40percentfreelancersby2020-quartz-april2013

 

Also, from Steve Wheeler’s

Etienne Wenger recently declared: ‘If any institutions are going to help learners with the real challenges they face…(they) will have to shift their focus from imparting curriculum to supporting the negotiation of productive identities through landscapes of practice’ (Wenger, 2010).

We live in uncertain times, where we cannot be sure how the economy is going to perform today, let alone predict what kind of jobs there will be for students when they graduate in a few years time. How can we prepare students for a world of work that doesn’t yet exist? How can we help learners to ready themselves for employment that is shifting like the sand, and where many of the jobs they will be applying for when they leave university probably don’t exist yet? It’s a conundrum many faculty and lecturers are wrestling with, and one which many others are ignoring in the hope that the problem will simply go away. Whether we are meerkats, looking out and anticipating the challenges, or ostriches burying our heads in the sand, the challenge remains, and it is growing stronger.

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Also see:

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401kworld-friedman-may2013

 

Also see:

  • The Nature of the Future: The Socialstructed World — from nextberlin.eu by Marina Gorbis, Institute for the Future
    Marina Gorbis, Executive Director of the Institute for the Future (iftf.org) discussed the evolution of communication and its consequences at NEXT13. She analyzed the perks and challenges of the new relationship-driven or “socialstructed” economy, stating that “humans and technology will team up”. Her new book ‘The Nature of the Future: Dispatches from the Socialstructed World’ was published in early 2013.  Watch her inspiring talk on April 23, 2013 at NEXT13.

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From DSC:
My best take on this at this point:

  • Give students more choice, more control of their learning
  • Help them discover their gifts, abilities, talents, passions
  • Help them develop their gifts, abilities, talents, passions
  • Provide content in as many ways as possible — and let the students work with what they prefer to work with
  • Implement story, emotion, creativity, and play as much as possible (providing plenty of chances for them to create what they want to create)
  • Utilize cross-disciplinary assignments and teams
  • Integrate real-world assignments/projects into the mix
  • Help them develop their own businesses while they are still in school — coach them along, provide mentors, relevant blogs/websites, etc.
  • Guide them as they create/develop their own “textbooks” and/or streams of content

 

Defiance-FirstVideoGameTVShow-Feb2013

 

Excerpt:

It’s not unusual for a science fiction television show to spin off a video game. What is unusual is linking the show and the game together on an ongoing basis, with plot elements and characters from each crossing over to the other. In April, gaming company Trion Worlds and the Syfy cable television channel will unveil Defiance, the first such crossover massively multiplayer online game (MMO) and TV show.

 

From DSC:

Transmedia.

Multimedia.

Interactivity.

Participation.

Gamification.

Sounds like there must be something here for the next gen of learners — and learning from the living room.

 

 

Also see:

Classrooms of the Future

Excerpt:

This image gallery from Fielding Nair International, a group of architects working in education, shows lots of images from new and innovative schools around the world.

 

imgur-learningspaces-2012

 
Addendum on 2/13/13, also see:

 

Vitra School Brotorp Rosan Bosch Architects

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Vitra School Brotorp Rosan Bosch Architects

Engaging students in a habit of gratitude — from facultyfocus.com by Deborah Miller Fox

Excerpt:

I teach at a private Christian liberal arts university, so I enjoy a freedom to integrate my faith with my teaching, a freedom that many of my colleagues at secular institutions do not enjoy, no matter what religious faith they may practice. This freedom prompted me to address an attitude that I see as an impediment for anyone who wishes to learn, whether that person is 18 or 80: entitlement. Many of my students, though certainly not all, come into college from a life of relative comfort and prosperity. Very few of them have even witnessed, let alone experienced, the kind of demeaning, debilitating poverty that starves the life and kills the spirit of millions of people around the world.

I have come to believe that prosperity is its own kind of impairment. In an effort to address the sense of entitlement that prosperity and comfort breed, I decided to call my students into a posture of humility. Inspired by Ann Voskamp’s book, 1000 Gifts, I started a list on the first day of the semester and invited all of the students in all of my classes to contribute expressions of gratitude to this list every time we meet. I arrive early enough to open the Word file and project it on the screen in the classroom, and then I start our class sessions with this question, “For what are you grateful today?”

Exploring the field of tech for engagement — from knightfoundation.org by Damian Thorman; with a special thanks going out to Sue Ellen Christian for this find/resource

Excerpt:

Knight Foundation launched its Tech for Engagement Initiative two years ago because we believe technology has the power to transform our democracy.

In big and small ways, we see the potential for reinventing citizens’ relationships with their neighbors, leaders and governments, as a way to build the informed and engaged communities where we all want to live.

Since then, Knight has invested $10 million in two dozen projects, with some early successes. I think most readily of Community PlanIt, which helped the Boston Public Schools involve more people, more deeply in planning efforts.

4 ways to gamify learning in your classroom — from tophatmonocle.com

Excerpt:

This post explores the role of gamification in education and provides four examples of how you can bring the learning method into your classroom.

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Top Hat Monocle closes $8M to bring gamification to university classrooms — from betakit.com

Excerpt:

Today another student engagement platform, Top Hat Monocle, announced it has closed $8 million in Series A funding led by Emergence Capital Partners and iNovia Capital, with participation from SoftTech VC, Version One Ventures, and Golden Venture Partners. The Toronto- and San Francisco-based company, which raised $1.5 million in seed funding in November 2011, launched their product in 2010 and has been used by 65,000 students at over 150 global universities.

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Gamified courses from Course Hero and Bunchball boost student engagement — from gigaom.com by Ki Mae Heussner

Excerpt:

In some circles, the phrase “gamification” may have gone out of fashion, but Course Hero and Bunchball are intent on showing that it can still pack a punch in education.

In April, Course Hero, which uses free online resources to offer students digital study guides and other tools, launched a series of full-length online courses infused with game mechanics from Bunchball’s gamification platform. The companies Tuesday revealed some of the initial results from the partnership.

On average, users spend three times more time on the gamified courses than on all of CourseHero.com and total time on the platform has increased five percent since the Bunchball integration, Course Hero reported. The company also said that social sharing of achievements, which are awarded as students progress through the courses, has climbed nearly 400 percent since the Bunchball partnership.

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From DSC:

  • There is enormous power when resources are reallocated to teams of specialists that come together in order to create engaging, multimedia-based, interactive learning materials!   The products of these endeavors should prove to be highly beneficial — especially when they can be integrated into more hybrid/blended teaching and learning situations. That way, we can utilize the best of both the face-to-face and virtual worlds.

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If attention can be visualized as a gate...is it getting harder to get through the gate?

 

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Addendum on 7/19/12:

A piece of the Next Generation Smart Classroom -- Daniel Christian -- June 2012

 

From DSC:
I wonder:

  • If the video wall  pictured above could be a Smart/connected TV and if it can share files as well as play files?
  • If such a setup will involve machine-to-machine communications (NFC, other)?
  • If it will be like banking setups whereby the student’s device must obtain a constantly rotating password to access a resource that expires in ___ seconds — and they must be in that room to get it?
  • If it will be hardware or software based…or both?

 

whatiflearning.co.uk -- Examples of connecting Christian faith and teaching across various ages and subjects.

 

Excerpt:

This site is for teachers who want their classrooms to be places with a Christian ethos whatever the subject or age group you teach. It explores what teaching and learning might look like when rooted in Christian faith, hope, and love. It does this by offering 100+ concrete examples of creative classroom work and an approach which enables you to develop your own examples.

‘What if Learning’ is a “distinctively Christian” approach developed by an international partnership of teachers from Australia, the UK and the USA. It is based on the premise that a Christian understanding of life makes a difference to what happens in classrooms. Its aim is to equip teachers to develop their distinctively Christian teaching and learning strategies for their own classrooms.

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 Addendum on 4-17-12:

 

Future of Storytelling Expert Series: CloudKid’s Founder on Interactive Storytelling for Children — from Latitude Research° by Kim Gaskins

Excerpt:

Recently, Latitude (in collaboration with Itizen) launched an innovation study on The Future of Storytelling. Why? So we can uncover the questions, challenges, and aspirations of tomorrow’s storytellers and identify how they can better align with audience’s changing expectations. Every week for the next several weeks, Latitude will share its conversation with a different influential individual. We’ll follow the series with a summary of best practices and insights for content creators and businesses from Latitude’s SVP, Neela Sakaria.

Also see:

 

About CloudKid

With our heads fully in the clouds (where else would you want your head to be?), CloudKid transforms daydreams, fantasies, and flights of imagination into characters and stories that live, breathe, laugh, run, shout and fly.

CloudKid combines story and animation philosophies with mobile/web technologies to create eye-popping programs for children—we take children’s media to places it’s never been before. From film/animation production to story/character development, CloudKid develops intellectual property and technologies that will truly change the way kids and families interact with entertainment.

 

Addendum later on 10/18/11:

 

Intel predicts Smart TV is the device of the future — from nyxiotechnologies.com’s blog
Chipmaker Intel believes that the Smart TV is the electronic device of the future, in the living room anyway.

Excerpt:

The Smart TV is already upon us, in its various forms from various manufacturers. It has arrived with 3D capabilities, web browsing and social networking and applications. Currently Samsung and LG seem to be two of the big players pushing the Smart TV to consumers.

Also see:

 

EDUCAUSE Quarterly Logo

 

Mobile

 

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