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Engaging with the End User


Great Expectations, Exciting Transformations



                                                       Cathie Howe
                                    Macquarie ICT Innovations Centre
                                                               2013
Living and Learning In a Technology Rich World




       Connecting,                                             Producing,
     Communicating,                 Learning                  Customising,
      Collaborating                collectively                 Adapting
                                                               technology




From compromised access to technology to emerging technology rich environments
                                               Blend of virtual a physical spaces
As teachers we want students to . . .

Be provoked to
have ideas                 Learning
                            about
Pursue these ideas
                           content
                                         Original and
Pursue these ideas
in different ways                        better ideas
                           Learning
Confirm or reject           about
their ideas                learning

Reframe their
ideas
Meaningful Learning

                active



intentional                constructive




    authentic            collaborative
Literacies of a participative digital age

Play — the capacity to experiment with one’s surroundings as
a form of problem-solving
Performance — the ability to adopt alternative identities for
the purpose of improvisation and discovery
Simulation — the ability to interpret and construct dynamic
models of real-world processes
Appropriation — the ability to meaningfully sample and remix
media content
Rapid task shifting — the ability to scan one’s environment
and shift focus as needed to salient details.
Distributed Cognition — the ability to interact meaningfully
with tools that expand mental capacities
                                       Adapted from Jenkins et al, 2009
Literacies of a participative digital age
Collective Intelligence — the ability to pool knowledge and
compare notes with others toward a common goal
Judgment — the ability to evaluate the reliability and credibility
of different information sources
Transmedia Navigation — the ability to follow the flow of
stories and information across multiple modalities
Networking — the ability to search for, synthesize, and
disseminate information
Negotiation — the ability to travel across diverse communities,
discerning and respecting multiple perspectives, and grasping
and following alternative norms.
Location awareness — the ability to use the new digital
awareness of current and required positions
                                            Adapted from Jenkins et al, 2009
At MacICT students . . .

Design and build digital games

Design and create augmented reality
experiences

Weave a storyworld web through
transmedia storytelling

Build and program robots to solve
problems and tell stories

Design and create alternate reality
games

Engage in game based learning
Creating Innovators


“Today knowledge is free. It’s like
air, it’s like water . . . There’s no
competitive advantage in knowing
more than the person next to you.
The world doesn’t care what you
know. What the world cares about             @drtonywagner
                                          Innovation Ed Fellow,
is what you can do with what you        Tech & Entrepreneurship
know.” (2012)                               Center at Harvard
The question we need to ask ourselves is . . .




Are we making teaching more technical
                   or
       learning more digital?
catherine.howe@det.nsw.edu.au


     http://au.linkedin.com/in/cathiehowe


                               @cathie_h
                                 @macict


                    http://macict.edu.au/

Macquarie ICT Innovations Centre
Building C5B, Macquarie University
NSW, 2109
Ph | 02 9850 4310

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2013 Engaging with the End User: Great Expectations; Exciting Transformations

  • 1. Engaging with the End User Great Expectations, Exciting Transformations Cathie Howe Macquarie ICT Innovations Centre 2013
  • 2. Living and Learning In a Technology Rich World Connecting, Producing, Communicating, Learning Customising, Collaborating collectively Adapting technology From compromised access to technology to emerging technology rich environments Blend of virtual a physical spaces
  • 3. As teachers we want students to . . . Be provoked to have ideas Learning about Pursue these ideas content Original and Pursue these ideas in different ways better ideas Learning Confirm or reject about their ideas learning Reframe their ideas
  • 4. Meaningful Learning active intentional constructive authentic collaborative
  • 5. Literacies of a participative digital age Play — the capacity to experiment with one’s surroundings as a form of problem-solving Performance — the ability to adopt alternative identities for the purpose of improvisation and discovery Simulation — the ability to interpret and construct dynamic models of real-world processes Appropriation — the ability to meaningfully sample and remix media content Rapid task shifting — the ability to scan one’s environment and shift focus as needed to salient details. Distributed Cognition — the ability to interact meaningfully with tools that expand mental capacities Adapted from Jenkins et al, 2009
  • 6. Literacies of a participative digital age Collective Intelligence — the ability to pool knowledge and compare notes with others toward a common goal Judgment — the ability to evaluate the reliability and credibility of different information sources Transmedia Navigation — the ability to follow the flow of stories and information across multiple modalities Networking — the ability to search for, synthesize, and disseminate information Negotiation — the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms. Location awareness — the ability to use the new digital awareness of current and required positions Adapted from Jenkins et al, 2009
  • 7. At MacICT students . . . Design and build digital games Design and create augmented reality experiences Weave a storyworld web through transmedia storytelling Build and program robots to solve problems and tell stories Design and create alternate reality games Engage in game based learning
  • 8. Creating Innovators “Today knowledge is free. It’s like air, it’s like water . . . There’s no competitive advantage in knowing more than the person next to you. The world doesn’t care what you know. What the world cares about @drtonywagner Innovation Ed Fellow, is what you can do with what you Tech & Entrepreneurship know.” (2012) Center at Harvard
  • 9. The question we need to ask ourselves is . . . Are we making teaching more technical or learning more digital?
  • 10. catherine.howe@det.nsw.edu.au http://au.linkedin.com/in/cathiehowe @cathie_h @macict http://macict.edu.au/ Macquarie ICT Innovations Centre Building C5B, Macquarie University NSW, 2109 Ph | 02 9850 4310