Title: Schools without frontiers
1Schools without frontiers?
- Keri Facer
- Futurelab
- London
- Feb 6 2007
2About Futurelab
- Research and Development Lab
- Charity
- Interdisciplinary educators, technical experts,
researchers, creative experts - Prototype Development
- Curriculum Development
- Research
3Overview
- Young peoples use of digital technologies
outside schools - Emerging practices and the digital generation
- Educational Case studies
- Future visions 2020 and beyond
- I will not do all the talking
4Young peoples use of digital technologies
5Some national numbers .
- 89 of children aged 10-16 have computer at home
- 84 of Year 2 parents report children use
computer at home - 90 have games console
- 70 have handheld games machine
- 93 of teenagers have a mobile phone for their
own use - (sources Valentine, Marsh Pattie for DFES 2005
Interactive Education, 2001, Bristol European
Research Into Consumer Affairs Survey, 2004 LSE,
Children-Go-Online Futurelab/EA Teaching with
Games survey)
6Everyday activities
- Mean time spent using a computer outside school
5-7 hours a week (1.5 for formal educational
purposes) - 75-88 of children use the internet outside
school - 84 of children play games at least once a
fortnight - 80 use mobile phone every day
- Games
- Writing
- Phoning/ texting / instant messaging
- Finding things out
- Fiddling
- Playing with images / representations
- 14-15 of children have own webpage
7Digital Differences / Divides
- Socio-economic
- 12 have three or more computers, 16 have no
computers - 75 households A/B have internet, 33 D/E
- Parental occupation
- Technical support, supplies, software, upgrades
- Age
- 41 year 11 pupils have own computer in bedroom,
compared with 31 Year 6 - Educational use increases, games use peaks Year 7
then goes down - Gender
- games/ education activities
- Ethnicity limited data
8Questions
- What levels of access to digital technologies
(like computers, internet, games
machines, mobiles) are there among young people
in your local authority? - What do young people use them for outside school?
- Are there differences in access and use by
different groups of young people?
9Emerging Practices and Questions
10(No Transcript)
11- Machinima 1, 2, 3
- Playing with fonts/images
- bricolage
- Working on what is already there, repurposing,
mash-ups - What counts as creativity in these
environments?
12What counts as knowledge, how do we find it and
share it?
- Social Software / Web 2.0
- Personal as public
- Weblogs http//www.zephoria.org/thoughts
- Collation of blogs http//www.wefeelfine.org/
- Collective knowledge production
- Wikis www.en.wikipedia.org
- New means of finding and sharing knowledge
- Tagging/ folksonomies
- http//del.icio.us
- Audio and visual
- Photos www.flickr.com
- Videos www.youtube.com
13Where are these boys?
14Multiple spaces
- Immediate
- Virtual
- Networked
15Personal map and spaces
- Draw a rapid mind map with yourself at the middle
( use words or pictures) - How do you personally use digital technologies?
- What digital/virtual/real spaces are you
connected with when you use them? - What sources of information and knowledge are you
connected with when you use them? - Where do you use digital technologies?
- Compare your map with others on the table
- what are the differences/similarities?
16Education for aliens?
17- For most adults the digital ecology in which we
now find ourselves grew up around us and we have
adapted accordingly, some more readily than
others. Our young were born into it it is their
natural environment. For them, the high density
of communication vectors is entirely and
unequivocally natural, something which they learn
to adapt to, to use and to exploit, just as we
learned to adapt to the sparse electronic ecology
in which we grew up. (Green and Bigum, 1993,
p135)
18Generational divides?
- 84 of young people play computer games at least
once a fortnight - 72 of teachers never play computer games
- Children entering school this year were born 10
years after the invention of the web it is old
technology to them
19digital natives ?
- Twitch Speed vs. Conventional SpeedParallel
Processing vs. Linear ProcessingRandom Access
vs. Linear ThinkingGraphics First vs. Text
FirstConnected vs. Stand-aloneActive vs.
PassivePlay vs. WorkPayoff vs. PatienceFantasy
vs. RealityTechnology as Friend vs. Technology
as Foe - http//www.games2train.com/site/html/article.html
20New learning communities
- Authentic activities working on something
meaningful - Different roles/ different contributions/
different expertise teachers learners - Collective experimentation and recording what
works - Knowledge building shared activity towards a
common goal - Alan puts it on, then Karen messes with it and
then Alan will mess with it and do a bit more and
Karen says no do that with it, or we can do
that with it. Theyre swapping facts. Karen
knows something that Dad doesnt and Dad knows
something that Karen doesnt
21New learning relationships
- a lot of it Ive learned as well from Joe, my
friend. He knows a bit about computers but he
doesnt know anything about making a webpage. So
sometimes like if I dont know how to do
something. I had to phone Joe Oh look, its bla
bla bla and he tells me, you know. I didnt
know how to use this when I first had it.but
when it came to like doing the web page he phones
me and Ill tell him how to do other things, you
know, its like a compromise between the both of
us. We both tell each other how to do things.
22New learning relationships
- If the teacher doesnt have too many limitations,
you know, say for example you wanted to insert a
clipart from a different file and the teacher
originally knew, you know, this is the way you
should do it, and then you said No I know
another way to do it to get better images and
stuff. Then a good teacher like Miss Andrews
would let you do this. Okay And then she would
take on your information that you inputted into
the lesson. She learns from you and you learn
from her. So its like a two-way system. Its not
like some teachers who, you know, pound it into
you, try to just get information into you, they
dont get anything back, thats a bad teaching
manner. I dont like that type of teaching at all
when the teacher just gives you information and
says write it down bla bla bla. This is it.
Revise from it. Thats not good teaching at all.
But when they just give you information and
thats it, they dont answer questions, they
dont let you involve yourself in the lesson,
thats not a good type of teaching, thats really
bad teaching.
23Questions
- Is there a generational divide between adults and
children in terms of using digital technologies ?
- What are adults good at and what are children
good at today (not just in terms of using
technology) ? - How might we design schools to foster exchanges
of skills and knowledge between children and
teachers?
24Case studies
25Education for the information age
- Generic Workers These human terminals can, of
course, be replaced by machines, or by any other
body around the city, the country or the world,
depending on business decisions. While they are
collectively indispensable to the production
process, they are individually expendable
(Castells, 1997340) - Self-generative workers able constantly to
redefine the necessary skills for a given task,
and to access the sources for learning these
skills. (Castells, 1996)
26- New Spaces
- Savannah
- http//www.futurelab.org.uk/showcase/savannah/inde
x.htm - Mudlarking
- http//www.futurelab.org.uk/showcase/mudlarking/in
dex.htm - Create A Scape
- http//www.futurelab.org.uk/showcase/create_a_scap
e/index.htm - Games, collaboration
- Racing Academy
- http//www.futurelab.org.uk/showcase/racing_academ
y/index.htm - Space Mission
- http//www.futurelab.org.uk/showcase/space_mission
/index.htm
Learning Communities Notschool, UK Unlimited,
NZ Bishops Park, UK Enquiring Minds,
UK Fountaineers http//www.futurelab.org.uk/showc
ase/fountaineers/index.htm
27Future Visions 2020 and beyond
28- 19th Century
- Electric light, phonographs, wireless cinema,
early globalisation, mass production
Invented playgrounds and new school spaces,
universal primary education, widening access to
higher education and laws banning child labour
29by 2020 ?
- Intelligent and responsive public and private
spaces in which we live unconsciously with
invisible personalised technologies embedded in
our everyday attire, - enabling us to access free personal memory banks
which have recorded our entire life and
interactions - and which allow us to run NASA quality
simulations on personal and mobile devices which
generate immersive collaborative environments - We might live forever
30- Collaborative and immersive spaces
31What If
- Learning institutions were designed for
flexibility, and to cope with future social and
educational change ? - Learning settings were designed to foster
creativity and collaboration amongst learners ? - Learning settings were designed to encourage
interactions between different age groups ? - Learning settings were designed to meet the
preferences of individual learners over how,
where, when and in what ways they learn ?
32- Personalised Pods
- http//www.futurelab.org.uk/research/opening_educa
tion/learning_spaces_01.htm
33- Zoned workflow spaces
- http//www.futurelab.org.uk/research/opening_educa
tion/learning_spaces_01.htm
34Over to you.
- What if things could be very very different? What
would we want them to be? - Imagine a day in the life of a learner in 2020
(ignore all practical constraints, imagine what
you would want it to be)- what happens? - What do we have now that can make this possible ?
- What do we need to invent, change or enable to
bridge the gap?
35Bioscience developments design for change.
- What does education look like if we can all live
forever by 2020 ? - What does education look like if it is possible
to take drugs to enhance mental processing powers
by 2010 ? - What does education look like if neuroscience
offers radically new insights into learning that
challenge everything we have understood until
now? - What does education look like if there is bird
flu
36Thank you
www.futurelab.org.uk/research Ben Williamson,
Dan Sutch, Sarah Godfrey, Tash Lee, Lyndsay
Grant, Mary Ulicsak, Richard Sandford, Jessica
Pykett, Tim Rudd, John Morgan