Real Learning = REeL Learning (RE + eLearning) Developing student potential
Rapid and continuing advances in information and communication technologies (ICT) are changing the ways people share, use, develop and process information and technology. In this digital age, young people need to be highly skilled in the use of ICT. While schools already employ these technologies in learning, there is a need to increase their effectiveness significantly over the next decade. - Melbourne Declaration on Educational Goals for Young Australians (2008)
For effective learning to take place, learners need to be motivated and engaged, and presented with challenges that relate to their real world. ICTs can provide personalised learning opportunities and collaborative environments that support effective learning. It is important for educators to focus on where the use of ICTs can support improved learner outcomes through transforming, amplifying and extending learner’s opportunities and experiences, and to expand and adapt their repertoire of pedagogies to incorporate the use of ICTs where appropriate. - ICT in Learning Symposium: Planning for Change - May 2009
The Model Position Paper
eLearning podcasting video presentation eportfolio information fluency skill & drill social networking reflective learning graphic organisers virtual worlds word processing desktop publishing programming global projects mapping CAD animation databases spreadsheets glogster MSWord googleblogger edublogs wordpress wikipedia myinternet voicethread youtube scootle flickr prezi slideshare animoto online games google earth/maps iEarn jason google docs second life ning facebook bebo bubbl.us mindomo powerpoint keynote excel numbers pages garageband notebook activinspire 2simple access photostory imovie iphoto moviemaker comic life open office google sketchup sma scratch robotics itunes netbooks notebooks iwb’s desktops tablets ebook readers digital microscopes ipod itouch flip videos hd video mobile phones web cams slates digital cameras robots recording studio wii ps3 nintendo ds x-box pulse pen
Horizon Report: K-12 Edition 2009 Time-to-Adoption Horizon: One Year or Less Collaborative Environments Online Communication Schools Time-to-Adoption Horizon: Two to Three Years Mobiles Cloud Computing Time-to-Adoption Horizon: Four to Five Years Smart Objects The Personal Web
Horizon Report: K-12 Edition 2010 Short List Time-to-Adoption Horizon: One Year or Less Cloud Computing Electronic Books Social Computing Social Media Time-to-Adoption Horizon: Two to Three Years Educational Gaming Mobiles Open Content Virtual Worlds Time-to-Adoption Horizon: Four to Five Years 3D Video Augmented Reality Personal Learning Environments Thin Screens and Flexible Interfaces