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Schools without frontiers

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Young people's use of digital technologies ... Photos www.flickr.com. Videos www.youtube.com. Where are these boys? Multiple. spaces ... They're swapping facts. ... – PowerPoint PPT presentation

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Title: Schools without frontiers


1
Schools without frontiers?
  • Keri Facer
  • Futurelab
  • London
  • Feb 6 2007

2
About Futurelab
  • Research and Development Lab
  • Charity
  • Interdisciplinary educators, technical experts,
    researchers, creative experts
  • Prototype Development
  • Curriculum Development
  • Research

3
Overview
  • 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

4
Young peoples use of digital technologies
5
Some 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)

6
Everyday 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

7
Digital 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

8
Questions
  • 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?

9
Emerging 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?

12
What 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

13
Where are these boys?
14
Multiple spaces
  • Immediate
  • Virtual
  • Networked

15
Personal 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?

16
Education 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)

18
Generational 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

19
digital 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

20
New 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

21
New 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.

22
New 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.

23
Questions
  • 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?

24
Case studies
25
Education 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
27
Future 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
29
by 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

31
What 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

34
Over 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?

35
Bioscience 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

36
Thank 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
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