Nailing Digital Jelly to a Virtual Tree Tracking Emerging Technologies for Learning Presented by Ferdi Serim Tracking Emerging Technologies for Learning.

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Presentation transcript:

Nailing Digital Jelly to a Virtual Tree Tracking Emerging Technologies for Learning Presented by Ferdi Serim Tracking Emerging Technologies for Learning Presented by Ferdi Serim

What’s an Emerging Technology?  If it’s out of the engineering lab, but not yet widely in use or widely known, we consider it an emerging technology

The ET Task Force  Our goal is to create a database of contributions from educators highlighting their use of emerging technologies to support teaching and learning.

The ET Task Force ISTE Emerging Technologies Idea Library (

ET Fundamentals  Any educational technology (emerging or otherwise) can only deliver its potential benefits if the whole system allows that to happen

ET Fundamentals  Any student learning that is not explicitly designed to provide opportunities and supports for mastery of 21 st century skills is not likely to produce these results accidentally or by coincidence.

ET Fundamentals  Only through careful, thoughtful and effective planning can people, resources and ideas be aligned to allow all learners (students, educators, parents and community) to have the skills and knowledge they require to thrive in the 21st century.

The ET Life Cycle Lessons  Telephone & Radio

The ET Life Cycle Lessons  Wireless Networking

Wireless Networking Stage 1: Player Piano

Wireless Networking Stage 1: Player Piano Rolls

Wireless Networking Stage 2: Secret Communications: Radio Player Piano Rolls

Wireless Networking Stage 2: Secret Communications: Radio Player Piano Rolls

Wireless Networking Stage 3: Public Uses - Sharing Bandwidth

ET Life Cycle Lessons

ET Hype Cycle Lessons

Nailing The Jelly: The ET in NETS-S

Defining the Digital Jelly  Keep Watching These Sources – Horizon Report (New Media Consortium & Educause Learning Initiative) – Horizon Report Wiki ( – ISTE Emerging Technologies Idea Library (

Defining the Digital Jelly  Categories – User Generated Content – Social Networking – mLearning – Immersive, Virtual Worlds – New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming (MMEG)

Defining the Digital Jelly  Time to Adoption: 1 Year or Less – Social Computing – Social Networking – Personal Broadcasting – User-Created Content

Defining the Digital Jelly  Time to Adoption: 2 to 3 Years – mLearning: The Phones in Their Pockets – Virtual Worlds – Educational Gaming

Defining the Digital Jelly  Time to Adoption: 4 to 5 Years – Augmented Reality and Enhanced Visualization – Context-Aware Environments and Devices – The New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming

Defining the Virtual Tree  Contexts and Processes required for ET to “bring home the benefits”

Limbs and Branches: The ET Database

The ET Categories - Process Process Management contains the tools used to directly support teaching and learning, including information literacy tools, productivity and creation tools, learning management systems, and instructional media tools.

The ET Categories - Process

Process Detail

Organizational Capacity Organizational Capacity includes human resources needed and professional development ideas utilized to use emerging technologies effectively.

Organizational Capacity

Operational Capacity Operational Capacity is all the other items that make it work, including network security, data management, and the huge area of infrastructure management.

Operational Capacity

Infrastructure

Nailing The Jelly:The ET in NETS-S

Nailing the Digital Jelly: Second Life  Categories – User Generated Content – Social Networking – mLearning – Immersive, Virtual Worlds – New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming (MMEG)

Nailing the Digital Jelly: Google Docs  Categories – User Generated Content – Social Networking – mLearning – Immersive, Virtual Worlds – New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming (MMEG)

Nailing the Digital Jelly Collective Searching  Categories – User Generated Content – Social Networking – mLearning – Immersive, Virtual Worlds – New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming (MMEG)

Nailing the Digital Jelly: Agent Based Modeling  Categories – User Generated Content – Social Networking – mLearning – Immersive, Virtual Worlds – New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming (MMEG)

Nailing the Digital Jelly: Global Challenge Website  Categories – User Generated Content – Social Networking – mLearning – Immersive, Virtual Worlds – New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming (MMEG)

Nailing the Digital Jelly TechYes  Categories – User Generated Content – Social Networking – mLearning – Immersive, Virtual Worlds – New Scholarship and Emerging Forms of Publication – Massively Multiplayer Educational Gaming (MMEG)

ET Database Examples  Parent Connect  NWEA Growth and Assessment  Second Life

Parent Connect

NWEA MAPS

Second Life

The ET Idea Library

ET Deserving Wider Recognition  Supercomputing – Simulation of physical phenomena, such as weather forecasting, galaxy formation, oil reservoir management – data mining (finding needles of information in a haystack of data, such as: gene sequencing, signal processing, detecting storms that could produce tornados) – visualization: turning a vast sea of data into pictures a scientist can understand.

ET Deserving Wider Recognition  iSkills Technology Assessment – uses technology to allow students to demonstrate their proficiency in using cognitive/critical thinking skills in a technological environment to define, access, evaluate, manage, integrate, create and communicate information  Convergence – provides new opportunities to deliver education by focusing on technologies such as podcasting, videoconferencing, online collaboration, multimedia service delivery, video-on-demand, and integration of Wi-Fi with cellular.

ET Deserving Wider Recognition  Network Quality of Service – Replacing packet-shaping (prioritizing classes of network traffic and essentially giving some applications preferential treatment at the expense of others)  Agent Based Modeling Tools – Building models that simulate the simultaneous operations of multiple agents, in an attempt to re-create and predict the actions of complex phenomena.

Ready? What’s next?  Join ISTE:ET, get a landmark  Contribute to the ET Wiki 

Join Us Online!  The ET Database, website and wiki ISTE Emerging Technologies Idea Library (

Nailing Digital Jelly to a Virtual Tree Tracking Emerging Technologies for Learning Ferdi Serim Tracking Emerging Technologies for Learning Ferdi Serim