Research Question 2b
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Research Question 2b
What technologies that already have a solid user base in consumer, entertainment, or other industries should K-12 educational institutions be actively looking for ways to apply?
NOTE: Because this question is about "established" technologies, answers should be easy to support with actual examples and pointers to demonstration projects.
- Geo-Location Now that geolocative data is becoming easy to capture and apply as tag data, we are beginning to see applications for research and learning that are quick and inexpensive but still very effective. Researchers can study migrations of animals, birds, and insects or track the spread of epidemics using data from a multitude of personal devices uploaded as geotagged photographs, videos, or other media plotted on readily-available maps. Many free or very low-cost tools to capture and display geolocative data are available online, and are much easier to use than previously. (Carried forward from the 2009 Horizon Report Short List.) This technology facilitates the development of scientific critical thinking skills such as data collection and organization, drawing conclusions from data, and collaborative problem solving. [JC] Geotagging supports a wide range of subject areas, providing authentic, visual, creative virtual field trips, and also great for building initial knowledge of an area [JOC][KC][ER] I agree this is a big trend and we are just on tip of iceberg to see use of geo-location data which will enable kids to add tags with information on historic sites, neighborhood information, etc. (KK) This represents new opportunities for personal expression in addition to knowledge acquisition. http://www.youtube.com/watch?v=irDEzQovftM (EG) We are beginning our second teachers' strategy guide: Mapping in a Participatory Culture by bringing together teachers, students, industry media professionals and geographers to a think tank -- you can follow the process and see what rises to the top to address by checking out http://www.tumblr.com/tumblelog/projectnml [ER] Geo location mashups aggregating sensor information to create informational maps (mobile Millenium - http://traffic.berkeley.edu/) Google Earth and Flickr
- The Personal Web Online publishing tools like blogs, Twitter, Tumblr, Facebook, and the like have become mainstream – certainly in terms of who reads them, and increasingly in terms of who writes to them. The ability to instantly publish, tag, and categorize work online, without the need to understand or even touch the underlying technologies provides a host of opportunities for faculty and students. Online publishing tools are being employed in the process of education as a means for personal and professional reflection, collaborative work, research, and the development of a public voice. (Carried forward from the 2009 Horizon Report Short List.) Online publishing makes student writing real. It provides students with a real audience and connects writing to an interface they already use. [MH] The availability of this and its immediate application for students can be inhibited by instructors who are comfortable with conventional approaches to writing and supporting the development of creative products. We need to find ways to embrace these technologies instead of blocking them to bring students into more authentic writing and publishing experiences. [JC][ER] Now we have the era of online connections where seeking meaning and learning incorporates a capacity for awareness, connection and recombination in formal and informal spaces. Learning now is more than working in subject disciplines as an object of schooling. In the digital era nowledge itself does not stand alone, but is a product of our connections, our personal learning environment in which we can continue to revise, connect, and alter what we know indefinitely. Our knowledge spaces are physical and virtual and interconnected.[JOC] Connectivism [1] The availability of authentic audience plus ease of use makes online publishing tools especially easy to embed in K-12 education. This becomes an additional responsibility of educators, to teach students how to remain safe online, behave responsibly as well as create individual virtual identities which will carry them through their online experiences. [KC][DW] -- perhaps refer to Howard Gardner's GoodPlay Project to address some of these concerns [ER]
- 3D Virtual Worlds Hundreds of educational institutions have chosen to enter the virtual arena over the past few years. Early projects that drew heavily on real-world forms and practices gradually have given way to more experimental ventures that take advantage of the unique opportunities afforded by virtual worlds and other immersive digital environments. Now we are seeing increased use of these spaces for truly immersive forms of learning and for a level of collaboration that is erasing traditional boundaries and borders rapidly. The technology that supports virtual worlds is advancing at a rapid rate, paving the way for more realistic environments, connections between different platforms, and new ways to enter and use virtual spaces. (Carried forward from the 2009 Horizon Report Short List.) [BJ][JOC][ER] Speed, reliability and school-safe environments continue to be barriers to the use of 3D virtual worlds in K-12 education. Developments in this area might represent a convergence from many different genres like MMORPG, geographically referenced buildings in Google Earth, etc. [KC][DW]Projects in Active Worlds such as SCiCenter have been successful in the K12 environment due to limited access to the public. http://www.scicentr.org/Explore/VirtualWorlds/ Virutal Worlds have the most potential with this age group and also offer opportunities for students to build non-technical skill such as collaboration, negotiation, etc. [JG]
- Alternative Input Devices All around us, new interaction devices are changing the way we communicate with computers and other technology. Two innovations – accelerometer-based devices and multi-touch screens – allow users to manipulate content intuitively, using natural gestures like flicking the wrist or sweeping the fingertips over a display. (Carried forward from the 2009 Horizon Report Short List.) The popularity of entertainment products like Guitar Hero and Wii Fit, along the success of the iPhone, demonstrate how enthusiastically people will interact with alternative input devices. [KC] Please include digital cameras, DAT recorders and simple video cameras like the FlipVideo, important for building new literacies. Also digital notebooks for recording distinctly visual info.[SM]I am all for the small, easy to use, portable multimedia capture and production devices described here. I have some reservations about introducing Guitar Hero and Wii Fit; I would want to see them complement and in no way replace learning to play a "real" musical instrument or take a walk outside. With these devices, it is often the case that children come up with creative ways of using them that were never in the original design. [JG]
- Open Education and Courseware Open education and courseware is not a technology, but a way for institutions to collaborate by sharing their instructional materials and curricula. These materials are seen as very valuable by many potential user groups, especially in the developing world. Although there are still hurdles to face in the form of intellectual property issues, copyright questions, and institutional policies, progress is being made, and the release of open education materials appears to be a growing trend. (Carried forward from the Australian Horizon Project Short List.)Sharing curricula and "teaching objects" seems to go on in informal networks among K-12 educators if you consider the number of forums, websites and blogs that are aimed at this very topic. And organizations such as Open Educational Resource Commons http://www.oercommons.org/about offer resources for educators from K-12 through graduate students. Not sure if there is movement focused on the K-12 community. And is it true that there are more layers of approval and less autonomy when it comes to instructors using open education resources in K-12? [JG] - I think we should also include students' expertise into this as well and if they were to share resources that they find relevant to their learning, it might provide new venues for teachers to explore / be inspired / include material relevant to students' lives into the curricula. [ER]
- Digital Identity Management The concept of digital identity management focuses on the creation of a single digital identity that could be used in any place where a login is required to access a website or service. It is not a single technology, but a group of related technologies and ideas; it is also characterised as representing a different way to think about relationships and services. Rather than allowing many different content or service providers to each “own” a separate set of digital credentials, one’s credentials would exist outside of any system and would simply be recognised by whatever systems we wanted to interact with. (Carried forward from the Australian Horizon Project Short List.) Would certainly make using online tools easier in K-12 education - multiple log-ins are very difficult to manage with younger students. Would raise critical issues with online safety and experimentation which need to be addressed by educators. [KC][DW] -- http://openid.net/ [ER] Digital transcripts / National ID to carry with you that would have your information, as long as each person can have control of that information. The information doesn't have to be stored all in the same place for security purposes but they should all talk directly to a central ID. [Dallas Discussions]
- Mobile Phones [Westley] Mobile phone example, Voting on American Idol. [JM][JOC] -- Social Networking and Mobile combined http://www.projectknect.org/Project%20K-Nect/Home.html -- this could be sampled for other contexts as well. I also thought during the primaries that mobile phones could be used in getting students to weigh in on the debates ...to vote for which candidate one that debate -- like American Idol ...I even thought it could be for .99 and that could go towards campaign reform, where the candidate would only be able to use those funds to continue in the race ...oh, but I digress[ER]
- Universal Design for Learning (UDL)----In the US the NIMUS law will lead to UDL based education systems. They will provide multiple, flexible methods of digital presentation of contnet, expression and engagement. As the benefits are realized, these tools will be adopted by content companies and used for broader global populations. see http://www.cast.org/publication/udlguidelines/version1.html [Don]
- iTunes and iTunesU capitalize on the iPod generations and do more with podcasting. Embed digital delivery in the learning experience by sharing resources and delivering educational multimedia for K-12 students [2] [JOC] Also an avenue for publishing and sharing of student-produced work, building in authentic audience and a publishing venue that students can relate to. [KC][DW]
- Games such as Nintendo, Wii [Westley] Wii is already making huge inroads into the fitness/health/weight loss arena. I believe that it has enormous potential in the area of rehabilitative therapies (occupational, physio, possibly even speech) and learning to use and/or even develop such applications (a) has the potential to improve the children's own performance and (b) provides career specific value to those with an interest in these areas [KR] Wii is already finding it's way into classrooms and physical education locations. [DP]
- Games-based Learning (this is somewhat in contrast with Games above) I think critical game play and game design, a la James Paul Gee, are not only about to become the next big thing, I think they are already are and simply underrecognized as such - what we are missing is curriculum, tools, and a community of practice. In recent years new tools have come out, like Scratch and, shortly, Gamestar Mechanic, and curriculum from Petlab and, independently, Global Kids, which will allow this work to be taken to scale. [BJ][ER] Games like World of Warcraft and Quest Atlantis are significant [JOC][DW] Civilization as well and we used WoW to teach students about simulation through learning about the plague outbreak in WoW -- would be great for a science class[ER]
- Smart chips as used in toll collection, for equipment return, roll marking [Westley] RFID would be huge for school libraries. [KC] QR Codes [JKL]
- Skype, MSN, iChat [Westley] The corporate working environment includes a rapidly increasing number of remote workers and independent consultants who are heavily reliant on these tools for communication, file sharing and collaboration. Proficiency with these for more than just social interaction will provide students with invaluable experience in remote collaboration. However, it is essential that appropriate 'netiquette' be taught alongside the technical proficiency. [KR] These tools can provide students and teachers with direct easy access to experts as well as access to others working as collaborators. [JC][JOC] Definitely, Zoey's Room is an excellent example of how bringing in experts from the field and developing informal mentorships increase students' engagement and understanding of STEM subjects. We also are now exploring the role of expert / novice in NML's Teachers' Strategy Guide: Reading in a Participatory Culture for English / Language ARts Classroom with also successful results. [ER] Facilitates after-school communication (homework help, etc) as well. Would require a mind-shift for teachers to understand why constant access is important. [KC] [DW] Chat functionality brings experts into the classroom. Puts the teacher as a facilitator. Creates an ongoing, informal mentorship. Synchronous tools. [Dallas Discussions]
- Information kiosks to locate classes, teachers, timetables [Westley]
- Discussion forums, Ning communities and wikis As remote collaboration becomes increasingly common, working environments are making use of tools that facilitate this. Also, national and organisational boundaries are diminishing as professionals share best practice and anecdotal insight with others in similar positions in different organisations on a global basis.[KR][JOC][KC][DW][JG][ER]
- Google docs, Writely, Gliffy, etc. Also related to remote collaboration, documents such as designs, proposals, tenders, bids, etc. are compiled by teams using shared files.[KR] School distrcits use Google docs as a means to communicate with their teachers. [MH][JOC] Unit planning by department or grade level teams. [KC][DW]The development of our new tool has been entirely done remotely among 5 people through skype and google docs.[ER]
- Mindmapping and creative collaboration online with tools like VoiceThreads and Mindmeister. [JOC]Add to this the concept of idea mapping to deepen understanding of complex relationships, texts, etc. Inspiration Software sites research that supports its effectiveness dating back to the 1990s. Advances in these tools have probably improved ease of use so that it is even more accessible to K-12 students. http://www.inspiration.com/Educators [JG]
- Online conferencing tools, such as Elluminate, Webex, etc. Many noteworthy conferences now take place on line in a bid to widen participation and reduce environmental impact. [KR] CoverItLite, WizIQ, FlashMeeting are regularly being used by teachers for formal and informal learning and networking [JOC] Especially effective when combined with globally collaborative projects. [KC] I had terrible luck with WebEx when you have a large gathering of over 40 people [ER]
- Virtual environments, such as Second Life It is important the distinction 'virtual v real' be replaced with 'virtual v physical' because the virtual world is indisputably real, as recent events in the news attest. It has been established the cultural mores apply as strongly in these environments as they do in the physical realm. Virtual spaces are being used to host conferences and events for dispersed audiences. Universities have virtual campuses, there are virtual libraries, several organisations have a virtual outlet and some countries even have virtual embassies. [KR] [JW][DW] We taught a freshman level high school science class using Second Life last year - the evaluation just came out - http://www.holymeatballs.org/2009/01/sisl_findings_from_science_thr.html [BJ] Peggy Sheehy is a good example of a K12 teacher using them http://ramposilands.blogspot.com. Cornell Science center for Middle school students, Virtual Worlds in Middle Schools, Westley Field- Skoolaborate [Dallas Discussions]
- BLOG TV. [JM] Tell us more, JM? [LJ] Here you go http://www.blogtv.com/ [JM]
- Multi-Touch Screen Techonolgy [JM] As in Microsoft Surface and iPhone? [LJ] Yes. [JM] Not a solid user base in the community is there? [JOC] How much more solid a user base is there than 10 million iPhones sold in 2008? [AL] In our district our Education Technology Dept. has asked for the touch screen monitors and touch screen laptops. Right now our IT Dept is "checking" to see how much maintenance this will involve. [JM]
- Some video games (Nintendo etc.). Evidence that they impact in schools (http://games.eun.org/2008/10/literature_review_on_games_in.html#more). (RB)
- Personally owned devices (smart phones, netbooks, laptops, consoles), even if their use can disrupt teaching and learning (RB). The big development at the NCTE (National Council of Teachers of English) conference this year addressed the benefits of incorporating ipods in education.[MH][JOC] Open networks to allow users to bring their own devices and use them on the network. For students and teachers [Dallas Discussion]
- Blogs for literacy development and content development. (Writing as a writing teacher) the way blogs forefront audience has been the missing link in language arts for decades. [JW] Blogs provide students with an authentic audience, and many students already contribute. [MH]Blogging can go from the simple to the complex, and so can draw students more deeply in to reflective writing, or metacogitive engagment with some aspect of their learning program [JOC][KC][SM][DW]
- The Tag Pens Leapfrog made a pen that both wrote and read. It has now been separated into the Tag pen for kids, that just reads, turning each page of an analog books into essentially a computer interface, and a pen that writes for adults. Others have now created adult-oriented competitors - these pens write notes like a regular pen but record the audio - the pen can touch the page in the future and replay that section of the audio or the digital version of that page can be viewed, shared and searched online and, clicking on a word, again plays the associated audio. It hasn't tipped yet but, when it does, It can change many things. [bj] LiveScribe http://www.livescribe.com/
- Physical web 2.0 appliances The Chumby will not be used by educators - it is the first physical web 2.0 appliances - but it is so damn cute I had to mention it. And Pogue loves it. [bj]
- Podcast. The students production of podcast, see e.g. the Irish project FIS (Film in Schools), (http://www.apple.com/uk/education/profiles/fis/) [CG]
- Touch - the iPhone and other consumer technologies are using more intuitive ways of interfacing with devices. We will (and already are -- the BETT show in London was full of new education "touch" tables") see new education applications with this technology which is useful (but currently too expensive) for use in classroom apps and will replace the current interactive white board. I think this particularly has application for K-6 applications where a teacher can interact in small groups with kids around a touch table. Also, I think that keypads on mobile notebooks will be eliminated and evolve to touch technology. (KK)[DW] I've seen a table like this at Pop!Tech with a map that you could zoom in and out on ...it was fabulous! [ER]
- OpenAPIs
- MetaData Standards Meta data everywhere to allow more data mashups and loosely coupled systems
- Ecosystem of Electronic Publishing, - iTunes U to the Touch, content to the Kindle, PDF Learning library is a user-based resource to index text, image, video, audio, or links to popular media resources and encourages users to develop activities from the resources to create a coherent lesson or thought-provoking concept for that specific learning context. Comiko comics creator
- Challenge Based Learning New model (REAL World problem solving) in the context of education.
- Distributed Computing thin clients

