http://davidwarlick.com/handouts/ 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! What does it mean to be literate? * 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% girls 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. Our Students • Our Worlds Suriawang Dapto Living and Learning with New Media funded by the William D. & Catherine T. MacArthur Foundation 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) ||||||||||||||| |||||| +200,000 ||||||||||||||| |||||| Manufacturing Science & Engineering Creative Arts Visual arts, music, drama, entertainment ..what the creative arts workers have contributed 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. http://labs.digg.com/ 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 "Harnessing the Perfect Storm" Seadragon April 2006 April 2009 December 2008 October 2008 Monthly http://seadragon.com/ From Microsoft™ Live Labs™ Its about the information, Dude! http://knitterchat.com/
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