Our Students • Our Worlds

Our Students • Our Worlds »
David Warlick

Preparing a Workforce that could work...
In straight rows,
Performing repetitive tasks,
Under close supervision!
http://davidwarlick.com/sl/
We are preparing our children for a future we can not clearly describe!
..and what do we have left?
And this is exactly
what we know
about the future
we are preparing our children for...

almost nothing
Session Tags:
flat
classroom
warlick
-500,000
|||||||||||||||
||||||||||||
+400,000
Seen a TV with
less than 100 channels
Heard “Where’s the Beef?”, “I’d walk a mile for a camel”, or “de plane, de plane.”
“We actually found the odds of a solver’s success increased in fields in which they had no formal expertise.”--
Karim Lakhani
Content today is the
dominant thing. 
But one thing 
that I can say, is that...
…it is going to be the company that can grow and maintain audiences (not content).
New
Information
Landscape
New 
Generation
of Learners
Unpredictable Future
Perhaps the best thing we can teach our students today,
It's not just literacy,
It's not just literacy skills,
It's not just lifelong learning,
It's
Learning
Literacy!
It's
Literacy
Habits!
It's
Learning
Lifestyle!
*
Backchannel:
Almost Nothing!
Is how to teach themselves.

Lenhart, Amanda, Joseph Kahne, Ellen Middaugh, Alexandra Rankin Macgill, Chris Evans, Jessica Vitak. "Teens, Video Games and Civics: Teen's gaming experiences are diverse and include significant social interaction and civic engagement."  PEW Internet in American Life Project. 16 Sep 2008. PEW. 9 Feb 2009 <http://pewinternet.org/PPF/r/263/report_display.asp>.
97% of students play video games -- 99% boys, 94% girl.
50% played yesterday.
86% play game consoles.
73% play games on their computers.
60% play on portable game systems.
2% of cats play video games.
48% play games on their cell phones.
74% play racing games.
72% play puzzle games.
68% play sports games.
67% play action games.
66% play adventure games.
61% Rythm games
59% play strategy games.
49% play simulation games.
49% have played fighting games.
47% have played "first-person shooters"
32% have played survival-
horror games
21% have played MMORPGs
10% have played in virtual worlds
David Shaffer
James Paul Gee
Henry Jenkins
Many of these video games are literally "Learning Engines"
64% of American teenagers
have produced and published
original digital content to real audiences over the Internet.
Suriawang Dapto
Use online media to extend friendships..
Explore interests by research and collaboration in passion communities
Learning is peer-based, self-directed (exploring & tinkering, and "messing around")
"Geek out" diving into a topic or talent -- highly social and engaged endeavors.
Learn freely and with autonomy -- in contrast to the traditional 
  classroom 
    setting.
Education that is more experimental, experiencial, and social/collaborative.
Standardization of content & assessment are difficult and irrelevant.
Adults should be role model learners (master learners?)
To stay relevant, education must keep pace.
Implications
Preliminary
Daniel Pink
Richard Florida
A Whole New Mind (Riverhead Books)
Rise of the Creative Class (Basic Books)
Flight of the Creative Class (HarperBusiness)
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+200,000
|||||||||||||||
||||||
Manufacturing
Science & Engineering
Creative Arts
Visual arts, music, drama, entertainment
Unpredictable
Future
As the U.S. loses another 500,000 manufacturing jobs,
We will gain another 200,000 science & engineering jobs.
But we'll also gain another 400,000 creative arts jobs.
Florida, Richard. SAS. The Friday Institute, 22 Feb 2006. Performance. 
They have never
Played Pac Man or Pong
Listened to an 8-track
Purchased a vinyl album
Most of them were born after
The breakup of the Soviet Union
Tiananmen Square
Compact Discs had been around for a decade.
They were born after              
The Reagan era
The Persian Gulf War
The walkman
Machinima - using virtual environments for making animated movies
Many of our students, who are connected, know how to find people who can help them learn, what they need to know, to do what the want to do.
Network Natives
Web 1.0 (NYTimes.com) is based on someone in a corner office in New York City, while Web 2.0 (Digg.com) is published to by a community of people who decide what is important to read.

Digg News is certainly not better than the New York Times.  Nor is Web 2.0 better than Web 1.0.  It is simply a different kind of information, which is become more important during a time of rapid change.
Any concerns we have about students using sources of information like Wikipedia -- any practices that we hope they engage in while using a source like Wikipedia, are, today, basic literacy skills -- no less critical than the ability to read the text.
New Information Landscape
2)
3)
I have a problem.  Each year, I have a terrible time trying to get you, my students, excited about reading Othelo.  This year, I want you to work in teams to produce a movie trailer for the play.  I want you to produce a trailer that I can show to next year's students to get them positive about the Shakeespeare play.
1)
(Start)
or
April 2009
..what the creative arts workers have contributed
Bio-Printer
Invetech has delivered what it calls the “world’s first production model 3D bio-printer” to Organovo, developers of the proprietary NovoGen bioprinting technology. Organovo will in turn supply the devices to institutions investigating human tissue repair and organ replacement.
http://todaysmeet.com/beckville
Our Students    Our Worlds
http://davidwarlick.com/handouts/
Online Handouts
"Harnessing
  the Perfect 
  Storm"
o
Monthly
October 2008
December 2008
April 2006
Tuson Citizen                            Rocky Mount News                 Baltimore Examiner                          Kentucky Post
Cincinnati Post                        King County Jornal                          Union City Rigister Tribune            Halifax Daily News   
Albuquerque Tribune                                 San Juan Star
Are we preferring to interact via the digital realm, or are we simply expecting to be able to have conversations, regardless of time and space?
http://www.newspaperdeathwatch.com/
Black          Rosted Brown      Coriander          Sage
I can remember my Grandfather telling me about going on a date with his future wife, on the campus of Catawba College in a horse-drawn carriage -- and trying to imagine the astounding advancement he had seen in his 96 years.  But it was nothing compared to what my generation saw in the last half of the 20th century -- and we can only wonder what our children will see and be challenged to adapt to.  Because of the progress of computer technology and networks, the very nature of information has changed.

Consider that we generated 5 exabytes of information in 2002, approximately 37,000 Libraries of Congress.  But factor in that according to an IDC report, we generated 161 exabytes of information in 2006, more than three-million times more information than has been written in all books every published, and they project that it will reach 988 exabytes in 2010.
Wearable computers are computers  that are worn on the body. This type of wearable technology has been used in behavioral modeling, health monitoring systems, information technologies and media development. Wearable computers are especially useful for applications that require computational support while the user's hands, voice, eyes, arms or attention are actively engaged with the physical environment.
Wikipedia contributors. "Wearable computer." Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, 12 Nov. 2009. Web. 12 Feb. 2010. 
IDEO is a design and innovation  consultancy based in Palo Alto, California, United States[1]  with other offices in San Francisco, Chicago, New York, Boston, London, Munich  and Shanghai. The company helps design products, services, environments, and digital experiences.[1]  Additionally, the company has become increasingly involved in management consulting.[2]
Wikipedia contributors. "IDEO." Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, 19 Jan. 2010. Web. 12 Feb. 2010. 
We know some things about the future...
Massive Globalization
American decline in science
and technology...
A Different Frame of Reference
Hyper-Connected & Hyper Connective
Games are Central to their Culture
With New Media
funded by the William D. & Catherine T. MacArthur Foundation
Content & Culture Remixers
http://labs.digg.com/bigspy/
http://labs.digg.com/swarm/
Reading expands into 

Arithmatic expands into 

Writing expands into 
Exposing What's True

Employing Information

Expressing Ideas Compellingly
What does it mean to be "literate" 
in this information
environment
Contemporary Literacy
Learner vs Learned
Conclusion:
It's
Literacy
Habits
Astounding Growth of Information
2002 -- 5 Exabytes

2006 -- 161 Exabytes

2010 -- 998 Exabytes
37,000 Libraries of Congress
3,000,000 all the information
written in every book
Technical knowledge doubling every 72 hours

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