racing into the digital classroom jesse hirsh - nov 27th 2011 higher education summit
TRANSCRIPT
Racing into the Digital Classroom
Jesse Hirsh - Nov 27th 2011Higher Education Summit
Would you jump if everyone else does so?
Understand the context
Analyze the power dynamics
Share the new literacy
Engage the excluded
Always prepare for what's next
"Nothing is inevitable provided we are prepared to pay attention"- Marshall McLuhan
McLuhan's Rear View Mirror Effect:Our culture is accelerating
Our society moves fasterthan we can comprehend
What we see as the present,is really the past.
What we see as the future,is really the present.
So then where are we now?
Neo Feudal SocietyCelebrity as aristocracy
Scarcity of attention
Neo Feudal Society: Economics
Concentration of ownership
Myth of meritocracy
Reality of Lords and Barons
"Reality TV" is the new Bread and Circuses
Privacy as Commodity
Neo Feudal Society: Social Structure
Tribes, Serfs, Mobs, and Magicians
Influence and peer pressure
Tools for popularity and attention
Surveillance society fueled by marketing and advertising
Subjectivity and Insularity: Narcissus as Narcosis
Everyone's computer experience is unique and subjective
Computer environments must be experienced to be understood
The default tendency online is to seek similarity and reinforcement
Without proper governance communities organize around similarities and often alienate, marginalize, or ignore differences
The dominant culture is one of insularity most often articulated as tribalism
Real/Virtual and Public/Private
Distinctions between these concepts continue to dissolve
Creates confusion as to what is appropriate, when, and where.
Shared reality becomes a scarcity
Insularity as the basis of the neo-feudal tribe
Bullying and Drama
Legitimate problem due toamplification and archives
Youth react to theirsociety and environment
Language as symptom
Culture of Lawlessnesssuggests might is right?
See danah boyd's work
Are we getting smarter or dumber?
Both!
With the key emphasis on the "we" rather than the smarter or the dumber.
Are machines becoming more like humans or are humans becoming more like machines?
Multi-tasking or just asynchronous work flows?
Seduced by Smart Phones& Mobile Computers
Mobile device as status symbol
Increasing computational power
Increasing power of the web
Open application development
GPS and tower triangulation
The need for Socialization
Technology needs culture for success
The power of peer pressure
The return of recommendations
The rise of micro-advertisingand micro-celebrities
The seduction of social contextsand the erosion of privacy
TwitterOver 200 million usersGrowing by 500,000 new users / dayGenerating 150 million tweets / day
Intention is to have each tweet associated with a location
Real-time search engineIncludes searching by location
Real-time analytics
Are they competing with others, or acting as infrastructure with 100,000 applications using their service?
Facebook and the Social GraphHarnesses the potential to personalize the web
Similar to Twitter, an attempt to become identity infrastructure
As a social space can it also become a learning space?
Great for photos, events, point of contact...
Yet should/can it be relied upon?
Where does leadership come from?What about authority?
Program or Be Programed?- Authority comes from creating signal amidst the noise
- Programming as the new literacy of our age
- "Make the software or be the software"
- "Instead of optimizing machines for humanity we optimize humans for machines"
Rushkoff.com(includes free study guide)
The Legacy of OLPC
- Great idea, difficult implementation
- Example of technology before culture
- Yet did make laptop computing accessible overall
- OLPC Tablet next
- Yet check out Raspberry PI, the $25 mini-computer!
Rheingold: Smart Mobs to Social Media
Howard Rheingold: an e-learning pioneer
Latest idea is socialmediaclassroom.com
Modified Drupal to enable interactivee-learning environments
Desires is to have learners as participator as teachers, balancing autonomy and structure
Stepping back to allow chaos of the group begin to form and stabilize independently
The Role of Gamification
Everything articulated as a game
Rewarding badges for check-ins
Support voluntary surveillance with discounts
Gaming the system
Rise of Virtual Reality
"Checking in" to virtual places
The power of clans
Acknowledgement of video gamesas semi-permanent social spaces
Time spent in virtual worlds as investmentAccumulation of virtual property as tangible assets
Rise of Virtual Goods
Started in MMORPG:Massive Multiplayer OnlineRole Playing GamesVirtual Goods market estimatedto grow to $1.6 billion in 2010,and over $2 billion in 2011Zynga has 250 million+ monthly active playersStart 2009 with 15 million playersIn 2009 Zynga was 2nd largest PayPal merchant (after Ebay)Lady Gaga and Zynga present GagaVille!Preview of her new albumvia a social game/world
Rise of Virtual CurrencyFacebook and Zynga PartnershipLoyalty programs and Social couponsEmerging exchanges: MyMMOShop.com(Sold in 2009 for $10 million)
Local currency as a model for school currency?
Literacy and the Network Effect
Knowing how to use new tools as they emerge
Pattern recognition instead of information overload
Understanding Smart Mobs
Based on media literacy and critical thinking
Dealing with the Digital Divide
Socio-Economic
Access
Language
Usability
Empowerment
Open Source
Three Generations of the Web
Web 1.0 - Static
Web 2.0 - Interactive
Web 3.0 - Automatic
The Rise of Artificial Intelligence
Web 1.0 - Informational
Web 2.0 - Relational
Web 3.0 - Anticipatory
The Digital Classroom?
The Power of Dialogue
Shared experience
No stupid questions
Enables collaboration
Empowers all involved
Encourages critical thought
Get in Touch:
http://metaviews.cahttp://jessehirsh.ca