Left to Their Own Devices GAGC

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    EF2 THEIR

    OWN

    DEVICES

    BRIAN HOUSAND

    brianhousand.com

    bit.ly/gagc2013

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    brianhousand.com

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    2013

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    Are YouAPPy?

    bit.ly/aigapps

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    #gtchat#gagc

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    FEBRUARY 15

    2005

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    72HOURS

    666666666666666666666666666

    666666666666666666666666666666666666

    666666666

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    4,000,000,000HOURS PER MONTH

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    whatever

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    whenever

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    wherever

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    If your students can GOOGLE the answer...

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    You may be asking the WRONG questions!

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    RECALL

    UNDERSTANDING

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    DID

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    TECH

    STUDENTSTEACHERS

    S

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    S

    TUDE

    NTS

    TEACHE

    RS

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    TECH

    STUDEN

    TSTE

    ACHERS

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    TECH

    STUDENTSTEACHERS

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    If#you#dont#read#much,#you#really#dont#know#much.#

    #YOU ARE

    DANGEROUS!

    DANGER

    --Jim Trelease

    TOOLISHNESS

    AHEAD

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    REALITY

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    Every man

    should have abuilt-in

    automaticcrap detector

    operating

    inside of him.

    -- Ernest Hemingway

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    TEACHERSSTUDEN

    TS

    TECH

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    REALITY

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    3,339

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    BEST CASE

    SCENARIO?

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    OLPC

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    The kids had completely customized the desktop

    so every kids tablet looked different. We hadinstalled software to prevent them from doing that,and the fact they worked around it was clearly

    the kind ofCREATIVITY,

    the kind ofINQUIRY, the kind of

    DISCOVERYthat we think is

    ESSENTIAL TO LEARNING

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    HAVE YOU EVER SEEN

    A 2 YEAR OLDUSE AN iPad?

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    REALITY

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    10,000

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    Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project.Computers in Human Behavior, 28(2), 370-376.

    CREATIVITY

    COMPUTER

    USE

    INTERNET

    USE

    CELL

    PHONE

    USE

    VIDEO

    GAME

    PLAY

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    Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project.Computers in Human Behavior, 28(2), 370-376.

    CREATIVITYVIDEO

    GAME

    PLAY

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    teachwithportals.com

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    ERS

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    TEACHE

    RS

    TECH

    ERS

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    TEACHE

    RS

    TECH

    STUDENTS

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    REALITY

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    BEST CASE

    SCENARIO?

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    Facilitate and InspireStudent Learning and Creativity

    Design and Develop Digital Age LearningExperiences and Assessments

    Model Digital Age Work and Learning

    Promote and Model Digital Citizenship andResponsibility

    Engage in Professional Growth and Leadership

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    TECH

    TEAC

    HERS

    STUD

    ENTS

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    A+(MAYNARD, 2012)

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    AGGREGATOR

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    LiveBinders

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  • 7/29/2019 Left to Their Own Devices GAGC

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  • 7/29/2019 Left to Their Own Devices GAGC

    76/99ARCHITECT

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    CONSUMERS

    PRODUCERS

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    TYPE III

    INDEPENDENT OR SMALL GROUP INVESTIGATIONSPRODUCTS AND/OR PERFORMANCES

    TYPE IGENERAL

    EXPLORATORY

    ACTIVITIES

    TYPE IIMETHODOLOGICAL

    TRAINING /

    HOW-TO ACTIVITIES

    (Renzulli, 1977)

    KN W

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    KN WUNDERSTAND

    DO

    The whole process o

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    peducation should

    thus be conceived asthe process of

    learning to thinkthrough the solutionof real problems.

    -- John Dewey, 1938

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    ADAPTABLE

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    AUTONOMOUS

    We need students to get

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    g

    more DEEPLY INTERESTED in things,

    more INVOLVED in them,

    more ENGAGED in wanting to know,

    to have projects that they canget EXCITED about and work on

    o v e r l o n g p e r i o d s o f t i m e ,to be STIMULATED

    TO FIND THINGS OUT ON THEIR OWN.

    - Gardner

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    AUTONOMOUS

    ARCHITECTALLY

    A+

    ADAPTABLE

    AGGREGATOR

    (MAYNARD, 2012)

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    AWESOMENESSAWESOMENESSAWESOMENESS

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    DIRECTINSTRUCTION

    LEFT

    2 THEIROWN

    DEVICESPLAY

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    10x

    CURIOSITY

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    CURIOSITY

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    IMAGINATION

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    CREATIVITY

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    CREATIVITY

    PER PE TIVE

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    PER PE TIVE

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    STOP

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    GO

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    TO INFINITYAND BEYOND

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    t y v m