1. Commonwealth Educational
Media Centre for Asia
Technology Innovations in
Teaching and Learning
By
Sanjaya Mishra
Director, Commonwealth Educational Media Centre for Asia, New Delhi
Presentation at the UGC sponsored seminar on Innovations in higher education held at
Parvathaneni Brahmayya Siddhartha College of Arts & Science, Vijaywada, Andhra Pradesh,
India on 7 November 2014
2. What is Innovation?
The act of starting something new. It could
be a new idea, a new product or a new
process.
Creativity and change are central to
innovation.
It is a creative process that advocates
change.
The change could be radical or incremental.
However, it is different from invention.
Innovation is idea applied in practice.
3. Innovation Stories
“Useless Toy”
Eiffel Tower
“There is no reason
anyone would want a
computer in their
home.” -- Ken Olsen,
Digital Equipment
Corporation, in 1977
Telephone by Andy Amcee athttp://bits.blogs.nytimes.com/2008/06/25/t-mobile-offers-new-home-phone-service/
Eiffel Tower by Benh LIEU SONG at http://en.wikipedia.org/wiki/File:Tour_Eiffel_Wikimedia_Commons.jpg
4. Disruptive Innovation
Some innovations are game changer
Community College
Distance Education
Mobile Technologies
5. Sources of Innovation
Necessity is the mother of inventions
THE UNEXPECTED (eg. Nutrasweet: accidental)
INCONGRUITIES (eg. Tata Nano: small car with space)
PROCESS NEEDS (eg. Assembly line manufacturing;
examination/admission sub-system in education)
INDUSTRY AND MARKET STRUCTURE (eg. Computer
games)
DEMOGRAPHICS (eg. Anti-aging creams)
CHANGES IN PERCEPTION (eg. Healthy life: treadmill)
NEW KNOWLEDGE (eg. Biotechnology: Seedless grape)
-- Peter Drucker, “Innovation and Entrepreneurship” (1986)
6. Diffusion of Innovation
Many technologists think that advantageous
innovations will sell themselves, that the
obvious benefits of a new idea will be widely
realized by potential adopters, and that the
innovation will therefore diffuse rapidly.
Unfortunately, this is very seldom the case.
Most innovations in fact diffuse at a
surprisingly slow rate. (Everett Rogers)
• Bell curve of diffusion
7. Barriers to Innovation
Innovation itself (eg. Usability and perceived usefulness)
Informal and social support structures (eg. family
support, peers, etc)
Formal environment (eg. Work environment)
Risk aversion (eg. Fear of failure)
Leadership (eg. Innovation fostering leadership, distributed
leadership for innovation)
Shared vision (eg. How teachers think about innovation and
its contribution to overall educational process)
Change management (eg. Is there a plan to implement
the innovation)
8. Negative Views About Innovations
This will never work.
No one will want this.
It can’t work in practice.
People won’t understand it.
This isn’t a problem.
This is a problem, but no one cares.
This is a problem and people care, but it’s already
solved.
This is a problem, and people care, but it will never
make money.
This is a solution in search of a problem.
Source: The Myths of Innovation by Scott Berkun
9. Some Innovation Examples
Game to explain “Designing online
learning” (low impact)
Puzzle to test knowledge about
distance education (low impact)
Rubrics to evaluate assignments
(failed)
Online training using Wiki (high
impact)
Attitude towards eLearning Scale
(high impact)
Peer Assessment in Online learning
(moderate impact)
PG Diploma in eLearning (high
impact)
10. Pedagogical Innovations
Massive Open Online Courses
Badges to accredit learning
Learning analytics
Seamless learning
Crowd learning
Digital scholarship
Geo-learning
Learning from gaming
Maker culture
Citizen inquiry
Source: Open University Innovation Report 2: Innovating Pedagogies, 2013
11. Innovations in Educational
Technology
Time-to-Adoption Horizon: One
Year or Less
> Flipped Classroom
> Learning Analytics
Time-to-Adoption Horizon: Two to
Three Years
> 3D Printing
> Games and Gamification
Time-to-Adoption Horizon: Four
to Five Years
> Quantified Self
> Virtual Assistants
Source: NMC Horizon Report 2014 Higher Education Edition
12. Design Thinking
Curriculum Spaces
Processes
and Tools
Systems
Four Areas to Design
Source: IDEO Design Thinking for Educators, 2012
13. Design Thinking
Discovery
Interpretation
Experimentation
Ideation
Evolution
Design Process
Source: IDEO Design Thinking for Educators, 2012
14. Innovations that YOU can
try
Use of Social Media in the class (Twitter,
Blogs, and Facebook)
Use technology in classroom
Use of LMS
Use of Tablet
15.
16. Aptus
• Offline access to learning resources, tools.
– Moodle
– Wordpress
– Wikipedia for schools
– Khan Academy
– Own Cloud
Low cost (< $100)
Battery-powered
17. Aptus
www.col.org/Aptus
Mini PC
– Rockchip processor
– 2 GB RAM
– micro SD card: 32 GB
WiFi router
– Battery powered
– Up to four fours
• Up to 15 users
– radius of 25 metres
18. Some Ways of Thinking about
Innovation
Doing Different Things Differently (DDTD)
Tread the Path Less Taken (TPLT)
Chance Innovation-Planned Innovation
(CIPI)
Belongingness, Involvement and Thinking
(BIT by BIT)
Put Innovative Thinking before
Information Technology (IT-IT)