Title: Innovation and the curriculum NCSL 120607
1Innovation and the curriculumNCSL 12/06/07
- Tim Rudd
- Tim.Rudd_at_futurelab.org.uk
- www.futurelab.org.uk
2Overview
- Background
- Why innovate
- Key themes and principles
- Some examples
3Why Innovate 1
- Within education innovation its the movement
toward an educational vision through the
development of new practices or tools that lead
to better learning and teaching - Personalisation
4Personalisation
- PL Should be an empowering concept subjects not
objects - Increased choice and voice of the
learner/consumer - Potentially leading to significant systemic
reform of education individual learning
pathways - Less prescription - more active dialogue
- Learner as active (not passive) agent/co-author
of educational script focus on content creation
not regurgitation - Changed relationships between teachers/tutors and
learners
5The personalisation continuum?
Incremental changes. Adapt to change. Underlying
organisation unchanged
New organising principles emerge
Location and educational modes of delivery change
Learning through exploration
ICT allows learners deeper into curriculum
learner led choices start to emerge
Increased options for learners content and
approach
Teacher role as mentor/coach
deep PL system transformation
shallow PL mass customisation
Peer to peer mentoring
ICT enables evidence based picture of learning
needs
Choices for learners still largely focussed
around navigation of existing content
Focus on learning skills not content
New learning networks emerge. New model of
education
Learners voice heard and embedded begin to
direct their learning
ICT as tool to reduce transaction costs
different content and more collaboration
6Why Innovate 2
- Learner Voice
- Learner empowerment
- Active and responsible learners
- Appropriate 21st century skills
- Funds of knowledge
7(No Transcript)
8Fountaineers
- A project to co-design and develop an interactive
and programmable object (intelligent water
fountain) to be constructed within the school
grounds of a primary school. - The design of the artefact and the management of
its use thereafter is to be owned and led by
learners - Fountaineers involves a whole primary school in
the co-design of an interactive, programmable
water fountain. - The project will explore different ways of
organising learning, create alternative
educational experiences and enable learner voice
9Why Innovate 3
- Re-professionalisation of teachers/re-intellectual
isation of the workforce
10- A learning journey that has thrown up
excitement, uncertainty, frustration,
possibility, chinks of light and unadulterated
terror! One certainty, however, is that teaching
and learning will never be the same again. -
- State of being in the fog - out of our comfort
zone and we didnt like it one bit. - Children having a great time - bursting with
enthusiasm and thoughts crucial turning point - Maybe this is what its really about child
centred education where we let go of complete
classroom autonomy - taking it where the children
are fired up and enthusiastic to go.
11Enquiring Mindswww.enquiringminds.org.uk
- Curriculum innovation project
- Develop activities and resources for children and
teachers enabling young people to act not simply
as recipients of knowledge, but its creators - Handbook and forthcoming online guide/tools
- Exploratree
12Teachers and Innovations Programme
- Investigating the capacity of teachers to
innovate in their use of digital technologies
- Develop (radical) new practices
- Be creative in use of digital technologies
- Develop and apply new approaches to teaching,
learning, using of resources and links outside
the classroom - Respond to new possibilities and new problems
- Opportunities
- Motivations
- Encouragement
- Barriers
13- Desk based and background research on
resistances, enablers and examples - Models and tools for innovation/Innovation
resources -
- Map of Innovation
- Collecting examples of innovative practice
- Showcasing innovative practice
- Highlighting similarities and differences in
practice - Network of Innovation
- Annual Conference 30/31 October
- CFI Innovative tools for teachers
14Create-a-scape
- www.createascape.org.uk
- Freely available GPS, PDA, Mediascape authoring
tool - (audio, visual, now video overlays onto real
world content repository and tagging)
15Why innovate 4
- Society has changed
- Education still predominantly C19 model
16New technologies new possibilities
- Clash between technologies to change how, where
and who we learn from - Mobile, outside, informal, non formal, learning
in and from environment, alternative spaces - More specific BSF, Primary re-design wheres
the educational vision, innovation?
17Use and utility of new
- Clash between use of digital technologies inside
and outside - Tools to create, edit, share, collaborate and
publish more push, less pull - Emphasis on content creation emotionally and
experientially different experience - Third wave outside implementation,
expansion/embedding where is the
transformational 3rd wave? In schools?
18New directions? Power Tools2.0?
Chat
VoIP
Mailing Lists
Flickr
Instant Messaging
Games
Photos
Screen Sharing
Media Sharing
Videos
Social Networking
Tagging
Bookmarks
Feeds
Creative software
Screencasts
Blog Search
Wikis
Virtual reality
Weblogs
Pod-casts
Film making
Bulletin boards
Creative software
Michelle Selinger
19Network Logic?
- Are learners already mobilising social capital
and the connectedness of society? - Metaphor and reality of the network seen as
epitomising the social, economic and
technological changes of the last 30 years - Networks are the most important organisational
form of our time. By harnessing network logic,
the ways we view the world and the tools we use
for navigating and understanding it, will change
significantly (Demos). - Concept of the network society calls into
question what it means to be educated today
what new skills, ways of working and learning
will be required
20Questions/discussion
- Where are biggest opportunities for innovation?
- What are the biggest barriers?
- Examples?