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Published byTyler Clark Modified over 11 years ago
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5 Disruptive Realities Lessons for the 1 to 1 Mobile Computing Initiative
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WHY MOBILE COMPUTING? WHY 1 TO 1?
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Traditional View of Technology Idea Technological Innovation Social Change
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Cultural View of Technology Idea Technological Innovation Social Change
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Innovation Adoption Time Diffusion Take Off Rogers Diffusion of Innovations
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Innovation Ice Harvesting (1800s) Machine Produced Ice-making (1890-1930) Refrigeration (1920-present) Market for Ice Harvesting all but disappears, but so too does market for machine made ice GREATLY expanded market for cold storage James Utterback, The Dynamics of Innovation The Internet and the University
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Innovation Product or Process? Substitution or Expanded Market? Competence Enhancing or Competence Destroying? New products that expand markets and destroy competencies are most disruptive
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DISCONTINUITIES IN INNOVATIONS NEW TECHNOLOGIES do not ALWAYS compete with or obliterate the OLD SYMBIOTIC RELATIONSHIPS often occur CONCERN over demise of the old often OBSCURES a growing market as a result of the NEW.
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Cyber Age Shifts Being Told (Authority Based) Deductive (LINEAR) Dont Know Wont Try
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5 Disruptive Realities Spontaneous, Organic Communities Active Construction over Passive Learning Disintermediation New Literacy Skills Immediacy
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What Kind of Culture Do You Seek to Create? Dont Lose the Forest for the Trees EVERYONE has to step outside their comfort zone Think and ACT Strategically
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Cyber Age Shifts in Action Which of the THREE does not belong?
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Metaphors? Like finger paint (and unlike television), computers can be used for designing and creating things. In addition to accessing existing Web pages, people can create their own. In addition to downloading MP3 music files, people can compose their own music. In addition to playing SimCity, people can create their own simulated worlds. Revolutionizing Learning in the Digital Age Mitchell Resnick, MIT Media Lab
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