19. Create Conditions for Success
Digital Scan
Needs Analysis
Funding
Cultivate Champions
Decision Making
Instructional Models
Programs & Geospecifics
Platforms & Devices
Pilot
Implementations
Content
Infrastructure
Professional Development
Best Practice Guides
Launch of New Digital Learning Strategy**
Measurement
Early-Indicator Analysis
Revisions
On-going Analysis
Futures Committee
December
November
October
September
August
July
June
May
April
March
February
January
12 Month Digital Learning
Strategy Roll Out
Editor's Notes
Why are we seeing a shift from traditional classroom learning into digital learning?There is a significant rise in informal learning which is redefining schools and training across the globe, stemming from traditional authorities increasingly being challenged and institutions having to reinvent themselves while at the same time as adopt cost saving measures.The learning eco-system is no longer defined by time and place.Families, teachers and students create learning ‘playlists’ based on interests, values and stages.
Leading to the Internet of ThingsProjectors that can amplifiy any student computer in the classroomComputers ready to skype in absent teachers or special speakersLecture assessments automatically loaded to student mobile devices upon entry and submitted upon exithttp://youtu.be/iR7wx132REQwww = whatever, whenever, whereever
So as much as we moving into, living in a digital world, teaching students still requires teachers and sound pedagogy.
Not the other way around.
We (JA) has 5 generations to consider:Charlene Li – Social Technographics to assess technology adoption by generationBaby Boomers (teachers, staff and mentors) (tecnographic = spectators), aka silver surfers (digital is way to connect non-mobile mentors)Gen X’s (teachers, staff and mentors, influencers, parents) – no computers / then computers (tecnographic = spectators / critics)Gen Y’s (teachers, staff and mentors, influencers, parents) – always had computers, enormous academic pressure, team oriented, information age, technopanics (technographic = joiners / collectors), millennials, FOMOGen Z’s (participants) – IPAD generation, always on, mobile tethered KGOY (kids growing older younger) and leaving toys behind (technographic = creators / critics) 75% have mobile device and internet proficient by 7 yrs of ageAlpha’s (next gen participants) – digital pacifiers, predicted to be the mostly formally educated generation (all)FOMO -- the "Fear Of Missing Out" -- is the insidious feeling that other people are getting more from life than you are. The acronym has been the focus of increasing attention, but the phenomenon is as old as Adam (who ate the apple, after all, out of fear of what he'd miss if he didn't).The average attention span has <5 minutes, compared with 12 minutes in 2001.
aka Pervasive Learning, Real Time Learning or… Free Range Learners
aka crowdsourcing, participatory education
Gamification predicted to be $7.4bn in 201570% of households play games.Average gamer? 30 years old = mentors, influencersGoal-oriented gaming that refine teams and group skills.Leaderboards.New revelation (based on history) play = learning.Dumb Ways to Die Casehttp://youtu.be/IxZ_ZznO2ek*good example of how Gamification with an educational message can be easy & effective with a tremendous ripple effect. It is now in classrooms.
aka Mission Based Learning (touches on MOOCs too)
aka visualized learningThis fits the old adage - A picture is worth 1000 words.Pictures can convey complex information in a natural way for youth to comprehend quickly.Examples:MemesInfographicsVideosSocial pics
Less of a trend and more of an expectation and way to simplify a digital learning strategyLMS = learning management systemVirtual Environments such as Webex, Skype, Google Hangout, Adobe Air(Lectures) Storytellers – Skype / Google Hangout(Homework) Discussions – Wiki, Forums(Socializing) Lounge – SNS(Labs) Collaboration – Blogs, Shared Docs, Camtasia (for critiques)
The benefit of where digital learning is going.Use Google Cert / MCOM43 example. I can tell who has done the work, who needs more time, who has comphrehension issues, etc.Digital Backpacks / Learner Portfolio’s & Portable Records
Essential Employability Skills are adopting to include this / require this. Workplaces need:Entrepreneurial learnersDigital literaciesSelf-DirectionAdaptive Learners
http://youtu.be/B-gHVjv4_c4Key to Programs will always remain at the heart of what JA does (business leaders deliver and mentor youth through entrepreneurship related programs)The benefits of harnessing digital learning to do so:Keep students engaged in learning process – 47% in 2011, 62% in 2012Eliminates textbook costs 38% 2011, 47% in 2012Offers scheduling alternatives for busy students 30% in 2011, 40% in 2012Provides customized programs for gifted / at risk students 38% in 2011, 54% in 2012
12-Month Plan for Junior Achievement related to Digital Learning(using http://net.educause.edu/ir/library/pdf/CSD6190.pdf as a guide)1. JA already in a good position of utilizing hybrid delivery models in 6 programs, >52,000 students in 2012.2. Accenture and Junior Achievement developed a new “Keep Your Balance” online exercise to support students in developing and understanding their monthly budget. This is an important step forward on Junior Achievement’s new digital learning strategy.3. TD provided over $400,000 to help develop new digital extensions for current Junior Achievement programs and to deliver the “Economics for Success” program.226,000 students, in 400+ communities, benefited from Junior Achievement programs that were delivered by over 13,500 dedicated business volunteers who presented in excess of 232,000 hours of instructional time. 15 Charters.Mission = inspire and prepare young people to succeed in a global economy. Bringing the global economy to students locally best down through digital literacies. The USA digital Strategy:Leverage existing social networking platforms to foster networking and collaboration among JA studentsCreate multiple options for volunteer engagement in the delivery of JA programsProvide program content in a variety of digital formats to provide educators and volunteers with a suite of options
Strong Considerations Given to:Embedded Ubiqituous LearningUser-Generated Content w/ P2PGamificationBadging & DIY CredentialsVivid GrammarAll wrapped up in a LMS with Learner Analytics / with Portable Learner Portfolios .