What Happens Next? - PowerPoint PPT Presentation

About This Presentation
Title:

What Happens Next?

Description:

Title: PowerPoint Presentation Author: jomorrison Last modified by: lisnp Created Date: 12/19/2003 11:57:06 AM Document presentation format: On-screen Show – PowerPoint PPT presentation

Number of Views:109
Avg rating:3.0/5.0
Slides: 13
Provided by: jom80
Category:
Tags: happens | next | unicorns

less

Transcript and Presenter's Notes

Title: What Happens Next?


1
  • What Happens Next?
  • Looking towards a future e-learning landscape
  • Keri Facer
  • Research Director, NESTA Futurelab
  • www.nestafuturelab.org
  • 16.11.05

2
About Futurelab
  • Est. 2001 to bring together creative, education,
    technology and research communities to create
    future learning environments
  • RD programme - prototypes
  • Research programme - evidence
  • Events - communities
  • Publications sharing lessons learnt. See
  • http//www.nestafuturelab.org/research/lit_reviews
    .htm

3
Blurring the Boundaries
Formal
School
Broadcast TV
Virtual
Real
Cultural Sector
Internet
Informal
From Hawkey, 2004
4
Savannah Project
  • Collaboration between Futurelab, BBC NHU, MRL
    Nottingham Uni, Hewlett Packard
  • Working with disaggregated content, mobile GPS,
    games server to create new learning experience
    that enables new ways of engaging with
    information
  • Video

5
Projects Mudlarking
  • Collaboration between Goldsmiths College,
    Futurelab Mobile Bristol
  • Working to create interactive learning
    landscape overlaying the real world

6
Key Principles for developing resources for a
connected learning landscape
  • Understand learners
  • Understand the potential of new technologies

7
Understanding Learners
  • Principle Challenges
  • What do people already do/know?
  • What do people find hard to understand?
  • What engages and interests them?
  • What resources are available to support
    understanding and engagement?
  • What changes does this effect?
  • Processes
  • Reviewing existing research evidence
  • Early concept trials with users
  • Iterative design co-design
  • Trials evaluating learning experiences not just
    usability

8
Understanding technologies
  • Offer possibilities but do not determine what is
    possible. Our imagination and our sense of
    learner needs determines what we do
  • Possibilities
  • Personalisation and mobility resources in the
    hands of the learners and carried between
    different spaces coherent narratives between
    different experiences, reflection
  • Intelligent and disappearing technologies
    getting smaller, getting smarter, learning about
    the learner prompts for learners, expert
    mentors
  • The digital landscape a new layer on
    reality with GPS learning in situ
  • New spaces virtual spaces, online spaces,
    collaborative spaces new forms of collaborative
    learning
  • Decentralised brought by and created by
    learners in collaboration with institutions
    constructivist learning, self and group created

9
Emerging Worlds
  • MMORPGs

10
Alternative Worlds
  • SecondLife

Travel on foot, or by planes, trains, and flying
saucers gondolas, fuel-injected muscle cars,
mechanical unicorns, fearsome gun ships, giant
snails, smog-belching mech robots,
stardust-powered magic broomsticksor on your own
power, with the innate ability that all Residents
have, to teleport and fly at will Change your
reality with simple but sophisticated 3D creation
tools build houses, design furniture create
clothing, jewellery, and art Invest time and
ingenuity in a fully integrated economy  
Advertise and sell your business to a city-sized
population of consumers Exchange the Linden
Dollars you earn for real dollars, and vice versa
Donate your earnings to in-world projects, or
real world non-profit causes and organizations
Host your own social events for love, fun, and
profit Fall in love, get married at a virtual
serviceand officially designate your Second Life
partner
11
The future?
  • Exciting - Challenging - Huge Possibilities
  • The distributed cultural institution
    geographical and institutional boundaries can be
    overcome
  • The intelligent cultural institution learning
    about and adapting to learners
  • The user generated cultural institution creating
    opportunities for collaborative production of
    knowledge
  • Learner at the Centre of the new learning
    landscape

12
  • Find out more www.nestafuturelab.org
  • Contact Keri.Facer_at_nestafuturela
    b.org
  • Key areas of work
  • Learning in schools, homes, cultural
    institutions, media
  • Computer games
  • Disappearing intelligent computers
  • Mobile learning
  • Children as researchers
Write a Comment
User Comments (0)
About PowerShow.com