An internationally recognized authority in creativity and innovation in education and business, Sir Ken Robinson is also one of the world’s leading speakers. Videos of his famous talks to the prestigious TED Conference are the most viewed in the history of the organization and have been seen by an estimated 300 million people in over 150 countries.
Sir Ken works with governments in Europe, Asia and the US, international agencies, Fortune 500 companies and leading cultural organizations. He led a national commission on creativity, education and the economy for the UK Government, was the central figure in developing a strategy for creative and economic development as part of the Peace Process in Northern Ireland, and was one of four international advisors to the Singapore Government for a strategy to become the creative hub of SE Asia.
Called “one of the world’s elite thinkers on creativity and innovation” by Fast Company magazine, Sir Ken has received numerous awards and recognitions for his groundbreaking contributions. He was included in Thinkers50 list of the world’s leading business thinkers and has been named one of TIME/Fortune/CNN’s Principal Voices. In 2003, he received a knighthood from Queen Elizabeth II for services to the arts. His 2009 book, The Element: How Finding Your Passion Changes Everything, is a New York Times best seller and has been translated into 21 languages. A 10th anniversary edition of his classic work on creativity and innovation, Out of Our Minds: Learning to be Creative, was published in 2011. Finding Your Element: How to Discover Your Talents and Passions and Transform Your Life, was published by Viking in May 2013 and is also a New York Times best seller. His latest book, Creative Schools: The Grassroots Revolution That’s Transforming Education (Viking, 2015), written with Robinson’s trademark wit and engaging style, includes groundbreaking research and tackles the critical issue of how to transform the nation’s troubled educational system.
The purpose of this session will be to discuss socio-metacognition, the knowledge of and ability to regulate group cognition, and the design of a computer-supported collaborative learning (CSCL) environment to support socio-metacognitive expertise. As part of this panel discussion, Borge will present a talk on the CREATE system, a system she developed that is being expanded by TLT for University use. Borge will draw on multiple perspectives to discuss the costs and benefits of such a system and conclude by opening up for discussion by a panel.
In summer and fall 2016, micro-certification (aka digital badging) was used in a CAS 100A course to address key information literacy skills students needed. Members of the Penn State community may be familiar with micro-certification in general, but be curious about how it operates in a course, and want to learn more details about how it can be used to benefit both students and instructors. The presenters will explain their program, focusing on the details of implementing it in a course to increase student learning, and will lead an interactive discussion about this competency-based tool.
A Penn State startup is dedicated to transforming STEM teaching and learning experiences by bringing next-generation technologies to education: augmented and virtual realities. Rain Reality is an educational technology consulting company specializing in the development of AR and VR application courseware. 3-D applications offer a different approach to pedagogy that not only increases student engagement through hands-on interactions but even improves understanding of content in abstract STEM subjects. The presentation will highlight the research behind 3-D learning and how industry is currently enhancing K-12 and higher education pedagogy through these immersive technologies.
What if classrooms were replaced with experiences? In other words, shift focus away from designing physical spaces and move towards designing the mindset at work within the space. What seems like semantics is essential to envisioning the future of spaces that enable creative coursework, entrepreneurship, and research endeavors across all fields of study. Let’s explore practical examples of learning spaces at Penn State that challenge conventional thinking of where students learn.
This session will highlight two different, but related, TLT Fellows projects. In the first part of the session, attendees will learn about the TLT Fellows project centered around utilizing 360° video and virtual reality technology to enhance learning opportunities for students in a local, regional, and global context. Discussion will include why 360° video was identified as a technology worthy of investigation, how reusable learning objects have been created, and what the future holds for students to both consume and create educational content in this new medium. The second part of the session describes the initial production of an immersive reality experience oriented toward issues of sustainability. Specifically, this presentation describes perspectives on immersive reality guided by two overarching concepts: affordances and ecologies. In terms of affordances, this presentation first details three diverse approaches to virtual reality by questioning the role of immersive simulations in offering 1) non-human perspectives (chicken); 2) embodied interaction with data (distance of food travel); and 3) empathetic experiences through embodied storytelling (local farming).Attendees will learn how faculty are leveraging emerging 360° video and virtual reality technologies to engage students with new and innovative learning experiences. Attendees will also be given the opportunity to explore 360° video examples and learn how they can get involved.
In this session, the presenters will describe and review the use of Sherry Turkle's book Reclaiming Conversation as a basis for a freshman-only, cohort-building course in Intercultural Community Building (HDFS 287Y). The objective of the course is to build cultural awareness and competence and this session will describe how the instructors did so through promoting students' mindful exploration of the impact of technology use on themselves, relationships, education, and society. Student impacts and reflections will offer insight into the baseline technology use, the pedagogical strategies used to address course content, and the overall impact of this embedded exploration.
Join us for a demonstration and discussion on how virtual role-play can be implemented in professional programs to teach communication skills to students. Our team will demonstrate and allow participants to interact with virtual role-play technology we developed, show research we have collected to date, and discuss strengths and limitations of how virtual role-play can be integrated into courses and programs that rely on effective communication.
This presentation will showcase current developments in immersive technologies at Penn State focusing on sensory integration and place learning (field trips). Unlike physical environments, there are several sensory inputs such as sight (immersion), sound, taste, touch, and smell that remain elusive to replicate in cyber-learning environments. There exists a knowledge gap in terms of the magnitude of these sensory inputs that are needed to enable cyber-learning environments to be comparable to the learning outcomes achievable in physical environments. Advancements in technologies such as immersive virtual reality hardware (e.g., Oculus Rift) and haptics (e.g., haptic gloves) have enabled the recreation of certain human sensory inputs (i.e., immersion and tactile), once limited to physical environments, to be achievable in cyber-learning environments. Towards the goal of achieving individually customized human skill/knowledge acquisition in cyber-learning environments, part one of this presentation will explore what combination of human sensory inputs are critical/unnecessary for certain learning/training tasks. Part two will focus on recent developments in accessing remote locations in past, present, and future through immersive technologies, will discuss workflow options for environmental sciences, and will introduce both lab-based and mobile solutions for inducing a paradigm shift in place communication. Field trips are an essential part in many disciplines taught in STEM (science, technology, engineering, and math) education inside and outside the United States such as geography, geosciences, and architecture. Field trips foster embodied experiences of places where students can be situated into an informal learning environment. However, field trips are underutilized due to numerous constraints (cost, accessibility, safety), a situation that current mass development in immersive technologies promises to eliminate. We will demonstrate a range of field trip solutions we recently developed from exploring Iceland’s Thrinukagigur volcano to informal settlements in Rio, Brazil. Our most recent focus has turned to evaluation of the value immersive technologies add to student experiences beyond the usual wow effect.
All students deserve full access!
Penn State's Dutton e-Education Institute embraces accessibility, and we have become efficient and effective in developing and maintaining accessible online content. This session will motivate and equip you to do the same.
You will walk away armed with our top accessibility tips and the knowledge, tools, and resources you will need to immediately begin to improve the accessibility of your web pages.
Join us as we share information and demonstrate how a screen reader interacts with online course content.
Creating accessible online content doesn't need to be overwhelming or daunting; you just need to know where to start.
What if you have been part of a game all along? What if we can leverage the mechanics of this game to get the outcome we all desire: learning? What if we can formulate a strategy to tackle any future technological challenges the game throws at us?
In this session, we will discuss:
• Examples of gamification that exist in our day-to-day experiences
• How to "gamify" with the tools you already have
• How to evaluate and refine gamification iteratively with an eye on adapting your gamification strategy to make use of future tools
Combining competency-based education and mastery learning is the ideal way to personalize learning and increase retention. This type of educational approach molds itself to the individual student; using a feedback loop model, students do not move forward unless and until they are ready to, leading to near-optimal learning efficiency. In addition, this model increases retention of students in early courses from less than ideal backgrounds. This talk will describe some of the software tools currently available from various sources, some under development, and some that are just over the horizon.
The Swivl robot camera system follows a professor's movements around the classroom, allowing the lecture to be captured closely on video. These videos can then be enriched with interactive content using the H5P web content authoring tools. For example, quizzes and other knowledge checks can be integrated into the videos, as well as links to relevant resources, should the results of these checks indicate a need for additional assistance. The videos then can be used to partially flip future offerings of the class.
This session will explore the power of AI to impact and transform the teaching and learning experience. Emphasis will be placed on the potential of IBM Watson to advance online learning capabilities. Examples of Watson-based solutions will be highlighted and insights will be shared from the inaugural $100,000 Nittany Watson Challenge. Opportunities for future participation in AI projects at Penn State will also be discussed.