Ideas You Can Play With

156
? Ideas You Can Play With Presented By: Stephen P. Anderson @stephenanderson | #lscon

description

What's at the intersection of learning and tangible computing?

Transcript of Ideas You Can Play With

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?

Ideas You Can Play WithPresented By:

Stephen P. Anderson@stephenanderson | #lscon

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Anderson

Product

DesignStrategy aND

Stephen P.

Stephen P. Anderson

Consulting

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Anderson

Product

DesignStrategy aND

Stephen P.

Stephen P. Anderson

Consulting

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Anderson

Product

DesignStrategy aND

Stephen P.

Stephen P. Anderson

Consulting

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…While employed at Kansas City Film Ad Company

Launches studio: Laugh-O-Gram Films

Borrows stop motion camera from boss, to experiment w/ hand drawn (cel) animation - creates series of “Laugh-O-Grams”

1920-1923

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Disney is very successful with the “Alice Comedies,” which bring live action into a cartoon.

1923-1927

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Experiments with new way of syncing audio with film animation

“GET AS LARGE A LOAN AS POSSIBLE. DON'T THINK

THIRTY FIVE HUNDRED ENOUGH TRY FOR MORE OUR

FUTURE DEPENDS ON FIRST PICTURE THEREFORE AM

NOT SPARING EXPENSE” WALT DISNEY.

1928

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More than 75 “Silly Symphonies” are created as a way to explore different advances sound, color, and animation

1929-1939

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PAINT JARSThe Walt Disney Studios was the first to experiment with technicolor, which was first done in 1932 for "Flowers and Trees".

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"The Old Mill" was the first cartoon on which Walt used the multiplane camera. This concept art was done by Gustaf Tenggren, ca. 1937.

This camera is one of the three original cameras used to achieve depth in animated films.

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UNDER WATER CAMERAThe first film to use an underwater camera was Walt's third live action film-20,000 Leagues Under the Sea.

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…the bleeding edge guerilla technology arm of The Walt Disney Company.”

We're honoring Walt Disney's legacy of innovation by researching novel technologies and deploying them on a global scale.”

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“What’s the application?”

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Q: Where do new ideas come from?

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of Things

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making, Education

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making, Education

?

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making, Education

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We learn through...1 self-directed learning

(and well-framed challenges)

is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)

2 visual imagery aids in comprehension (and recall), reveals patterns and relationships

3 conceptual metaphors (and narratives)

accelerate comprehension of new ideas through a rich set of cognitive associations

4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries

5 immediate feedback loops allow us to auto-correct and learn from mistakes

6 embodied cognition (and multi-sensory experiences)

enable us to learn with the whole body

7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories

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The jockey offers a piece of sugar to his horse before jumping into the saddle, the coachman beats his horse that he may respond to the signs given by the reins; and, yet, neither of these runs so superbly as the free horse of the plains.

–M A R I A M O N T E S S O R I

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There are NO badges, leaderboards, rewards, levels, missions…

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There are NO badges, leaderboards, rewards, levels, missions…

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There are NO badges, leaderboards, rewards, levels, missions…

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There are NO badges, leaderboards, rewards, levels, missions…

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There are NO badges, leaderboards, rewards, levels, missions…

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There are NO badges, leaderboards, rewards, levels, missions…

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There are NO badges, leaderboards, rewards, levels, missions…

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There are NO badges, leaderboards, rewards, levels, missions…

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…we have prepared the environment and the materials

–M A R I A M O N T E S S O R I

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How can we reframe learning environment, using…

Challenges

Curiosity

Control

Fantasy

Competition

Cooperation

Recognition

Self-Expression

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We learn through...1 self-directed learning

(and well-framed challenges)

is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)

2 visual imagery aids in comprehension (and recall), reveals patterns and relationships

3 conceptual metaphors (and narratives)

accelerate comprehension of new ideas through a rich set of cognitive associations

4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries

5 immediate feedback loops allow us to auto-correct and learn from mistakes

6 embodied cognition (and multi-sensory experiences)

enable us to learn with the whole body

7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories

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ICONIC MEMORY

WORKING MEMORY

LONG-TERM MEMORY

!"#$%&'%&$()$*+%+('$,-'$!"#$%&'$.+,/$("0$.-1&#'%$-'2$%"304&$2+5&#&',&%666

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ICONOGRAPHYSHAPE

(COLOR)

PLACEMENT

SIZE ROTATION

OUTLINE OR SOLID

TEXTURE

OPACITY

PERSPECTIVE

COLOR INTENSITY

IF OUTLINE, THICKNESS OF STROKE

OVERLAY

OVERLAP

JOIN

ASPECT RATIO

ETC!

Subtle differences are significant.SUBTLE DIFFERENCES ARE SIGNIFICANT.

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ICONOGRAPHYSHAPE

(COLOR)

PLACEMENT

SIZE ROTATION

OUTLINE OR SOLID

TEXTURE

OPACITY

PERSPECTIVE

COLOR INTENSITY

IF OUTLINE, THICKNESS OF STROKE

OVERLAY

OVERLAP

JOIN

ASPECT RATIO

ETC!

Subtle differences are significant.SUBTLE DIFFERENCES ARE SIGNIFICANT.

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?

ICONOGRAPHYSHAPE

(COLOR)

PLACEMENT

SIZE ROTATION

OUTLINE OR SOLID

TEXTURE

OPACITY

PERSPECTIVE

COLOR INTENSITY

IF OUTLINE, THICKNESS OF STROKE

OVERLAY

OVERLAP

JOIN

ASPECT RATIO

ETC!

Subtle differences are significant.SUBTLE DIFFERENCES ARE SIGNIFICANT.

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“SMALL DATA” PROBLEMS

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We learn through...1 self-directed learning

(and well-framed challenges)

is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)

2 visual imagery aids in comprehension (and recall), reveals patterns and relationships

3 conceptual metaphors (and narratives)

accelerate comprehension of new ideas through a rich set of cognitive associations

4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries

5 immediate feedback loops allow us to auto-correct and learn from mistakes

6 embodied cognition (and multi-sensory experiences)

enable us to learn with the whole body

7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories

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ICONIC MEMORY

WORKING MEMORY

LONG-TERM MEMORY

!"#$%&'%&$()$*+%+('$,-'$!"#$%&'$.+,/$("0$.-1&#'%$-'2$%"304&$2+5&#&',&%666

7(',&.0"-4$8&0-.9(#%$-+2$+'$"'2&#%0-'2+':6

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Pharmaceutical Deductible$250/pp ?

Family Deductible

Individual Deductible

Drowning in a Sea of Deductiblesamount of money that the insured must pay before any benefits from the health insurance policy can be used.

The Blue Sky of BenefitsFinally, something good!

Co-payments

The co-payment is a fixed amount that the insured is required to pay at the time of service. It is usually required for basic doctor visits and when purchasing prescription medications.

Office Visits

Co-insurance

This is usually a percentage amount that is the insured's responsibility. A common co-insurance split is 80/20. This means that the insurance company will pay 80% of the procedure and the insured is required to pay the other 20%.

Individual Deductible

Prescriptions

$10/ $35 / $45 Emergencies and Specialists

Gabe-endo, Elijah’s oral surgery, Erin’s wrist, chiropractor, x-rays

80/20

90/10

100%

$10/ $45 / $55

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Plan C Plan D Plan EPlan A Plan B

HIGH RISK(low monthly costs / high premium)

LOW RISK(high monthly costs / low premiums)

MONTHLY COST:

$793WHAT IF…?

SCENARIO 1

SCENARIO 2

SCENARIO 3

$2,500

$750

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We learn through...1 self-directed learning

(and well-framed challenges)

is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)

2 visual imagery aids in comprehension (and recall), reveals patterns and relationships

3 conceptual metaphors (and narratives)

accelerate comprehension of new ideas through a rich set of cognitive associations

4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries

5 immediate feedback loops allow us to auto-correct and learn from mistakes

6 embodied cognition (and multi-sensory experiences)

enable us to learn with the whole body

7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories

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Play is the answer to how anything new comes about.

– J E A N P I A G E T

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http://vimeo.com/36579366

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http://vimeo.com/36579366

Watch this!

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We learn through...1 self-directed learning

(and well-framed challenges)

is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)

2 visual imagery aids in comprehension (and recall), reveals patterns and relationships

3 conceptual metaphors (and narratives)

accelerate comprehension of new ideas through a rich set of cognitive associations

4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries

5 immediate feedback loops allow us to auto-correct and learn from mistakes

6 embodied cognition (and multi-sensory experiences)

enable us to learn with the whole body

7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories

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http://letsfreckle.com/

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http://letsfreckle.com/

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http://letsfreckle.com/

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http://letsfreckle.com/

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http://letsfreckle.com/

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We learn through...1 self-directed learning

(and well-framed challenges)

is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)

2 visual imagery aids in comprehension (and recall), reveals patterns and relationships

3 conceptual metaphors (and narratives)

accelerate comprehension of new ideas through a rich set of cognitive associations

4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries

5 immediate feedback loops allow us to auto-correct and learn from mistakes

6 embodied cognition (and multi-sensory experiences)

enable us to learn with the whole body

7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories

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Thinking, then doing.

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MONTESSORI?

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“pick up the pencil”

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By rearranging the board, the player acquired information that was otherwise difficult to perceive. Although she could have acquired this information by mentally simulating the move, it was simpler and faster to physically carry out the move and then reverse it. More importantly, the problem space is now partly in the head and partly in the world, with interaction linking and blending these two spaces together.

Interacting with the environment—in this example, rearranging it to address an immediate epistemic need—can generate insight into a problem by treating the environment as a resource for reducing cognitive complexity. Instead of relying exclusively on an internal representation, the player creates, and operates on, an external representation of the problem space. Thus, interaction creates both physical and informational changes in the environment. The player can then leverage these informational changes to simplify cognitively complex tasks.”

— KARL FAST, “Interaction and the epistemic potential of digital libraries”

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Read this!

http://www.springerlink.com/content/4755373gw24g00l8/?MUD=MP

By rearranging the board, the player acquired information that was otherwise difficult to perceive. Although she could have acquired this information by mentally simulating the move, it was simpler and faster to physically carry out the move and then reverse it. More importantly, the problem space is now partly in the head and partly in the world, with interaction linking and blending these two spaces together.

Interacting with the environment—in this example, rearranging it to address an immediate epistemic need—can generate insight into a problem by treating the environment as a resource for reducing cognitive complexity. Instead of relying exclusively on an internal representation, the player creates, and operates on, an external representation of the problem space. Thus, interaction creates both physical and informational changes in the environment. The player can then leverage these informational changes to simplify cognitively complex tasks.”

— KARL FAST, “Interaction and the epistemic potential of digital libraries”

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Thinking, then doing.

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Thinking, then doing.

Thinking through doing.

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Thinking, then doing.

Thinking through doing.

PRAGMATIC

VS

EPISTEMIC ACTIONS(Actions that use the world to improve cognition)

(Actions performed to bring one physically closer to a goal)

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We learn through...1 self-directed learning

(and well-framed challenges)

is the most relevant, powerful form of learning (70/20/10, experiential learning, etc.)

2 visual imagery aids in comprehension (and recall), reveals patterns and relationships

3 conceptual metaphors (and narratives)

accelerate comprehension of new ideas through a rich set of cognitive associations

4 playful interactions are engaging, personalized, lead to pattern recognition as well as serendipitous accidents and discoveries

5 immediate feedback loops allow us to auto-correct and learn from mistakes

6 embodied cognition (and multi-sensory experiences)

enable us to learn with the whole body

7 humor, surprise, delight arouse the brain and are more likely to be recalled later on; amygdala is emotional center & index to memories

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making, Education

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making, Education

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Let’s start with what’s already familiar…

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http://vimeo.com/45704273

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http://www.misfitwearables.com/

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http://www.misfitwearables.com/

It’s Magic!

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Senseg

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Tactus Technologies

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Changes in how we interact…

touchscreenkeyboard/mouse kaboom!

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LUMOback sensor and mobile app.

Worn around the waist, the thin sensor band gently vibrates when you slouch from your lower back. The LUMOback sensor sends gentle vibrations when you slouch backwards with your lower back, reminding you to sit or stand up straight.

Using the latest Bluetooth technology, LUMOback tracks your movements wirelessly and gives you feedback through a smart device.

http://lumoback.com/

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HAPIfork works by monitoring the exact time you start and end your meal, the amount of servings you take per minute, and how long you take to eat each serving.

The fork measures the intervals between bringing the fork from your plate to your mouth and back again, and then sends a gentle vibration your way when you're eating too fast.

When you're done eating, data is transmitted from the fork to your HAPIfork account, either via Bluetooth or by connecting the fork to your computer via USB.

http://www.hapilabs.com/products-hapifork.asp

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The really far out stuff…

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http://leejinha.com/ZeroN

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Your Future Robotic Hand Will Be Able To Detect Everything From Abnormal Breast Lumps To Enlarged Lymph Nodes

http://www.fastcoexist.com/1680406/your-future-robotic-hand-will-be-able-to-detect-everything-from-abnormal-breast-lumps-to-enl#6

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making, Education

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making, Education

?

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http://www.sifteo.com

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http://motionmathgames.com/

Motion Math has turned math into a physical activity.”

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“The approach to teaching without words that I’m proposing makes heavy use of interactivity and instant informative feedback.”

http://www.creativitypost.com/education/teaching_without_words

STMath

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NOTtechnology for technology’s sake.

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Is it a manipulative?

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Is it a manipulative?

Is it something you can interact with?

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Is it a manipulative?

Is it something you can interact with?

Does it supports self-directed learning?

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Is it a manipulative?

Is it something you can interact with?

Does it supports self-directed learning?

Does it provide immediate feedback, helping the student auto-correct errors?

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Is it a manipulative?

Is it something you can interact with?

Does it supports self-directed learning?

Does it provide immediate feedback, helping the student auto-correct errors?

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Is it a manipulative?

Is it something you can interact with?

Does it supports self-directed learning?

Does it provide immediate feedback, helping the student auto-correct errors?

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Is it a manipulative?

Is it something you can interact with?

Does it supports self-directed learning?

Does it provide immediate feedback, helping the student auto-correct errors?

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IDEA!

+

Is it a manipulative?

Is it something you can interact with?

Does it supports self-directed learning?

Does it provide immediate feedback, helping the student auto-correct errors?

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IDEA!

+

Is it a manipulative?

Is it something you can interact with?

Does it supports self-directed learning?

Does it provide immediate feedback, helping the student auto-correct errors?

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IDEA!

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IDEA!

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IDEA!

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IDEA!

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1

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1 1

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21

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1 3

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31 1

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32

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32+

-

!

"

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32+

-

!

"

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32 + = 5

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= 5+ 41

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= 6+ 42

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+ 43

= 95

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To Be Continued…

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Q: Where do new ideas come from?

A: The intersection of fields, disciplines, or cultures.

New TechnologySensor-Laded Devices, Smart Objects,

Wearables, The Internet of ThingsLearning

Psychology, Cognitive Neuroscience, Sense-Making,

?

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Around here, we don't look backwards for very long. We keep moving forward, opening up new doors and doing new things, because we're curious... and curiosity keeps leading us down new paths.

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What are you curious about?

What do you want to know more about by this time next year?

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Thank you!

Stephen P. [email protected]

slideshare.net/stephenpa

getmentalnotes.com

www.slideshare.net/stephenpa