Title: New Skills for a New Age
1New Skills for a New Age
Margaret MeijersNew Town High SchoolTasmania
2Margaret 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 .
3Classes
- 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
4Industrial Revolution
- Late 18th early 19th Centuries
- Steam powered machinery
- Mass production
- New industries developed rapidly
5Profound 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 -
6Memory Lane
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11WikiPedia vs Encarta
2006 Pew Internet
12Google
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22Search Engines
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36Globalisation 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
37Globalisation 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
38Urbanisation
- 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
39Technological 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?
40Knowledge 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
41The 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
42Digital 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
43Digital Revolution
- Profound impact on
- Business Commerce
- Communication
- Travel
- Lifestyle
- Social and family structures
- But the impact on schools so far has only been
superficial ..
44Still 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
45Response to Changed World
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48The world has changed. What about Kids?
49Kids want community
- to be always connected
- constant communication
- reflected through internet and mobile devices
which are key parts of their lives
50Kids 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
51Kids 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. - Â
52Worldwide Blog Growth
Source Technorati
53Blog Example
54Collaborative Problem Solving
55Success
56Online 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
57Social Networking
- Social Networking Explained
58Geocities 1996 200,000 users
59MySpace Registered Users
July 2007 3.8 million Australian profiles
602006 Pew Internet
61FaceBook
- 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)
62Learning 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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64Online University Courses
65Cat 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.
66Baby Boomer or Gamer?
gt35
lt35
- Which character do you more readily recognise?
67Baby 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!
68Video Games
- Casual Games - Solitaire, Pong, Tetris, Pacman
69Serious 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
70Game Culture
71How 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.
72Will 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.
73Put yourself in the shoes of a teenager
74Why 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
75Why 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
76Why 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.
77Parents yell at kids to get off computers,
without understanding that their kid could be
managing a 200 person online guild.
78James
- 19 yrs old
- Avid gamer
- Highly successful student
- WoW Guild Master (200 members)
79Real 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.Â
801st 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.
81Role 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.
82Benefits 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.Â
83Serious Games
84Learning 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
85Beth 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.
86Multi Casualty Incident Response
- Trains fire fighters in their duties and
priorities - Range of scenarios
- Records actions
- and responses
87Monkey 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.
88Inider
- 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.
89Straight 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.
90Infinitearms
- 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.
91Americas 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
92Kuma War Game
- Video footage from Iraq, Afghanistan and Liberia
- Game missions based on US perspective
93Racing 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
94WFP 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.
95And 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
96US 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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99Alarmingly Similar!
100We 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
101What is Important in a Changed World?
with passion curiosity!
102What 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.
103I 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.
104What is Important in a Changed World?
- Critical thinking problem solving
- Technological Literacy
105Can you control technology or does technology
control you?
Technological Literacy
106Programming/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
107Roomba
108Reading 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)
109TextHELP 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
110Talking Books
- Wide range of titles
- Anytime, anywhere listening
111Programming/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
112New 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.
113NEW TOOLS FOR A NEW AGE
114One 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!
115Scratch
- Interactive stories, animations, games, music and
art - control technology
- design, create share
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118PicoCrickets
- 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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120Chester
121- Modern package, continually being upgraded
- Drag and drop interface built in C like
programming language - Suited to high school and capable primary
students
122Childrens Comments
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124Squeak 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.
125Seymour Papert
http//www.squeakland.org
126Scratch, 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
127MODEL FOR 21ST CENTURY LEARNING
128Pedagogy Out
Heutagogy In
129Heutagogy 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.
130Tom 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
131Fundamentals
- 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
132Model 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)
133Model 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
134Knowsley 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.
135New Schools for a New Age?
New Skills for a New Age
- Margaret Meijers
- http//www.mindtools.tased.edu.au