Time-to-Adoption Horizon: One Year or Less
1.Mobile Apps PDF page 14 – 17 (as read by Adobe Reader or Acrobat)
2. Tablet Computing PDF page 18- 21
Time-to-Adoption Horizon: Two to Three Years
1.Game-Based Learning PDF page 22 – 25
2.Learning Analytics PDF page 26 – 29
Time-to-Adoption Horizon: Four to Five Years
1.Gesture-Based Computing PDF page 30 – 33
2.Internet of Things PDF page 34 – 37
1. Define your technology. 2. What is it, how does it work, examples. 3. Summarize the overview. 4. What is the relevance for Teaching, Learning or Creative Inquiry. 5. Concrete examples of how this is used in practice, visit the various web sites, summarize what they are doing. 6. Report on at least one other finding in the “Further Readings” section.
Assess and Analyze:
7. Now Assess the technology: Engage the audience in 3 or 4 Socratic questions based on your findings. Consider how your generation will be using this technology when crafting your questions. Does this technology provide more freedom of choice? Does this technology allow for customization of its interface or use? Is information about this technology, its use and development accessible? How does it allow for collaboration? Does it encourage or impede integrity? Is it fun? Is it fast? Are the companies behind this technology transparent, innovative?
1. Clarification: why do you say that? Could you explain further?
2. Assumptions: challenging the assumptions. Is this always the case?
3. Evidence as the basis of an argument: Is there reason to doubt this evidence?
4. Alternative viewpoints and perspectives: What is the counter argument? What is another point of view?
5. Implications and Consequences: what if this happened? What are the results of these actions?
6. Question the question: why is this question important? Which are the useful questions?
Timeline on ASM3M Calendar