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Euneos/ErasmusPlus PISA Benchmarking Course at Tikkurila
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Technology and Innovation in CurriculumMart Laanpere :: Centre for Educational Technology, Tallinn University
The concept of innovation
New way of doing things in economy, e.g. the introduction of new goods, new methods of production, the opening of new markets, the conquest of new sources of supply and the carrying out of a new organization of any industry (Shumpeter, 1939)
An innovation is the implementation of a new or significantly improved product (good or service), or process, a new marketing method, or a new organizational method in business practices, workplace organization or external relations. (OECD, 1997)
Types of innovation: Product innovation (e.g.iPod) Process innovation (e.g. IKEA furniture) Organisational innovation (e.g. Wikipedia) Market innovation (e.g. social media marketing)
Product innovation
Apple iPad Soft reflector
Process innovation
Amazoni e-books Online gradebook
Organisational innovation
Franchise European Computer Driving License
Marketing innovation
Folk shoes CompeTest (also Bazaari)
Examples of innovation in Estonia
Boosting innovation in IT industry
Incubators
Start-ups
Hackatons (Garage48)
Innovation vouchers from EAS agency
Innovation in school
Club of Rome, ‘No Limits to Learning’ (1979): innovative learning instead of repetitive learning
Example: it is a fact that printing the Sunday Times on paper “costs” 40 hectares of forest Repetitive learning: remember the fact, there will be test Innovative learning: discuss, what are you going to do about it?
The main features of innovative learning: Anticipatory learning: encouraging solidarity in time Participatory learning: creating solidarity in space
The main objectives: autonomy and integration
Innovation & creativity in curricula
A comparative study on national curricula, carried out by OECD in 33 countries
Technology & innovation in curriculum
T&I: one of the 8 cross-curricular themes in the new national curriculum in Estonia (2011)
Each student in grades 7-9 and 10-12 should: Be able to think and act innovatively while using new
technologies for problem-solving and coping with rapid changes in living, learning and working environments
Participate at least once during three years in a collaborative project, where new technologies are used for innovation that meets the needs of an external client: e.g. a company, local municipality, university
Sample project scenario
Social media marketing campaign to promote own school
Client: school administration
Goal: to increase awareness of recent curriculum change and eventually enrolment of students from other municipalities
Outcomes: a Web page and Facebook group dedicated to new curriculum will be integrated with the school Web site, social media campaign with games & prizes will be planned, conducted and evaluated
Description: a team of 4 students will study techniques and best practices of internet marketing, mentored by the teachers of informatics and economics, as well as an external mentor; participatory design methods will be applied in developing the curriculum Web site and integrating it with school Web site; the other half of the team will work on social media marketing
The other sample scenarios
Search engine optimisation and multilingual Web site for local company producing log houses
Designing and piloting GPS-geocaching game for local ecotourism accommodation provider
The survey on barriers to inclusion in local decision-making, followed by both high- and low-tech inclusion campaign
Producing a Wiki-based robotics textbook for the robotics lab at the technical university
Action research on T&I design
A 20-hrs teacher training course was developed and piloted with 12 teachers in one of the schools in Tallinn
Hands-on, experiential learning; unleashing the creativity
Teachers created in pairs projects using a simple technology: QR codes
Feedback from teachers helped us to improve the course
35 trainers from all regions were then trained to deliver this course
QR-projects made by teachers
QR herbarium: leaves, flowers and seeds of trees around schoolhouse
QR art exhibition
QR dictionary (English)
QR monument trail
Pilot Project: Digital Nature Trails
Funded by NordPlus (Nordic Council of Ministers) 2013-15
Two schools involved: Kolga school in Estonia and Mouhijärvi school in Finland (Norwegian school dropped out)
Students are going to create four trails marked in the nature with QR codes or geotags, each project team has a client with specific expectations (museum, ecotouristic farm, environmental education centre, own school)
Estonian and Finnish student groups visit each other and try out the trails, help to improve them
http://digitrails.wordpress.com
Technological generation shifts
Shop
Scho
ol ?
Socio-technical transitions
(Geels 2002)(Geels 2002)
Mobile communication generations
Moodle servers: global stats
Three generations of TEL systems
Dimension 1.generation 2.generation 3.generation
Software architecture
Educational software Course management systems
Digital Learning Ecosystems
Pedagogical foundation
Bihaviorism Cognitivism Knowledge building, connectivism
Content management
Integrated with code Learning Objects, content packages
Mash-up, remixed, user-generated
Dominant affordances
E-textbook, drill & practice, tests
Sharing LO’s, forum discussions, quiz
Reflections, collab. production, design
Access Computer lab in school
Home computer Everywhere – thanks to mobile devices
Innovative tools for teachers
Edmodo.com, Eliademy.com, Schoology.com: Web-based learning environments + mobile apps
Kahoot.it, Socrative: rapid response (voting) systems
LearningApps: tool for creating interactive assignments
QR codes
Aurasma, Layar: augmented reality apps
Educational resource cloud services: Dikaios
EdShelf: personal toolbox of educational apps
Estonian Strategy for Lifelong Learning 2020
Shift in teaching and learning paradigm
Competent teachers and school leaders
Meeting the job market needs
Higher participation rates, effective funding models
Digital turn in formal education system Integrating digital culture into teaching and learning Quality digital learning resources for all curricula Access to digital infrastructure, incl. 1:1 computing Digital competences of teachers and students
Digital turn towards 1:1 computing: promise and failures
Horizon Report 2012: the main technology trend in education with 1 year time to adoption
Radical shift in learning environment, re-definition of teaching and learning processes
Failures: OLPC Peru: 2.4 million laptops, no effect on learning Tiger Leap laptop schools: “Please, take these laptops away!”
Success stories: Odder, Denmark: iPads for 200 teachers and 2000 students Essa Academy, UK: technology as an essential component of radical
school improvement
Whole school turn
The training and support is oriented on the level of a teacher
Diffusion of innovations (Rogers, 1992), OECD study (2002)
Evidence-based school-level intervention models are needed
Questions?
Trialogical learning
Monological learning: teacher talks, pupil listens
Socratic method: dialogical learning
Trialogical learning (Paavola et al): where learners are collaboratively inquiring, developing, transforming, or creating shared objects of activity (such as conceptual artefacts, practices, products) in a systematic fashion
Vision of Students Today – a viral Youtube video
Innovation exercise
E-textbook of the future: E-book (e-pub)? Mobile app? Online course? Standardised content package? A bundle of Web links?
Think outside the box and propose a concept for innovative e-textbook of the future, that is: Usable on all personal smart devices Allowing remixing, adaptations, annotations Creative learning tool
QR code exercise
Innovative pedagogical scenarios from LEARNMIX project (re-conceptualizing e-textbook): Flipped classroom: learn from video tutorial, then groupwork Project-based learning: outcome-focused teamwork Problem-based learning: solving, then designing problems Inquiry-based learning: hypothesis, data collection & analysis Game-based learning: fun, competition, learning, rewards
Create a trialogical learning scenario in line with one of the above involving QR codes (you can use ITEC scenario template)
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