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Curriculum 21 Chapter 5: Five Socio-Technology Trends That Change Everything in Teaching and Learning

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Jessica Orlowski

on 1 February 2013

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Transcript of Curriculum 21 Chapter 5: Five Socio-Technology Trends That Change Everything in Teaching and Learning

That Change Everything
in Learning and Teaching Five Socio-Technology Trends How can we integrate technology into the classroom more effectively?

What are some common social trends technology influences?

What are the cultural/societal/educational implications of new socio-technological trends? A Semantic Web A New Age of
Teaching and Learning Social Networks Social Media can "organize without the need for organizations" (86).

Social Production: Brought to you by Web 2.0 Applications and the connections they foster!

Widely-used by our students, but "the new power of social media and networking technologies to teach is perhaps the least levereged technology in formal education."

Social networks have changed our identity, and have expanded social learning communities. This makes our need for student collaboration in schools even more essential Media Grids "Three dimensional representations of space using computing power and the Internet" (91) The New Zoo of Nonlinear Learning We will never be able to "undiscover DNA"

"Technology, once introduced to the world, never completely disappears" (94)

We have created ever-more-complex species and forms of technology which can either help or harm us... US vs. THEM From Cathedrals to Bazaars We can no longer rely on this: Curriculum 21 Chapter 5, Stephen Wilmarth What does it mean to be educated in the 21st century? The Internet,
Google, and
never DIDN' T exist Linearity
Common in institutions of higher education
Logical sequence Nonlinear
Disciplined Mind
Synthesizing Mind
Creative Mind
Respectful Mind
Ethical Mind Social Production Today's students are active creators in today's
open-source software movement. "The proliferation of devices that merge media types- news feeds delivered over cell phones, video downloadable from YouTube to iPods, global positioning devices that search for restaurants and display menus- don't strengthen mass culture; they destroy it" (83). Learning by doing Learning to be. "The biggest game changer in learning and what it means to be educated. And yet, social networks to influence the nature of learning and teaching is barely understood by our institutional leaders" (85-86). How might we utilize social networks in our classrooms? Everyone has an electronic portfolio! Classrooms need to be updated to engage the highly creative, literate and intellectual students that are best known through these "e-portfolios" A Model for Learning to Know Changing our relationship to new knowledge and how we use it for creativity We will develop more intelligent technological ways to link information, but we still need the human capacity to make order from information overload. What is video immersion doing to the minds of our students? How might we utilize video games in our classrooms? Howard Gardner's Five Minds for the Future: Experiential learning "engages the mind and teaches learners to do and to be more effectively than the linear application of content so frequently used today" (92) We must "dig deeper" and address what we teach and how we/our students learn
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