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21st Century Problem- Solving Dr. David Gibson Equity ASU.

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Presentation on theme: "21st Century Problem- Solving Dr. David Gibson Equity ASU."— Presentation transcript:

1 21st Century Problem- Solving Dr. David Gibson Equity Alliance @ ASU

2 Today’s Agenda  NEW concepts for K-12 Goals for Education  21st Century Skills  Technology and Engineering Concepts  New Media Literacies  Global Challenge Award & Equity Alliance  GCA Goals ~ Process ~ Success

3 Partnership for 21st C Skills

4 A Deeper Dive into 21st C Skills  Financial, Economic, Business and Entrepreneurial Literacy  Knowing how to make appropriate personal economic choices  Understanding the role of the economy in society  Using entrepreneurial skills to enhance workplace productivity and career options  Global Awareness  Using 21st century skills to understand and address global issues  Learning from and working collaboratively with individuals representing diverse cultures, religions and lifestyles in a spirit of mutual respect and open dialogue in personal, work and community contexts  Understanding other nations and cultures, including the use of non-English languages

5 ISTE’s new Framework  Creativity and Innovation  Communication and Collaboration  Research and Information Fluency  Critical Thinking, Problem Solving and Decision Making  Digital Citizenship  Technology Operations and Concepts Make it! Say it! Find it! Solve it! Protect it! Use it!

6 Engineer of 2020   Strong analytic skills   Practical ingenuity   Creativity   Communication   Business and management  Leadership  High ethical standards  Professionalism  Dynamism, agility, resilience, and flexibility  Lifelong learners

7 SystemsStructure-behavior-function Emergent properties Control/feedbackProcessesBoundariesSubsystemsInteractions Optimization Multiple variables Social constraints Cultural norms Requirements Physical Laws Trade-offs Resources Side effects K-12 Engineering Concepts

8 Engineering Design = Structured Problem Solving  Identification  Definition  Search  Establish Criteria and Constraints  Consider Alternatives  Analysis  Decision  Specification  Communication

9 Play - the capacity to experiment with one’s surroundings as a form of problem-solving Performance - the ability to adopt alternative identities for the purpose of improvisation and discovery Simulation - the ability to interpret and construct dynamic models of real-world processes Appropriation - the ability to meaningfully sample and remix media content Multitasking - the ability to scan one’s environment and shift focus as needed to salient details Distributed Cognition - the ability to interact meaningfully with tools that expand mental capacities Collective Intelligence - the ability to pool knowledge and compare notes with others toward a common goal Judgment - the ability to evaluate the reliability and credibility of different information sources Transmedia Navigation - the ability to follow the flow of stories and information across multiple modalities Networking - the ability to search for, synthesize, and disseminate information Negotiation - the ability to travel across diverse communities, discerning and respecting multiple perspectives, and grasping and following alternative norms Visualization - the ability to interpret and create data representations for the purposes of expressing ideas, finding patterns, and identifying trends New Media Literacies

10 How Kids Can Save the World On Their Way to College The Global Challenge Award

11 Global Challenge Goals  Assist pre-college students in self-directed learning of science, technology, engineering and mathematics  Use game- and simulation-based guidance to understand the complex nature of global systems  Use the tools of computational science, simulation, and telecommunications

12 Global Challenge: What Is It? Online Informal STEM Education S A S S A S Washington Vermont California Florida Pennsylvania etc. China India Korea Japan Russia etc. High school student teams work for months to develop a solution that addresses global warming & the future of energy.

13 Global Partnerships US & China Photovoltaic Panels: Thin-film, Multi-junction CIGS with Quantum Dots 4-person teams from the US and 50 other countries meet and work online to solve global challenges

14 Challenge Game Elements  Global collaboration  Student directed  Unstructured real world problem  STEM learning through sims/games  Mentor support  Online web site support  Web research for innovation, understanding and ideation  Team & individual learning opportunities

15 Re-Engineer Aquaculture

16 Re-Engineer a Plant Enzyme …to increase the efficiency of plants on earth to produce O2 from CO2

17 Create a New Process Some students combine existing technologies in new ways, to achieve new efficiencies.

18 Design for Global “Scale-Up” Students select sites for global production and distribution

19 Explore - Experiment - Observe, record, analyze - Build models- Compare perspectives - Lead & participate in research World Game Missions

20 Colleges in Our Pipeline

21 www.equityallianceatasu.orgwww.globalchallengeaward.org


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