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Technology and Innovation in Curriculum Mart Laanpere :: Centre for Educational Technology, Tallinn University

Technology and Innovation in Curriculum

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Euneos/ErasmusPlus PISA Benchmarking Course at Tikkurila

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Page 1: Technology and Innovation in Curriculum

Technology and Innovation in CurriculumMart Laanpere :: Centre for Educational Technology, Tallinn University

Page 2: Technology and Innovation in Curriculum

The concept of innovation

New way of doing things in economy, e.g. the introduction of new goods, new methods of production, the opening of new markets, the conquest of new sources of supply and the carrying out of a new organization of any industry (Shumpeter, 1939)

An innovation is the implementation of a new or significantly improved product (good or service), or process, a new marketing method, or a new organizational method in business practices, workplace organization or external relations. (OECD, 1997)

Types of innovation: Product innovation (e.g.iPod) Process innovation (e.g. IKEA furniture) Organisational innovation (e.g. Wikipedia) Market innovation (e.g. social media marketing)

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Product innovation

Apple iPad Soft reflector

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Process innovation

Amazoni e-books Online gradebook

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Organisational innovation

Franchise European Computer Driving License

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Marketing innovation

Folk shoes CompeTest (also Bazaari)

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Examples of innovation in Estonia

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Boosting innovation in IT industry

Incubators

Start-ups

Hackatons (Garage48)

Innovation vouchers from EAS agency

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Innovation in school

Club of Rome, ‘No Limits to Learning’ (1979): innovative learning instead of repetitive learning

Example: it is a fact that printing the Sunday Times on paper “costs” 40 hectares of forest Repetitive learning: remember the fact, there will be test Innovative learning: discuss, what are you going to do about it?

The main features of innovative learning: Anticipatory learning: encouraging solidarity in time Participatory learning: creating solidarity in space

The main objectives: autonomy and integration

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Innovation & creativity in curricula

A comparative study on national curricula, carried out by OECD in 33 countries

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Technology & innovation in curriculum

T&I: one of the 8 cross-curricular themes in the new national curriculum in Estonia (2011)

Each student in grades 7-9 and 10-12 should: Be able to think and act innovatively while using new

technologies for problem-solving and coping with rapid changes in living, learning and working environments

Participate at least once during three years in a collaborative project, where new technologies are used for innovation that meets the needs of an external client: e.g. a company, local municipality, university

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Sample project scenario

Social media marketing campaign to promote own school

Client: school administration

Goal: to increase awareness of recent curriculum change and eventually enrolment of students from other municipalities

Outcomes: a Web page and Facebook group dedicated to new curriculum will be integrated with the school Web site, social media campaign with games & prizes will be planned, conducted and evaluated

Description: a team of 4 students will study techniques and best practices of internet marketing, mentored by the teachers of informatics and economics, as well as an external mentor; participatory design methods will be applied in developing the curriculum Web site and integrating it with school Web site; the other half of the team will work on social media marketing

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The other sample scenarios

Search engine optimisation and multilingual Web site for local company producing log houses

Designing and piloting GPS-geocaching game for local ecotourism accommodation provider

The survey on barriers to inclusion in local decision-making, followed by both high- and low-tech inclusion campaign

Producing a Wiki-based robotics textbook for the robotics lab at the technical university

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Action research on T&I design

A 20-hrs teacher training course was developed and piloted with 12 teachers in one of the schools in Tallinn

Hands-on, experiential learning; unleashing the creativity

Teachers created in pairs projects using a simple technology: QR codes

Feedback from teachers helped us to improve the course

35 trainers from all regions were then trained to deliver this course

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QR-projects made by teachers

QR herbarium: leaves, flowers and seeds of trees around schoolhouse

QR art exhibition

QR dictionary (English)

QR monument trail

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Pilot Project: Digital Nature Trails

Funded by NordPlus (Nordic Council of Ministers) 2013-15

Two schools involved: Kolga school in Estonia and Mouhijärvi school in Finland (Norwegian school dropped out)

Students are going to create four trails marked in the nature with QR codes or geotags, each project team has a client with specific expectations (museum, ecotouristic farm, environmental education centre, own school)

Estonian and Finnish student groups visit each other and try out the trails, help to improve them

http://digitrails.wordpress.com

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Technological generation shifts

Shop

Scho

ol ?

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Socio-technical transitions

(Geels 2002)(Geels 2002)

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Mobile communication generations

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Moodle servers: global stats

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Three generations of TEL systems

Dimension 1.generation 2.generation 3.generation

Software architecture

Educational software Course management systems

Digital Learning Ecosystems

Pedagogical foundation

Bihaviorism Cognitivism Knowledge building, connectivism

Content management

Integrated with code Learning Objects, content packages

Mash-up, remixed, user-generated

Dominant affordances

E-textbook, drill & practice, tests

Sharing LO’s, forum discussions, quiz

Reflections, collab. production, design

Access Computer lab in school

Home computer Everywhere – thanks to mobile devices

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Innovative tools for teachers

Edmodo.com, Eliademy.com, Schoology.com: Web-based learning environments + mobile apps

Kahoot.it, Socrative: rapid response (voting) systems

LearningApps: tool for creating interactive assignments

QR codes

Aurasma, Layar: augmented reality apps

Educational resource cloud services: Dikaios

EdShelf: personal toolbox of educational apps

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Estonian Strategy for Lifelong Learning 2020

Shift in teaching and learning paradigm

Competent teachers and school leaders

Meeting the job market needs

Higher participation rates, effective funding models

Digital turn in formal education system Integrating digital culture into teaching and learning Quality digital learning resources for all curricula Access to digital infrastructure, incl. 1:1 computing Digital competences of teachers and students

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Digital turn towards 1:1 computing: promise and failures

Horizon Report 2012: the main technology trend in education with 1 year time to adoption

Radical shift in learning environment, re-definition of teaching and learning processes

Failures: OLPC Peru: 2.4 million laptops, no effect on learning Tiger Leap laptop schools: “Please, take these laptops away!”

Success stories: Odder, Denmark: iPads for 200 teachers and 2000 students Essa Academy, UK: technology as an essential component of radical

school improvement

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Whole school turn

The training and support is oriented on the level of a teacher

Diffusion of innovations (Rogers, 1992), OECD study (2002)

Evidence-based school-level intervention models are needed

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Questions?

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Trialogical learning

Monological learning: teacher talks, pupil listens

Socratic method: dialogical learning

Trialogical learning (Paavola et al): where learners are collaboratively inquiring, developing, transforming, or creating shared objects of activity (such as conceptual artefacts, practices, products) in a systematic fashion

Vision of Students Today – a viral Youtube video

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Innovation exercise

E-textbook of the future: E-book (e-pub)? Mobile app? Online course? Standardised content package? A bundle of Web links?

Think outside the box and propose a concept for innovative e-textbook of the future, that is: Usable on all personal smart devices Allowing remixing, adaptations, annotations Creative learning tool

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QR code exercise

Innovative pedagogical scenarios from LEARNMIX project (re-conceptualizing e-textbook): Flipped classroom: learn from video tutorial, then groupwork Project-based learning: outcome-focused teamwork Problem-based learning: solving, then designing problems Inquiry-based learning: hypothesis, data collection & analysis Game-based learning: fun, competition, learning, rewards

Create a trialogical learning scenario in line with one of the above involving QR codes (you can use ITEC scenario template)