive
    media
  • Complementing presentational instructionwith
    collaborative inquiry-based learning
  • Unlearning almost unconscious assumptions and
    beliefs and values about the natureof teaching,
    learning, and schooling
  • Crucial issue for professional development

42
Beyond McLuhan
  • Media shape their messages
  • Media shape their participants
  • Infrastructures shape civilization

43
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