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New Skills for a New Age

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Title: New Skills for a New Age


1
New Skills for a New Age
Margaret MeijersNew Town High SchoolTasmania
2
Margaret Meijers
  • Teacher at New Town High School, Tasmania
  • Government school for boys, 815 students grade
    7 to 10 (12-16yrs)
  • Diverse school community wide range of multi
    cultural, indigenous, socio-economic backgrounds,
    academic ability, and physical and intellectual
    disabilities
  • Why am I here?
  • Recipient of
  • Microsoft Worldwide Innovative Teacher 2006
  • Teaching Australia Best National Achievement by a
    Teacher 2006
  • Hardie Fellowship 2007
  • Australian Council for Computers in Education
    Educator of the Year 2007 .

3
Classes
  • New Town High
  • Four regular grade 7 8 Computing classes
  • Online Computing Extended
  • Centre for Extended Learning
  • Online Game Programming for gifted middle school
    students

Online Campus (2006) Online Computing 8-10 Online
Games Unit 7-10
4
Industrial Revolution
  • Late 18th early 19th Centuries
  • Steam powered machinery
  • Mass production
  • New industries developed rapidly

5
Profound Social Change
  • Driven by technological innovation
  • Urbanisation
  • Transport changes
  • Schools established to instil attitudes of
    discipline, structure, temperance
  • Latin, Greek, grammar, theology, and religion
    changed to chemistry, physics, biology

6
Memory Lane
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WikiPedia vs Encarta
2006 Pew Internet
12
Google
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Search Engines
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Globalisation Employment
  • Flat Earth
  • China, India joining world economy
  • Lower wages, larger skilled workforce
  • Much work can be done anywhere
  • 3 billion more workers competing for jobs
  • By 2010 India will have the highest number of
    English speakers in the world
  • Anything that can be done by machines will be

37
Globalisation Employment
  • Jobs requiring science, engineering, IT growing
    at 5 times rate of other jobs US Bureau Labor
    Statistics
  • US, UK, Australia number of graduates declining
  • Science and engineering represent 60 of Chinese
    bachelor degrees, but 31 in US
  • Top 5 countries in international Maths scores
  • Singapore, Hong Kong, South Korea China, Japan
    Grade 8, 2003 Trends in International Mathematics
    and Science Study

38
Urbanisation
  • More people (3.3bn) live in urban areas than not
    (for the first time in history)
  • Largest cities in the world will not be Tokyo or
    New York, but places like Lagos and Dakar
  • United Nations Data

39
Technological Change
  • Explosive expansion of speed, power, capabilities
    and connectivity
  • Downward pressure on prices
  • What will life be like in 30 years?
  • What will be left for people to do?

40
Knowledge Explosion
  • Amount of knowledge in the world is doubling
    every 18 months
  • Half of the knowledge I learn today will be
    obsolete in 6 months
  • It is no longer possible to do all your lifes
    learning at school
  • We all must be lifelong learners

41
The Digital World
  • The ability to represent so
  • many things with 1s and 0s
  • has changed the way we work and live our daily
    lives.
  • The change has been dramatic
  • Some have embraced it, others avoid it

42
Digital Natives vs Digital Immigrants
  • Analogy promotes and reinforces hidden
    inequalities
  • Technology is rapidly becoming ubiquitous
  • Its no longer about access to technology or
    being born in the right time
  • Its about having the cultural capital and
    connections to a digitally enlightened community
  • Kids born into socially deprived circumstances
    may have the hardware but not the access to the
    cultural capital

43
Digital Revolution
  • Profound impact on
  • Business Commerce
  • Communication
  • Travel
  • Lifestyle
  • Social and family structures
  • But the impact on schools so far has only been
    superficial ..

44
Still in the Industrial Age
Where we are now
  • Factory Model students progress, grouped by
    age, at prescribed times
  • Curriculum uniform, prescribed course of study
    for all students
  • Teacher directed

45
Response to Changed World
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The world has changed. What about Kids?
49
Kids want community
  • to be always connected
  • constant communication
  • reflected through internet and mobile devices
    which are key parts of their lives

50
Kids want personalisation
  • They want..
  • to customise control everything
  • to be self directed
  • to work on their terms, at their times, in their
    place
  • Reflected in own media libraries, websites,
    customised devices

51
Kids want to express themselves
  • to have their ideas heard
  • to show who they are and what they value
  • to have relationships with people in other
    countries
  • Reflected through music, blogging, creating and
    constructing both functional and artistic digital
    objects.
  •  

52
Worldwide Blog Growth
Source Technorati
53
Blog Example
54
Collaborative Problem Solving
55
Success
56
Online Video Growth
  • Oct 2005 lt 25 million views per day
  • Jan 2006 125 million views per day
  • July 2006 700 million views per day

Source ComScore
57
Social Networking
  • Social Networking Explained

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Geocities 1996 200,000 users
59
MySpace Registered Users
July 2007 3.8 million Australian profiles
60
2006 Pew Internet
61
FaceBook
  • Social utility that connects people with friends
    and others who work, study and live around them.
  • Started at Harvard Uni in 2004
  • Now 42 million users worldwide
  • Over half users log in daily
  • gt1 billion photos
  • Grew 273 in Australia between Apr and Jun 2007
    (Hitwise)

62
Learning with Web 2.0
  • If you know how to access it, you can find most
    of what you need to know about almost anything
    online.
  • There are massive international online learning
    communities
  • Technologists have known this for decades, but
    other areas have now caught on.

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Online University Courses
65
Cat 16
  • I can have a conversation with a person with a
    PhD in whatever I want. 
  • If you try and do that in real life they dont
    take a 16 year old girl seriously, but when its
    just text based or voice based they dont really
    care how old you are, what you look like, what
    colour your skin is. 
  • Its just about you, your ideas and how you can
    get them across to them in a way they can discuss
    with you.

I discuss philosophy on a regular basis, whereas
at school weve just started meeting once a month
to have philosophical conversations for half an
hour. I need more mental stimulation than that
really.
66
Baby Boomer or Gamer?
gt35
lt35
  • Which character do you more readily recognise?

67
Baby Boomer or Gamer?
Over 35s have not grown up with games Early
games were trivial and boring Early gamers were
nerdy isolates
  • 1988 Nintendo
  • Entertainment System

Game Revolution was born!
68
Video Games
  • Casual Games - Solitaire, Pong, Tetris, Pacman

69
Serious Games
  • Take up to 100 hours or more
  • Are immersive virtual worlds
  • Require collaboration with others
  • Involve developing values, insights, and new
    knowledge
  • Have an external environment involving
    communities of practice, buying and selling of
    game items, blogs, and developer communities
  • Have become complex learning systems
  • Are hard fun

70
Game Culture
71
How Parents see Games
  • Messages Evil, violent, destroy your mind
  • Constant fighting to get kids to stop playing
    games and do homework, go outside and play, get
    exercise.
  • Demands for money to buy more games, better
    computers etc.

72
Will Rot Your Mind.
Television
Games
  • In condemning games, are we any different from
    our parents generation?
  • As many hours are spent playing games as the
    previous generation spent watching TV, but
    different things are being learned.
  • Gamers are learning how to manipulate electronic
    information.

73
Put yourself in the shoes of a teenager
74
Why Play Games?
  • You are the centre of all attention you are a
    hero
  • You have total control unlike TV which is
    passive
  • You are always right
  • You are expert and really good at what you do
    others see this
  • You can die and not get hurt

75
Why Play Games?
  • The gameworld is simple and logical (unlike the
    real world)
  • Relationships are structured and predictable
  • Trial and error is always a good plan
  • You are always competing, striving to get better
  • Young people rule

76
Why Play Games?
  • There is a global community that transcends age,
    race and culture
  • It is escapist when you dont like reality you
    have a game world.

77
Parents yell at kids to get off computers,
without understanding that their kid could be
managing a 200 person online guild.
78
James
  • 19 yrs old
  • Avid gamer
  • Highly successful student
  • WoW Guild Master (200 members)

79
Real Time Strategy
  • Its all about the strategy and doing things at
    crucial times
  • It teaches you how to think about 5-10 things at
    once and manage all those things at once. 

80
1st Person Shooters
  • You are very reliant on your team and the way
    you are able to execute the tactics that youve
    planned down to the very precise moments
  • Split second thinking, planning on the run,
    trying to get 5 people working as one unit
    instead of 5 individuals are all vital.
  • Helps you to identify and concentrate on the
    important things.

81
Role playing games
  • Teach you about persistence if you have a go
    and set yourself to it, and use the social
    aspects such as helping out people so they help
    you out, then you can get there. 
  • This is beneficial to real world success.

82
Benefits of Games
  • Each genre of game helps in different areas
    this is far more beneficial in real life than
    watching TV or reading in my opinion. 
  • Reading teaches you lots of information but it
    doesnt really help the way you actually think in
    a real world situation.  
  • I read, all my friends who play games read, but
    if you ask any of them, theyd say the thing that
    helps you to learn to think is playing computer
    games. 

83
Serious Games
84
Learning Systems
  • Games are complex and effective learning systems
  • People
  • pay money
  • to put in long hours
  • to learn something really difficult
  • The business world has recognised this and
    leverages this learning

85
Beth Israel Hospital
  • Surgeons train on video games before operating.
  • Surgeons who played 3 or more hours of games per
    week made 37 fewer mistakes and operated faster.
  • Now warm up with games such as Super Monkey Ball,
    Star Wars Revenge Racer and Silent Scope.

86
Multi Casualty Incident Response
  • Trains fire fighters in their duties and
    priorities
  • Range of scenarios
  • Records actions
  • and responses

87
Monkey Wrench Conspiracy
  • The Monkey Wrench Conspiracy "mod" puts you in
    the role of an intergalactic secret agent
    dispatched to deep space to rescue the Copernicus
    station from alien hijackers.
  • It is a complete tutorial for a complex technical
    product, designed to teach industrial engineers
    how to use new 3-D design software.

88
Inider
  • A 4-CD game created by PricewaterhouseCoopers to
    teach its 24-year-old-average-aged auditors to
    understand derivatives on corporate balance
    sheets.
  • Set in the future, players join the finance team
    of intergalactic mining company Gyronortex, where
    they are required to master the basics of
    hedging, swaps and options.

89
Straight Shooter!
  • A first person shooter game created for Bankers
    Trust Company in which marketers hunt for clients
    in cities, airports and hotels around the world.
  • Clients can only be acquired when the player has
    demonstrated he or she understands the business
    policies in question.

90
Infinitearms
  • Team participants are stranded on a remote
    island, with little chance of immediate rescue,
    and a variety of problems and mysteries to solve.
  • By progressing through challenging team problems,
    groups of individuals find themselves
    communicating, collaborating and embracing the
    behaviour of highly effective teams.

91
Americas Army
  • Tactical multiplayer, first person shooter
  • Free financed by US tax department
  • Global public relations initiative to help with
    recruitment
  • Sub genres
  • Advergame
  • Serious Game
  • Militainment

92
Kuma War Game
  • Video footage from Iraq, Afghanistan and Liberia
  • Game missions based on US perspective

93
Racing Academy
  • advanced physics simulation engine
  • familiarity with engineering concepts, through
    racing and engineering realistic virtual models
    of cars
  • facilities allow teams and communities to
    collaborate and compete on the web

94
WFP Foodforce
  • Published by the United Nations World Food
    Programme (WFP) in 2005.
  • Players take on missions to distribute food in a
    famine affected country and to help it to recover
    and become self-sufficient again.
  • At the same time they learn about hunger in the
    real world and the WFP's work to prevent it.

95
And in Schools?
  • We like to think weve changed, but.
  • Teacher still clinging on trying to being the
    expert (kids largely ignore this)
  • Social networks, communications blocked
  • The filtering in China is less restrictive than
    many US public schools (Wes Fryer)
  • Children largely sit in classrooms and move by
    age factory stylein boxes and groups
  • Inflexible times and hours

96
US School Districts in 2007
  • 84 have rules against online chatting in school
  • 81 have rules against instant messaging in
    school
  • 62 prohibit blogging, participating in online
    discussion boards
  • 60 prohibit email
  • 52 prohibit social networking sites

http//www.nsba.org/site/docs/41400/41340.pdf
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Alarmingly Similar!
100
We look to the past, not the future
  • Needs for learning have changed but we resolutely
    hang on to the past
  • Who is driving and leading the digital world?
  • Many kids are doing more learning outside of
    school than inside school
  • Schools are stuck in the industrial age

101
What is Important in a Changed World?
  • Learning how to learn

with passion curiosity!
  • Innovation Creativity

102
What is Important in a Changed World?
  • Communication skills
  • Team work and collaboration

Yet in many schools we are actively blocking
technologies that encourage and support this.
103
I pledge that the work I have submitted is all my
own. Nobody has helped me with it and I have not
offered help to anyone else.
104
What is Important in a Changed World?
  • Critical thinking problem solving
  • Technological Literacy

105
Can you control technology or does technology
control you?
Technological Literacy
106
Programming/Control Needs
  • TV, DVD, HD Recorder, washing machine, mobile
    phone, mp3 player, car stereo, navigation system,
    microwave oven, bread maker, washing machine
  • Security system, air conditioner, heating, phone
    system, answering machines
  • Home PC, home networks, antivirus, spam, spyware
  • PC Applications MS Word, PowerPoint, Excel,
  • Internet WWW webpages, email, online safety
    and security

107
Roomba
108
Reading and Writing Needs
  • By the time they are 21, the average student will
    have spent
  • 10,000 hours on video games
  • 200,000 emails
  • 20,000 hours on TV
  • 10,000 hours on mobile phones
  • Less than 5000 hours reading books
  • (Andrew Bonamici, 2005)

109
TextHELP Read and Write
Text-to-Speech Phonetic Spell Checker NEW
Screenshot Reader NEW Study Skills Toolbar
NEW Summarise Tool Word Prediction Speaking
Dictionary Word Wizard Homophone Support Web
Highlighting One-click Scanning Speech Maker
Daisy Reader Fact Finder Fact Folder Fact
Mapper Speech Input (XP 2000 only) PDFaloud
Pronunciation Tutor Calculators User Definable
Toolbar
110
Talking Books
  • Wide range of titles
  • Anytime, anywhere listening

111
Programming/Control Needs
IT IS ESSENTIAL FOR ALL OF US TO LEARN TO
CONTROL TECHNOLOGY
  • TV, DVD, HD Recorder, washing machine, mobile
    phone, mp3 player, car stereo, navigation system,
    microwave oven, bread maker, washing machine
  • Security system, air conditioner, heating, phone
    system, answering machines
  • Home PC, home networks, antivirus, spam, spyware
  • PC Applications MS Word, PowerPoint, Excel,
  • Internet WWW webpages, email, online safety
    and security

112
New Demands New Tools
  • Video games teach all these skills.
  • You ( kids) need to know the difference between
    good and bad games and how to leverage the good
    ones for learning, entertainment or relaxation.

113
NEW TOOLS FOR A NEW AGE
114
One Laptop per Child (OLPC) Program
  • Goal to provide opportunities to explore,
    experiment and express themselves
  • Aimed at 2 billion children in developing world
  • Designed for learning learning
  • For children to control the machine, not the
    machine to control the child
  • Mass production beginning this month
  • Imagine the impact of 2 billion connected kids
    with a hunger for learning!

115
Scratch
  • Interactive stories, animations, games, music and
    art
  • control technology
  • design, create share

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PicoCrickets
  • Tiny computer that makes things spin, light up
    and play music
  • Lights, motors, sensors
  • Program them to react, interact and communicate
  • Designed for making artistic creations

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Chester
121
  • Modern package, continually being upgraded
  • Drag and drop interface built in C like
    programming language
  • Suited to high school and capable primary
    students

122
Childrens Comments
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Squeak E-toys
  • Media authoring tool
  • Share and create with others
  • Explore new realms of computing and media
    development
  • Environment to explore Maths Science
  • Create simulations and models to test theories
  • The idea is not to teach children specific
    mathematics or science but how to think like a
    mathematician or scientist.

125
Seymour Papert
http//www.squeakland.org
126
Scratch, PicoCrickets, Game Maker, Squeak
support.
  • thinking creatively
  • communicating clearly
  • analyzing systematically
  • using and controlling technologies fluently
  • collaborating effectively
  • designing iteratively
  • learning continuously

More ideas at http//www.mindtools.tased.edu.au
127
MODEL FOR 21ST CENTURY LEARNING
128
Pedagogy Out
Heutagogy In
129
Heutagogy In!
  • Self-determined learning
  • Appropriate in 21st century
  • Focus on the development of individualised,
    independent learning
  • Using multimedia, virtual learning environments,
    online assessment and social software.

130
Tom Friedman
TO LEARN HOW TO LEARN YOU HAVE TO ENJOY LEARNING!
  • Take courses offered by your favourite teachers,
    no matter what the subject
  • I dont remember what they taught me, but I
    remember being excited about learning it.
  • It is not the facts they imparted, but the
    excitement about learning they inspired.
  • Tom Friedman The World is Flat p303

131
Fundamentals
  • Students should be active participants in their
    own learning
  • Learning how to learn, unrestricted by time,
    place, age
  • To be creative with the skills they possess
  • Flexible and adaptable in familiar and novel
    situations
  • Work independently and with others
  • Working with and controlling technology to
    achieve their goals

132
Model for 21st Century Learning
  • Jay Lemke (University of Michigan)
  • 3 relatively independent, but loosely integrated
    components
  • Individual workstations
  • Multimedia (audio and video)
  • Access to global information resources
  • Access to intelligent learning assistants (human
    and machine)
  • Networks and communication groups for interaction
    and collaboration (both stable and ad hoc)

133
Model for 21st Century Learning
  • Learning centres
  • face-to-face individual and group interaction
    with peers, older and younger students, and
    specialist teachers and counsellors
  • where skills can be learned through use of
    specialized materials and equipment
  • Visits, and placements in real-world settings
  • to observe and participate in economic,
    technical, artistic and recreational activities
    with adults

134
Knowsley District UK
  • closing all of its eleven existing secondary
    schools by 2009
  • will reopen as seven state-of-the-art,
    round-the-clock, learning centres
  • no formal classes, no timetables
  • They will be given their days assignments in
    groups of 120 in the morning before dispersing to
    internet cafe-style zones in the learning centres
    to carry them out.

135
New Schools for a New Age?
New Skills for a New Age
  • Margaret Meijers
  • http//www.mindtools.tased.edu.au
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