the wow factor - what's on the horizon

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Presentation at Imaginarium, Darwin, December 2011

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  • 1.EXPLOITING THE WOW FACTOR Michael CoghlaneLearning11Creative Commons (CC) licensed music 7/12/11by Lohstana Davidfound at JAMENDO

2. 10 YEARS AGO (2001) BLOGS VIRTUAL CLASSROOMS WIKIS FACEBOOK PODCASTS IPADS RSS FEEDS IPHONES YOUTUBE EBOOKS TWITTER 3. EXPLOITING THE WOW FACTOR TOENHANCE TEACHING PRACTICE The WOW factor is very much underrated when attempting to engage people in educational technology. I was always hearingyou cant let the technology lead, and yet all my most exciting moments, and those I observed in others, were when that it is exactly what we did - we followed the technology FOR ITS OWN SAKE and discovered wonderful things! 4. THE PALACE (1997) 5. Andrew DouchYr 12 Biology Teacher 6. THEORIES ABOUT TECHNOLOGY1. Technological determinism: technology is an external agent that acts upon people and changes society.2. Social construction of technology (SCOT): it is human decisions and processes that create the technologies we have, and that the prevailing social milieu has an influential role in the decisions we make about how we use that technology.3. A middle ground between people and machine is the theory of Social Shaping. Nancy Baym refers to technologies having logics that influence how we use them. Nicholas Carr calls them ethics: the message that a tool or medium transmits into the minds and culture of its users 7. We shape our toolsand thereafter ourtools shape us.(McLuhan) 8. ALL GOODTECHNOLOGY ISINDISTINGUISHABLEFROM MAGIC.(Arthur C Clarke)Creative Commons Image from dibytes 9. QR Codes Make your own QR Codes at QRStuff.com 10. Todays Meeting Your Feedbackhttp://todaysmeet.com/imaginarium 11. HORIZON REPORT the ProcessModified version of theDelphi Technique: a structured communicationtechnique, originallydeveloped as a systematic,interactive forecastingmethod which relies on apanel of experts. Creative Commons image from Dramagirl 12. HORIZON REPORT the Process WIKI - List of Emerging Technologies preparedin advance by the New Media Consortium(NMC) Advisory board members invited toadd/annotate list items This list then summarised into major headingsthat group similar technologies Further discussion to ensure clarification(note: not justification) 13. HORIZON REPORT the ProcessSeveral rounds of voting ensue to reveal: majority choice timeframes short list final list 14. WHATS ON THE HORIZON?a summary of recent HorizonReports 2010/2011 15. Technologies to Watch 16. TIME TO ADOPTION 1 yr or lessMobile DevicesExamples include: Google Sky Map for Android platforms, whichserves as a mobile planetarium History: Maps of the World, containing full-colour, historicalmaps iSeismometer - capable of measuring vibrations and tremors Reference works such as the Australian Oxford Dictionary andthe Aussie Slang Dictionary, featuring more than 700 commonAustralian phrases. Forklift Driving Course (SA) 17. TIME TO ADOPTION 1 yr or lessMobile Internet Devices The knfbReader Mobile is designed to help those with learning disabilities or visual impairment. The user snaps a picture of text using his or her mobile phone and the phone converts the text to speech. 18. TIME TO ADOPTION 1 yr or lesseBooks Flipboard a magazine featuring you and yoursocial network Project Gutenberg (Aust) 19. TIME TO ADOPTION 1 yr or lesseBooks 20. TIME TO ADOPTION 2 to 3 yearsAugmented Reality (AR)Bringing Back the Berlin Wall 21. TIME TO ADOPTION 2 to 3 yearsAugmented Reality (AR) http://www.youtube.com/watch?v=loZtR05O0uU 22. TIME TO ADOPTION 2 to 3 yearsAugmented Reality (AR)http://www.youtube.com/watch?v=P9KPJlA5yds 23. TIME TO ADOPTION 2 to 3 yearsAugmented Reality (AR) 24. The future is alreadyhere its just notevenly distributed.(William Gibson) 25. TIME TO ADOPTION 2 to 3 yearshttp://www.youtube.com/watch?v=tb0pMeg1UN0 26. CONVERGENCE TECHNOLOGICAL CONVERGENCEThe tendency for different technologicalsystems to evolve towards performing similar tasks.eg mobile phone + Internet = Smart Phone 27. TIME TO ADOPTION 2 to 3 yearshttp://www.vimeo.com/2341387 28. TIME TO ADOPTION 2 to 3 years Game Based Learning Climate Change Game 29. TIME TO ADOPTION 2 to 3 years Game Based Learning Trading Around the World 30. TIME TO ADOPTION 2 to 3 years Game Based LearningVirtual Knee Surgery 31. TIME TO ADOPTION 4 to 5 yearsGesture Based ComputingRelevance for Teaching and LearningThe kinaesthetic nature of gesture-based computingwill very likely lead to new kinds of teaching ortraining simulations that look, feel, and operatealmost exactly like their real-world counterparts.The ease and intuitiveness of a gestural interfacemakes the experience seem very natural, and evenfun, making them relevant for learning at any ageor level of study.. 32. Gesture Based Computing THE FUTURE OF SHOPPING http://www.youtube.com/v/xyBXjjZa9qE 33. Gesture Based ComputingVIRTUAL AUTOPSY TABLEhttp://vimeo.com/moogaloop.swf?clip_id=6866296 34. Gesture Based Computinghttp://www.youtube.com/user/oblongtamper 35. Sixth Sense Technologyhttp://www.ted.com/talks/pranav_mistry_the_thrilling_potential_of_sixthsense_technology.html 36. TIME TO ADOPTION 4 to 5 yearsLearning AnalyticsPurdue http://www.youtube.com/watch?v=KxYewO9iAgw University 37. TIME TO ADOPTION 4 to 5 yearsLearning Analytics SNAPP - University of Wollongong 38. TIME TO ADOPTION 4 to 5 yearsLearning Analytics Commercial Application - Mixpanel.com 39. TIME TO ADOPTION 4 to 5 yearsVisual Data Analysis 40. TIME TO ADOPTION 4 to 5 yearsVisual Data AnalysisExamples: http://www.google.com/publicdata/home 41. TIME TO ADOPTION 4 to 5 yearsVisual Data Analysishttp://www.ushahidi.com/ 42. TIME TO ADOPTION 4 to 5 yearsVisual Data Analysis http://www.christchurchquakemap.co.nz/ 43. THE MOST IMPORTANTTOOL OF ALLISYOU!!!JanneM @ flickr.com 44. WHAT DO YOU DO WITH ALLOF THIS?? 45. Organisations will need to adapt to the fact that web 2.0 citizens willenter places of work and learning highly connected to a network ofpeers that they rely on for entertainment, mutual learning, andcollaboration. They may expect to be able to make use of these personallearning and social networks, and the technologies that make thesenetworks possible, in their places of work or study. These web 2.0citizens operate in a world that is open and mobile, and they are unlikelyto accept authority that is automatically assigned to a position. Theirworld is flat and devoid of hierarchy. In a world where information abouttheir areas of interest or expertise is increasing exponentially they willplace greater store on connected networks, which may extend beyondclassroom or workplace boundaries, and knowing where to get theknowledge and information they need, is more important than havingthat knowledge and information themselves. http://flickr.com/photos/[email protected]/1345266896/ 46. THANK YOU Australian New Zealand 2010 Horizon Report HERE Global Report 2011 HERE Looking to the Horizon Wiki (created by Marlene Manto) These slides on the web athttp://www.slideshare.net/michaelc/cool-tools-and-technologies-exploiting-the-wow-factorCreative Commons (CC) licensed music Michael Coghlanby Lohstana [email protected] at JAMENDO