Showing posts with label tech trends. Show all posts
Showing posts with label tech trends. Show all posts

Thursday, November 13, 2014

RAT: The new SAMR model

R :: replacement | redundant | retrograde
A :: augmented | average | acceptable
T :: transformed | terrific | tremendous

SAMR is almost impossible to pronounce, in English anyway, and while it's simpler than most, it can be simpler, without, I believe, losing anything that is crucial. I don't need to wrestle with the distinction between Augmentation and Modification, seriously—is it that important? What I do see on a really bad day, is tech that is not just replacement, but worse; allow me to reiterate, people using computers in ways that are actually WORSE than not using tech at all—like the person who insists on printing out name labels for each kid, I mean, really? Just get a pen and a write the name on a sticker. I'll tell you what level of integration that is— Retrograde.

Technology as Transformation

The Technology as Transformation Category involves technology use that transforms the instructional method, the students' learning processes, and/or the actual subject matter.
  1. The actual mental work is changed or expanded 
  2. The number of variables involved in the mental processes are expanded
  3. The tool changes the organisation in which it had been used 
  4. New players become involved with the tool's use (or expanded use of the tool). 
  5. New opportunities for different forms and types of learning through problem solving, unavailable in traditional approaches, are developed.

... it [transformative use of ICTs] improves the process of bringing thought into communicable expressions in such significant ways that, once the tool is understood and used regularly, the user feels wanting if it is not available because it has opened up new possibilities of thought and action without which one comes to feel at a disadvantage. It's become an indispensable instrument of mentality, and not merely a tool. (Pea, 1985, p 175)



Many of the innovations, particularly those that provide online content and learning materials, use basic pedagogy – most often in the form of introducing concepts by video instruction and following up with a series of progression exercises and tests. Other digital innovations are simply tools that allow teachers to do the same age-old practices but in a digital format. Examples include blog entries instead of written journals and worksheets in online form. While these innovations may be an incremental improvement such that there is less cost, minor classroom efficiency and general modernisation, they do not, by themselves, change the pedagogical practice of the teachers or the schools. (Fullan M & Donnelly K, 2013, p25)

Wednesday, July 2, 2014

30 Trends in Education for 2015

Trending Up

Teacherpreneurs
Decentralizing academic standards
Rethinking data in the classroom
Adaptive learning algorithms
Digital Citizenship
Focus on non-fiction, digital media
Depth of content
Experimentation with new learning models (including flipped classroom, sync learning, blended learning, etc.)
Teacher self-directed PD, webinars, streams, etc.
College as a choice
Collaborative learning
Digital Literacy
Focus on learning spaces
Design thinking
Mindfulness, meditation, downtime
Teacher as guide-on-the-side
Gamification of content
Genius hour, maker hour, collaboration time
Workflows
Cloud-based word processing
Mainstreaming + co-teaching
Platform Agnosticism
Librarian as digital media specialist
YouTube channels, Google Chromecast, AppleTV
Apps like Storehouse
1:1 tablets/devices
Project-Based Learning
Mobile-first #edtech design
The innovation of apps
Microsoft OneDrive, Google Drive

Awkward Middle Ground

Google, Microsoft, Apple, etc.
“Accountability”
Professional Learning Communities
Differentiation
Computer coding
Traditional reading lists of truly great literature
Pure creativity
Self-directed learning
Massive in-person education conferences
Colleges in general
Experiential learning
Cultural Literacy
The physical design of most school buildings and universities
Memorization of prioritized content that leads to design thinking
Debate
Pressure on systems
Gamification-as-grading-system
Tutoring
To-do lists
Cloud-based learning
One teach, one drift/prompt/observe
Moving from one OS to another (e.g., from Android to Windows Phone)
Librarian/DMS as bibliophile
Online encyclopedias
Apps like Prezi
Socioeconomic disparity
Mobile learning
Mobile assessment
Honest-to-goodness free apps
iCloud

Trending Down

Mass education publishers
Common Core standards, Race to the Top
Data Teams
Scripted curricula
Draconian district filters
Humanities
Coverage of content
“21st century learning” as a phrase or single idea
The perceived quality of teacher certification & training programs
College as the standard
MOOCs
Agricultural Literacy
The traditional classroom
“Low-level” recall of easily accessed data (facts) or skills (arithmetic)
Lessons that favor “verbally expressive” students
Pressure on teachers
Standards-based grading; pass/fail; student retention
Increased “instructional hours”
Whole class processes
Flash drives, hard drives, CDs, emailing files
Alternative schools/classrooms for special needs students
Apple-centric thinking
Librarian as no-nonsense, ruler-wielding taskmaster
Cable television, subscription-based content streaming
Apps like PowerPoint
Oversimplifying BYOD thinking
“Doing projects”
Mobilizing non-mobile content
In-app purchase gouging
Dropbox