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  • 2017-18

    New School Year This year doing more on Resource-Processes-Personnel work, but still within context of how can we best support student learning in schools through digital means (with a new title: Director of Digital Innovation )

    Building digital learning opportunities

      mkLearning Coding+RoboLab

      cLearning OneDoor = DigServices + DLI + Vision

      dLearning Digital Literacy

      tLearning Teacher Digital Learning, including SUNY

      sLearning Student Digital Ambassadors

      pLearning iPad and 1:1 laptop integration as Personal Learning Spaces

      aLearning active Project-Based-Learning through MYP Design and PYP Digitime

      Moodle moodle.cdnis.edu.hk/

      WordPress sites.cdnis.edu.hk/

      Google Educational Apps

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Digital4Learning Evolutions

Some I have worked with….

Moore’s Law driven since the mid-60s (now being led more by connected CPUs)

  1. Personal Computing (started impacting late 1970s)
    Apple II and its killer apps: Visicalc, Databases and Word Processing
    Providing meta-cognition empowerment through faster reflective feedback loops
  2. Educational Coding (early 1980s)
    Logo, DOS,
    Mathematical / Logical creativity and Problem Solving
  3. Digital Media (late 1980s)
    Macintosh, Atari, Adobe, CAD MacPaint, MacDraw, Hypercard
    Digital art and Visual Communication
  4. Robotics (late 1980s)
    Lego Mindstorms
    Physical meets digital
  5. 1:1 laptops (end of the 1980s)
    Logo (MLC)
    Personal learning in school environments redefined
  6. The Web goes mainstream (early to mid 1990s)
    HTML, Netscape
    Communication and Information
  7. Web Media Publishing (late 1990s)
    Flash (now HTML5), Visual Basic
    Digital media meets coding
  8. Search (late 1990s)
    Yahoo, Google, Wikipedia
    Knowledge restructured
  9. Home PCs (start of 2000)
    Moore’s Law enables home computing power to overtake school computing power.
    Digital Literacy, Digital Natives as social discourse
  10. Personal Digital Movie Making (early 2000s)
    iMovie, MovieMaker
    Personal movie making goes mainstream
  11. Learning Management Systems (LMS) (early 2000)
    Blackboard
    School structured delivery
  12. Social Media (early 2000s)
    Facebook, MySpace, Twitter, Blogging, YouTube
    Hyper-connectivity, Digital Citizenship
  13. Smartphones (mid-2000s)
    iPhone
    24/7 mobility
  14. Cloud Ecosystems (Business and Communities) (late-2000s)
    GSuite, Facebook, Amazon
    Personal v Community Space evolution
  15. MOOCs (early 2010s)
    Coursera, Udacity, EdX
    Mainstream Formal Online Learning
  16. Dimensional Space (mid-2010s)
    3D-Printers, Virtual Reality
    Multi-dimensional creativity
  17. (Next?) Data-Driving Algorithms

Many misses / delays / still conflicted / deaths, including

  • Smartphones (BYOT v School as closed system)
  • Robots (generally due to cost, but may be changing)
  • Interactive WhiteBoards (undone by replacement costs and lack of mobility)
  • deaths include Hypercard, Ning, Flash….

Some thoughts

  • economic realities means some technologies took a while to take hold.
  • importance of teaching redefined to cope with such rates of change and if to add value
  • neo-liberal agendas and equal opportunity social values clashing
  • digital value adding tools provide a cumulative set but with an underlying pedagogical requirement of teachers as connected, collaborative, problem-solving  risk-taking and calculating learners
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