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ICT Learn Innovate
Transcript of ICT Learn Innovate
ICT to Support Learning Innovation
What ICT offers the learner Continuous innovation
Discontinuous innovation Time Space Pace Choice Synchronicity Constructivism A 'new pedagogy'? Metacognition Acceleration Accessibility Achievement Principles of Constructivism
Constructivist learning environments provide multiple representations of reality.
These representations represent the complexity of the real world.
Knowledge construction is emphasized over knowledge reproduction.
Authentic tasks are emphasized in meaningful context.
Real world settings or case-based learning is provided.
Thoughtful reflection on experience is encouraged.
Supports collaboration and social negotiation among learners.
Integration and activation of prior knowledge
Opportunities for hands-on activities
(source: wikipedia) Learner
empowerment Excitement For example:
Personal, learning and thinking skills
RSA Opening Minds
Building Learning Power
Enterprise Skills Audience Quality Real problems Range of media Accessibility Speed of production Automation Dialogue Simulation Anywhere Remove distance Virtual worlds Asynchronous Access expertise Across space Regular innovation
No new consumer behaviour required
Example: New versions of Windows Significant innovation
Some adaptation in consumer behaviour
Example: CD-ROM for home computer Totally new innovation
Complete change in consumer behaviour
Example: the first video recorder Continuous innovation
Discontinuous innovation Totally new innovation
Complete change in learning
Example: Exploring a virtual world Significant innovation
Some adaptation to learning
Example: Recording speeches for broadcast Regular innovation
No new learner behaviour required
Example: Projection not blackboard ICT in Education, by Victoria L. Tinio, available online, www.apdip.net/publications/iespprimers Enabling innovation From Renfrew et al, Harnessing Technology: business practices which support risk-taking and innovation in schools and colleges, Becta (2009) "By far the greatest flow of newness is not innovation at all. Rather it is imitation. A simple look around us will, I think, quickly show that imitation is not only more abundant than innovation, but also a much more prevalent road to growth and profits. IBM got into computers as an imitator, Texas Instruments into transistors as an imitator, Holiday Inns into motels as an imitator. In fact, imitation is endemic. Innovation is scarce."
Levitt, T. (1983) The Marketing Imagination Image licensed under Creative Commons
by Cayusa (Flickr) Image licensed under Creative Commons
by johnb2008 (Flickr) Image licensed under Creative Commons by dkuropatwa (Flickr) Develop learner empowerment
Create a culture of innovation
Learn as widely as possible
Enrich and enhance learning with ICT Conclusions Any questions?