1. Can we facilitate learning in virtual spaces?
1.1. visual and virtual learning and how they interact
1.2. add value to traditional pedagogical models
1.3. Consider new Pedagogical models?
1.4. makes resources more available
2. Can mobile devices be used for learning?
2.1. handheld voting systems
2.1.1. Interactive Classroom
2.2. Pervasive technology
2.2.1. How can we use this appropriately
2.3. individuals get their first phones at the age of 8
2.3.1. growing up with moblie technology
2.4. BYO device? Pros & cons
2.5. complementary -extra tool in portfolio
2.6. exploratary- out of classroom
2.6.1. context of learning
2.7. on the go learning
2.8. Pollock's Toy Theatre
2.8.1. Creating plays their own plays
2.8.1.1. recording them and playing them back
2.8.2. http://www.youtube.com/watch?v=kGY-SZCH7AY
2.8.3. http://www.youtube.com/watch?v=Ew89ThQeqYE
2.9. Ko-Su
2.9.1. simple interface
2.9.2. invite other people into your classroom
2.9.3. create activities for them to complete
2.9.3.1. Use it to create quick tests
2.9.3.1.1. They are able to complete them in their own time
2.9.4. students can be anywhere in the world or in the classroom
2.9.4.1. send the work back to the teacher for feeback
2.9.5. is now availble in an APP
2.9.6. http://www.youtube.com/watch?v=tmPiJeaPrDw
2.10. Design apps - systems/user-centred design principles. evaluation - higher thinking skills, entrepreneurial education
3. Is a games space an environment for learning?
3.1. Learning goes on in the process of making and playing not the end product
3.1.1. Interesting assessment problem - capturing process
3.2. Can gaming scenarios be used for assessment?
3.2.1. How learner tackles a problem, maybe choices made?
3.3. why games
3.3.1. Motivation
3.3.2. children get bored listing to the teacher talki
3.3.2.1. they learn more if their intrested
3.4. innovation putting them in control of their own learning
3.5. working with children on games
3.5.1. develop communication skills
3.5.1.1. collaborating with others and have an audience
3.6. reliant on task set; method of feedback; teacher mediation and motivation
4. Social networking: To ban, or not to ban?
4.1. most schools disagree with social media
4.1.1. cybar bullying is a one of the reasons for this
4.1.1.1. Bullying is about people. Technology amplifies behaviour
4.2. 16% of teachers had received insults from parents
4.2.1. to enter this survey you had to elect that you were being abused.
4.2.1.1. data was insecure
4.3. danah boyd
4.4. NYC department of education
4.4.1. begining to devlop social media guidlines
4.5. those that create policy around this have a lot less problems than those that do not
5. Can we socialize in virtual space?
5.1. linksthe world through virtual resources
5.2. New node
6. Can the 'flipped classroom' re-energise education?
6.1. Teacher confidence
6.2. Robust collaborative/communication enabling technology
7. can we make classrooms as a learning space for teachers? Using technology..
7.1. It's a good idea to learn together with your students.
7.1.1. Teachers as learners, learners as teachers
8. Cultural Understanding
8.1. knowledge buliding
8.1.1. lifestyle
8.1.2. flexible
9. technology used for the understanding of child development
9.1. children need to hear to an intelligible level
9.1.1. school spaces for this are poor
9.1.1.1. classroom design is poor
9.1.1.1.1. Light not good in classrooms either - particularly when screens are involved
9.1.1.1.2. acoustics are poor and the majoriority of knowledge is gained through audio
9.1.2. 30% of primary school children have a hearing impairment
9.1.3. sound of the voice will only travel about 2meters before it starts to fade
9.1.3.1. only way to overcome getting the teachers voice is video audio technology
10. The Three Cs: Communication, Creativity and Collaboration In education, technology can be used as a way to encourage Communication and enhance the feedback teacher-student-teacher and student-student. Technology supports Creativity - for example, there are a number of Apps that encourage people to make artwork in a way they might not have thought to do. Technology enables wide (global) Collaboration, leads to closer links, broader networking and enhances exchange and development of knowledge and ideas.
11. Why a MirandaMod?
11.1. idea is this reflective space
11.1.1. engage through questions
11.1.1.1. come up with the bigger picture
11.2. callbarative way of learning
12. Looking into space
12.1. sussex -location based sensors in the park
12.1.1. turning a physical space where learning was embedded - most common use
12.2. Do we understand the impact of physical space on learners (and teachers.)?
12.3. Lots of excellent examples, but still limited in number - how do we empower more people/teachers to make use of resources? Will the pupils provide the driver?
12.4. How senses & sense sensitive deign affects learning & behaviours
13. Does the Virtual Flat Classroom unite learners?
13.1. everything is fluid, nothing is stable
13.1.1. similar to work enviroments which students discover after education process
13.2. wider key skills which is part of a continual process that make the project a success
14. Are Twitterers Twits? Virtual life in 140 characters
14.1. Creation of realtime resource networks
14.2. is trap
14.3. a lot of accounts are started and not continued
14.4. BackChannels at conferences
14.5. Amplifer
14.5.1. event that is happening in real space can be expanded
15. Why should academics join online communities
15.1. video confernces with children their age in other countries such as france, germany
15.1.1. allowing those learning languages to speak to those in other countries
15.1.1.1. learn cultures & customs
15.1.2. Cheap solutions such as Skype over projector
15.2. allows you to ask questions and others across the world maybe able to solve the problem you have.
15.3. allows us to have the ability to record knowledge and build on it
15.4. look at medicine resorces
15.4.1. allows you to find information on all health issues
15.5. Communicate with practitioners on a more regular basis and learn from each other - encourages reflective practice as a continual process and can capture emerging and developing understanding
15.6. New node
15.7. Knowledge hub- allows you share content and groups
15.8. requires national organisations to take the initiative
15.8.1. why not in education
15.9. looking at starting a pilot
15.9.1. education comunities.org
15.9.1.1. work online
15.9.1.1.1. cost of meetings is zero
15.9.1.2. share information
15.9.1.3. for academics, management, connecting with empolyers
15.9.1.3.1. resources are there
15.9.1.4. work is significant, enage with others in other countries and avoids criticism of small scale research in education
15.10. Build knowledge pool
16. Need to refer to the Japanese concept of the Knowledge Creating Company (Nonaka) to see how important sharing knowledge within the company to create innovation and change
17. Academics supporting work within schools to help create Learning Communities -action research etc
17.1. Supportive professional dialogue
17.2. critical reflection - learners and teachers
18. "Teaching also improves within a collegial, collaborative envirnment. The power of the collective capacity is that it enables ordinary people to accomplish extraordinary things" - Michael Fullan. Academics should be part of this mix
19. Facilities of learning-John Cuthell
19.1. Important role for teacher/facilitator encompasses monitoring students, ensuring all pupils are engaged
19.2. a combinationofamentorandacoachtodevelopperformance
19.3. element of langauage - simple to use keyboard and screen to type what you are thinking
19.4. buliding a community
19.4.1. envoles getting people to adopt roles
19.4.1.1. Identify who are the supportive individuals in the group