digitization of education · digitization of education lokesh mehra director –education advocacy...
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Digitization of Education
Lokesh Mehra
Director – Education Advocacy
Education Advocacy
ICT Supports Transformation
Appropriate
Vision, strategy, sustainability
Transformation
Learning is
NOT simply
about
Today’s digital kids think of information Today’s digital kids think of information and communications technology (ICT) as and communications technology (ICT) as something something akin to oxygenakin to oxygenit’s what they breathe, and it’s how they it’s what they breathe, and it’s how they
Why Do We Need Technology In Teaching
Physical use
of space
Appropriate enabling ICT
resources
Do not go overboard on technology Do not go overboard on technology or the learning experience /environment you are trying to createor the learning experience /environment you are trying to create
about
gaining
knowledge
it’s what they breathe, and it’s how they it’s what they breathe, and it’s how they live; They use ICT to meet, play, date, and live; They use ICT to meet, play, date, and learn; It’s an integral part of their social learn; It’s an integral part of their social life; It’s how they acknowledge each other life; It’s how they acknowledge each other and form their personal identitiesand form their personal identities
ICT Supports Transformation
Leadership
Transformation
... its also
making
connections
Today’s digital kids think of information Today’s digital kids think of information and communications technology (ICT) as and communications technology (ICT) as
akin to oxygenakin to oxygen: They expect it, : They expect it, it’s what they breathe, and it’s how they it’s what they breathe, and it’s how they
Curriculum & pedagogy
Physical use
of space
Do not go overboard on technology Do not go overboard on technology –– think about what you want to achieve think about what you want to achieve or the learning experience /environment you are trying to createor the learning experience /environment you are trying to create
connectionsit’s what they breathe, and it’s how they it’s what they breathe, and it’s how they live; They use ICT to meet, play, date, and live; They use ICT to meet, play, date, and learn; It’s an integral part of their social learn; It’s an integral part of their social life; It’s how they acknowledge each other life; It’s how they acknowledge each other and form their personal identitiesand form their personal identities
Cloud Computing Devices
Technology in Schools
Open Content of universities Learning Analytics
Devices Gaming
Learning Analytics Personal Learning Environments
Education is Moving to Personalized Learning
LearningValue
1:1 eLearning is the most effective way to
develop 21st Century skills
Basic ICT
Technology
Connectivity
Professional Development
Improved Learning Methods
Digital Curriculum
is Moving to Personalized Learning
PC Labs
Classroom eLearning
1:1 eLearning
1:1 eLearning is the most effective way to
develop 21st Century skills
Current Transition Next Transition
Partners in Learning in India
Partners in
Learning in
India
Recognize educators around the
world for their innovative uses of
technology in the classroom;
To collaborate with peers, build a content repository,
digitization and networking of their schools/state and
IT in day to day teaching
Project Shiksha
Engaging
students and
empowering
educators.
Trained over
Lakh
teachers
Innovative Teacher
Leadership Awards
� Enabling Access to
Content and Tech.
� Celebrate &
recognize the most
innovative
educators & their
teaching practices
PILN
� Building Community
� Professional Development
� Biggest online platform for
educators with 4M+
members sharing content
and collaborating
� Creating champions
drive IT to the next level
network.com www.office.microsoft.com www.is-toolkit.com
IT in day to day teaching
U.P.
Delhi
Punjab
A.P.
Karnataka
Maharashtra
Tamil Nadu
Assam
M.P.Gujarat
Rajasthan
Chhattisgarh
Bihar
educators around the
world for their innovative uses of
technology in the classroom;
PIL
Coverage
build a content repository,
schools/state and usage of
U’khand
Tamil Nadu
Development
Biggest online platform for
members sharing content
Creating champions to
drive IT to the next level
Cloud & Gaming
� Azure - Open and flexible
cloud platform
� Kinect - transforms
games into high-
involvement, measurable
learning experiences
� O365 – Productivity Suite
on Cloud
Building Capacity
� Foundational Digital
Literacy using Saksharta
� Online IT Academy
teacher resources; lesson
plans, lab setup guides,
presentations and virtual
hands on labs
www.dsaksharta.in www.microsoft.com/itacademy
COGNITIVE
Gamifying
Skills sought by employers• Decision Making
• Innovation
• Thinking
• Collaboration
• Planning
• Problem Solving
• Complex communication
• Technical Skills
• Systematic Thinking
• Ability to draw relationships between factsThe solutions don’t lie in technology, they lie in The solutions don’t lie in technology, they lie in
EMOTIONAL
and Zimmerman define a game as “A system in which players engage in artificial conflicts, defined by rules, that result in a
outcome”
• Ability to draw relationships between facts
Characteristics of games• Roles & Responsibilities
• Rewards. Instant Gratification
• Personalized learning opportunities
• Intense engagement of the learner
• Learning of 21st century skills
• Environment for authentic and relevant
assessment
The solutions don’t lie in technology, they lie in The solutions don’t lie in technology, they lie in what people do with technologywhat people do with technology
test is a system in which examinees engage in an artificial task, defined by rules, that results in a quantifiable
outcome” (Behrens, Frezzo
COGNITIVE SOCIAL
Skills sought by employers
Ability to draw relationships between facts
Principles of games used for
teaching• Adaptive games
• Clear goals
• Reinforced feedback
• Failure is learning
• Immediate constructive feedback
• Exploratory environment
• Guidance and collaboration
• Low price of failureThe solutions don’t lie in technology, they lie in The solutions don’t lie in technology, they lie in
EMOTIONAL EXPERIENCES
and Zimmerman define a game as “A system in which players engage in artificial conflicts, defined by rules, that result in a qu
outcome”
Ability to draw relationships between facts
Teachers’ Expectations• Making the students realize their
strength and weaknesses
• Teaching and learning strategies
• Engaging curriculum choices
• Teachers facilitate pre and post
game discussions on the learnings
Rewards. Instant Gratification
Personalized learning opportunities
Intense engagement of the learner
century skills
Environment for authentic and relevant
The solutions don’t lie in technology, they lie in The solutions don’t lie in technology, they lie in what people do with technologywhat people do with technology
is a system in which examinees engage in an artificial task, defined by rules, that results in a quantifiable
Frezzo & Mislevy, 2008)
www.microsoft.com
thank you and let’s continue
our conversationTwitter @lokesh_mehra
Linkedin in.linkedin.com/pub/Linkedin in.linkedin.com/pub/
www.microsoft.com/education
thank you and let’s continue
our conversationlokesh_mehra
in.linkedin.com/pub/lokesh-mehra/0/39a/600 in.linkedin.com/pub/lokesh-mehra/0/39a/600