Our Information Age really began
in April of 1993 when the Mosaic 1.0 browser made the World Wide Web available for contribution and participation by anyone with access to the Internet. For the first time we had possibilities for worldwide co-creation of knowledge, art, science, literature, animation, and all the rest possible.
Researchers Sequence Entire Genome of
A Baby In Only 50 Hours “By obtaining an interpreted genome in about two days, physicians can make practical use of diagnostic results to tailor treatments to individual infants and children.”
Gamers Unlock Protein Mystery ....
that Baffled Researchers For Years Developed by researchers at the University of Washington, Foldit turns scientific problems into competitive games. Khatib, F., DiMaio, F., Cooper, S., Kazmierczyk, M., Gilski, M., Krzywda, S., Zabranska, H., et al. (2011). Crystal structure of a monomeric retroviral protease solved by protein folding game players. Nat Struct Mol Biol, 18(10), 1175–1177. doi:10.1038/nsmb.2119
12-year-old uses Dungeons and Dragons
in science research The volunteers looked at eyes early and frequently, whether they were on the creatures’ faces or not. http://mblogs.discovermagazine.com/notrocketscience/2012/10/30/12-year-old-uses-dungeons-and-dragons-to-help-scientist-dad-with-his-research/
19-year-old girl in Egypt invents
a spacecraft propulsion device Mustafa’s device is based on a scientific mix between quantum physics, space technology, chemical reactions and electrical sciences. http://thenextweb.com/africa/2012/05/18/19-year-old-girl-in-egypt-invents-a-spacecraft-propulsion-device/
new frontier of analytics BIG
DATA Examples of such data sets range from billions of Google searches conducted by millions of users to the data collected by millions of weather sensors around the globe to all the purchases of British supermarket shoppers.
Google has been ahead of
public health authorities in monitoring flu outbreaks by compiling public searches for flu-related information by geography.
Predictive Medical Technologies analyzes records
of intensive care patients to detect events that might be signals of adverse events, such as cardiac arrest or arrhythmia. Once trends are identified, real-time monitoring of patients can spot similar patterns and give doctors critical early warning.
Whereas traditional library metadata has
always been focused on helping humans find and make use of information, linked data ontologies are focused on helping machines find and make use of information. cc licensed ( BY NC ) ﬂickr photo by tarotastic: http://ﬂickr.com/photos/tjt195/30916171/
This uri ‘http://id.loc.gov/ authorities/sh85042531’ has
now become the globally available, machine and human readable, reliable source for the description for the subject heading of ‘Elephants’ containing links to its related terms (in a way that both machines and humans can navigate).
Web 3.0 is all about
data cc licensed ( BY NC ) ﬂickr photo by Anthony Mattox: http://ﬂickr.com/photos/amattox/3236510649/
The goal of linked data
is to enable computers to do more useful work for us by teaching machines to read web pages. cc licensed ﬂickr photo by ralphbijker: http://ﬂickr.com/photos/17258892@N05/2588347668/
Wolfram|Alpha is a free online
computational knowledge engine that generates answers to questions in real time by doing computations on its own vast internal knowledge base. http://www.wolframalpha.com/educators/
The International Society for Technology
in Education (ISTE) and the Computer Science Teachers Association (CSTA) have collaborated with leaders from higher education, industry, and K–12 education to develop an operational definition of computational thinking. http://www.iste.org/learn/computational-thinking
Computational thinking (CT) is a
problem-solving process that includes (but is not limited to) the following characteristics: • Formulating problems in a way that enables us to use a computer and other tools to help solve them. • Logically organizing and analyzing data • Representing data through abstractions such as models and simulations • Automating solutions through algorithmic thinking (a series of ordered steps) • Identifying, analyzing, and implementing possible solutions with the goal of achieving the most efficient and effective combination of steps and resources • Generalizing and transferring this problem solving process to a wide variety of problems
We are on the brink
of an extraordinary revolution that will change our world forever. In this new world everyone, everything and everywhere will be connected in real time. This theNetworked Society will fundamentally change the way we innovate, collaborate, produce, govern and sustain.
Horizon Report 2012 A pp!
the G et “K-12 must address the increased blending of formal and informal learning.” “Students can take advantage of learning material online, through games and programs they may have on systems at home, and through their extensive — and constantly available — social networks” http://www.nmc.org/ http://www.nmc.org/pdf/2012-horizon-report-K12.pdf
Reading, writing, gaming, trans-media, immersive
worlds, and augmented reality, are all part of the new digital frontiers leading the re-invention of learning. cc licensed ( BY NC SA ) ﬂickr photo by Curious Expeditions: http://ﬂickr.com/photos/curiousexpeditions/622806411/
It makes sense to interact
both synchronously and asynchronously, formally or informally, at school, at home, or on mobile devices.
Teachers owe it to their
students to “keep up”. Are you prepared? cc licensed ( BY NC SA ) ﬂickr photo by Stuck in Customs: http://ﬂickr.com/photos/stuckincustoms/6756753669/
If you don’t already have
it, develop a playful collaborative mentality. Step out of your comfort zone - isn’t that what you ask of your students every day?
Drivers of change Use technology
in every possible way for relevant and authentic learning experiences Harness knowledge, skills and abilities of students through social software
https://sos.fbi.gov/ Surf Island is a
playable, web-based game world for school children from grades 3 to 8. By playing simple games, the children learn about online threats ranging from malware to internet predators to cyber bullies. Schools can compete against each other for points and winning schools get a visit from a real FBI agent!
In virtual games, students act
as investigative reporters, environmental scientists, and historians who resolve meaningful dilemmas. http://questatlantis.org/
Games for Change is a
leading organization that promotes games with social change messages and strategies, from Sweatshop, a darkly comedic game where players manage a sweatshop, highlighting the poor conditions for factory workers, to Darfur is Dying
Steam is a digital distribu,on,
digital rights management, mul,player and communica,ons pla6orm developed by Valve Corpora.on. Portal 2 is a ﬁrst-‐person puzzle-‐pla6orm video game developed and published by Valve Corpora,on.
It makes incredible sense to
consider how ‘internet spaces’ social software and mobile devices can be used to leverage opportunities for learning. cc licensed ( BY NC SA ) ﬂickr photo by joannamkay: http://ﬂickr.com/photos/jokay/7918666820/
The core attributes found in
the ISTE and IASL standards include: • intellectual curiosity and innovation • ability to locate, select, evaluate and structure information • problem solving and decision-making creative and critical thinking • communication, negotiation and collaboration skills
The core attributes found in
the ISTE and IASL standards include: • ethical and productive users and producers of media • responsible and flexible users of social media • active digital citizenship • capacity to think across disciplines and form authentic knowledge connections.
Teacher librarians can play a
leading role in schools in relation to the social and ethical issues of online publishing and usage, cyber bullying, plagiarism and copyright.
School libraries should be hubs
of professional development, action research, and idea experimentation as teacher librarians work collaboratively with students and teachers.
The spaces and places of
libraries should be physical and virtual, adopting and adapting Web 2.0 media tools to enhance and envelop school learning communities into a series of globally powered learning commons—dynamic, collaborative 21st century library environments!
The spaces and places of
libraries should be physical and virtual, adopting and adapting a Web 3.0 mindset —dynamic, collaborative, information responsive makers and creators of ideas and action!
School libraries: The paradigm flip
Teachers and teacher librarians will then actively work alongside students, sometimes leading, sometimes following, and crafting an environment where students can always know what, where and how to be the best learners they can possibly be. cc licensed ( BY NC ) ﬂickr photo by JB London: http://ﬂickr.com/photos/jb-london/3914363613/
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