Categories
Disruptive Innovation

Google, Gaming, and Going Mobile: Today’s 5 Tech Trends

Many technology trends are entering classrooms. Currently, some are widely adopted, while others are slowly creeping into instructional or institutional practices. eSchool New’s blogger Stephen Noonoo explores five such trends.

posted by: Ryan Schaaf

Original Source

Trends point to a handful of major ed-tech focus areas that grab educators’ attention

A few years ago the education world found itself entranced by the iPad, a powerful tablet that promised to revolutionize one-to-one programs and revitalize teacher engagement with technology in the wake of sweeping mobile device adoptions. For years, the iPad seemed to dominate educators’ discussions. Now, that storm seems to have passed, as educators and ed-tech enthusiasts are broadening their horizons and looking to the future.

Last week, a group of educators from California and across the U.S. converged on a Napa Valley high school for the Fall CUE 2014 Conference, centered around a theme of next-generation learning.

Here are 5 takeaways from the sessions, tweets, and conversations that came up time and again during the conference, and which offer a revealing glimpse into the types of technology and interventions educators are turning to now.

1. Google is everywhere. Glancing at the conference schedule, observers might be forgiven for wondering whether Google is now the new Apple. Although that claim may be tenuous at best, given that Google, in one way or another, has always been a classroom mainstay, there were an uncanny number of sessions devoted to Chromebooks, Google Classroom, Apps for Education, and deep dives into niche tools (think Google Drawing or the social studies godsend, Google Tours). More than a few hours were devoted to picking apart every facet of Google Apps for every conceivable classroom environment. Simply put, a solid integration framework across a range of platforms seems to be pushing Google into more classrooms and onto more educators’ lips than ever before.

2. But the iPad isn’t going anywhere. Given that, at last count, schools have invested more than $400 million getting iPads into student hands, it would be rash to expect them to drop of the radar so precipitously. Now that the initial gold rush has died down, educators are looking at more intentional uses. Some speakers hailed from districts with renowned iPad success stories and were eager to share their stories; others promoted sessions that went “beyond giving you a shopping list” for apps. These days, educators appear likely to embrace the iPad’s strengths, accept its weaknesses, and engage in thoughtful discussions on finances and the merits of sharing devices.

3. Games have arrived—-in a big way. Gaming and gamification have bubbled just under the ed-tech surface for years, even cropping up on the New Media Consortium’s trendsetting Horizon Report from time to time. The snowball growth of Minecraft in the classroom, however, may finally be helping to tip the scales. While Minecraft was on many educators’ minds at the conference, attendees also listened raptly to a teacher speaking in a large auditorium who described infusing her middle-school classroom with “XP” and level-ups—-terms closely associated with role playing games. Indeed, GameDesk’s Lucien Vattel, a conference keynote speaker, built his talk around the benefits of experiential learning, the brain science behind fun and lasting memories, and gaming’s facility for teaching difficult concepts to students while removing what he called the “fear of failure.”

4. Reaching students outside class. Curricular shifts—-such as the Common Core and a greater emphasis on STEM skills—-have made learn-by-doing technology a relatively easy sell for educators, and much was made of novel ways to reach students through after-school clubs and passion projects. Trendy tech and buzzworthy terms-—think maker spaces and 3D printing—-certainly commanded their share of airtime, but educators also discussed coding clubs, robotics competitions, and ways to engage girls in STEM subjects. Adapting famous concepts from tech behemoths was also a hit, and educators learned how to apply Google’s 20 percent time idea in the classroom, and training students to staff school Genius Bars, as a way to teach students valuable skills and relieve beleaguered IT departments.

5. The focus is still on students. At a time when so much technology and potential for learning is at students’ fingertips, speakers and attendees kept consistently focused on how technology can best benefit students. Keynoter and educator Diana Laufenberg pushed her audience to think creatively and critically about their strengths as educators and how they can use those strengths to best reach students through inquiry-driven, project-based classrooms. Elsewhere, educators discussed how best to engage students in learning in ways that were both authentic and relevant to students, and which taught them how to apply the skills they were learning to real-world situations. That last point was an idea later echoed by Laufenberg in her closing keynote. “It’s not what you know,” she told attendees, “but what you can do with what you know.”

Categories
Gaming

7 TED Talks about Gaming’s Potential

TED Talks are an incredible resource for the classroom. Some talks are great for professional development for teachers, some are great for student resources, and many still are great  for demonstrating presentation/speaking skills to students. Laura Devaney at eSchool News shares seven TED Talks that explore the potential benefit of gaming and learning.

Minecraft Screenshot
Minecraft Screenshot

posted by: Ryan Schaaf

Original Source

These TED Talks highlight promising and inspiring concepts, including gaming in education

Every educator needs some inspiration now and then, and these days, such inspiration can be found online in just a few seconds.

The internet brings inspiring and motivational speakers and experts to anyone with a connection and an internet-ready device.

TED Talks are some of today’s most popular examples of the internet’s power to expand learning opportunities to all.

Each month, we’ll bring you a handful of inspiring TED Talks. Some will focus specifically on education; others will highlight innovative practices that have long-lasting impact. But all will inspire and motivate educators and students alike.

1. Gaming can make a better world
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

2. Gaming to re-engage boys in learning
In her talk, Ali Carr-Chellman pinpoints three reasons boys are tuning out of school in droves, and lays out her bold plan to re-engage them: bringing their culture into the classroom, with new rules that let boys be boys, and video games that teach as well as entertain.

3. Your brain on video games
How do fast-paced video games affect the brain? Step into the lab with cognitive researcher Daphne Bavelier to hear surprising news about how video games, even action-packed shooter games, can help us learn, focus and, fascinatingly, multitask. (Filmed at TEDxCHUV.)

4. Massively multi-player…thumb wrestling?
What happens when you get an entire audience to stand up and connect with one another? Chaos, that’s what. At least, that’s what happened when Jane McGonigal tried to teach TED to play her favorite game. Then again, when the game is “massively multiplayer thumb-wrestling,” what else would you expect?

5. How games make kids smarter
Can playing video games make you more productive? Gabe Zichermann shows how games are making kids better problem-solvers, and will make us better at everything from driving to multi-tasking. (Filmed at TEDxKids@Brussels.)

6. 7 ways games reward the brain
We’re bringing gameplay into more aspects of our lives, spending countless hours — and real money — exploring virtual worlds for imaginary treasures. Why? As Tom Chatfield shows, games are perfectly tuned to dole out rewards that engage the brain and keep us questing for more.

7. The game layer on top of the world
By now, we’re used to letting Facebook and Twitter capture our social lives on the web — building a “social layer” on top of the real world. In his talk, Seth Priebatsch looks at the next layer in progress: the “game layer,” a pervasive net of behavior-steering game dynamics that will reshape education and commerce. (Filmed at TEDxBoston.)