"The goal of the Innovative Schools Program is to discover, share and scale best practices, develop models and assets that any school or any school system can use to help students achieve their full potential, and create a collaborative community of like- minded school leaders" (Microsoft Partners in Learning)
I think what we forget is that technology can create for a better classroom for all. It means more effective ways of engaging and motivating students but also a much more efficient way of teaching. There are conferences, meetings and organizations thats whole purpose is just that, promoting technology in the classroom to enable a more innovative learning area. These organizations are providing us with alternative ways of teaching and thinking that can really impact the way we run our classrooms. For example the below clip on Gaming and Edutainment is from the Harvard's Advanced Leadership Education Think Tank Conference which looked at "the utilization of technology to support positive change in the quality and relevance of education systems" (Harvard, 2011). Towards the end of the clip, Bruce refers to a program currently being created at Ideas Lab (see useful links) called "Pulse" that enables "semantic analysis of community conversations" (Dixon, 2011). This program is the perfect example of how technology is being produced to assist the learning progress as it offers a much more efficient way of correlating information that students place online.
I know I keep mentioning the engaging and motivating qualities that technology can have in a classroom, but in all honesty it's the truth. I think with the products and ideas that are being invented every day in relation to technology, it really makes for a much more positive innovative learning area where we can give students the best possibilities to reach their highest potential.
Hey Rom,
ReplyDeleteThe virtual university sounds amazing and offers several advantages over the traditional seminar format where it's considered 'bad form' to chat to your colleagues when someone else is presenting - much more social constructivist to be able to interact with each other and then being able to interact with the presenter!
With regard to gaming and edutainment - I've come across quite a bit of information lately which basically says that gaming and simulations build strategic thinking and authentic learning experiences. The Krause, Bochner, Duchesne & McMaugh, 2009 'Educational Psychology' book p.431 from last year outlines some of the advantages and lists a really interesting resource from the Global Education Centre, but that only seems to be available in South Australia. Still, it sent me off on another search and there are quite a few educational resources out there that use simulations for education (particularly some UK sites) which look fantastic and tie in very nicely with the Australian Curriculum.