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SPECIAL
EDITION
SHAPING
THE FUTURE |||
The Editorial
EdTech Mindset 2015 Special Edition offers a taste of a very
special EdTech event:
Shaping the Future lll
EdTech beyond the screen, from virtual to tangible reality
that took place on June 1-4, 2015, in Israel.
A four-day powerful event that merged generations and cultures,
bringing together artists, students, scholars, programmers,
educators, politicians - different people interested in offering new
insights to the education world.
The almost 1,000 participants moved around dynamic settings,
especially designed for truly interactive and collaborative activities kicking off with a Hackathon, followed by a showcase of ventures,
lectures and workshops led by thought leaders and representatives
of all stakeholders currently interested in the future of technology
& learning.
Dr. L. Cecilia Waismann, Editor
content
04
10
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Cecilia Waismann
Gilad Nass
Guy Levi
Ido Keinan
Orna Lavie
Akin Ajayi
David Weinberger
Gilad Nass
Peggy Weil
L
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A
SP
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U
TTURNING
RNING
POINT
Avi Warshavsky
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Looking at knowledge
technologies like a science
fiction writer
Makers
Two turning points
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e
in
h
c
a
m
g
in
h
s
wa whisper
to the
r
refrigeroanto
cold nights
WHAT DOES THE
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/2015
with
Dale Dougherty
Bringing the
Maker Mindset
to transform education
bit.ly/Daled
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new
generation
true
makers
A
of
/2015
Virtual/Augmented Reality
provides new exciting
opportunities for designing
experience, and tailoring the
experience according
to the user, context
and goals.
R
The level of the experience in V/A
ology.
is not determined only by the techn
It is the brain that determines
our experience.
Our results showed EEG-based mechanisms
for measuring mental load during learning,
conditions for activation of mechanisms related
to mental rotation and spatial reasoning, the
mirror neuron system for learning through
mimicking, and human-human enhanced
interactions via VR/AR environments.
Human-human interaction
through VR
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ce
MEMORY
EnhANCING
erien
p
x
e
l
a
person
ogy
chnol
e
t
d
n
o
bey
with
VR
In lab conditions, you can orchestrate stimuli in order to activate the relevant
brain mechanisms, and generate a situated environment for powerful emotional
multi-sensory learning.
"During your sleep, an interesting process of memory consolidation occurs.
My question in this study was: Will I be able to create memory consolidation
without sleep?... we can create a small app where people will be able to play
a game and consolidate memorymemory is a major issue in learning".
"We also know how to look at the errors. Do you know the feeling when you are
talking and while you speak, you know you should not have said something,
and you'd like to stop and not to say it, but it is too late? There is a distinct error
potential (brain potential) that I can measure which happens even before you
actually perform that mistake, that error. We can use that in education as well".
The advantage of VR is not only to
create worlds that do not exist, it
is much beyond. It is the first
time that we have a way to
orchestrate stimuli in order
to enhance learning.
bit.ly/Miriamr
/2015
with
Walter Bender
Teachers need to
expose students
to powerful ideas
Founder of Sugar Labs,
One Laptop per Child,
ex-Director of MIT
Media Lab
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Allowing
a
to
Hackathon
Provide
e
k
i
l
d
l
i
h
C
to
Questions
Cecilia Waismann
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bit.ly/http://bit.ly/Mindhack2015
/Special Edition/2015
I oT
Gilad Nass
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What we want is
n,
an education-centered IoT innovatio
teach and learn.
which could really disrupt the way we
Well, were not there yet,
way.
but the groundwork is already under
We are not thrilled by the use of sensors in a
classroom to automatically adjust the heating
system instead of this being done manually
by the teacher or students. These are nice,
but they are used in the same way in other
non-education environments.
So, what can thrill us? First, IoT as a concept
is being introduced to students as part of the
maker movement, so kids using Arduino
and Raspberry Pi to build their own electronic
and computational devices can tailor them to
do things in the IoT realm such as collecting
data which can then be integrated within
school projects and analyzed as part of their
software-based projects.
n
a
g
n
i
Creat
Guy Levi
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with
Robert Gehorsam
Constructing
ones own
learning experience
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as 21st-century skills.
The
world
screen
e
iv
t
c
e
p
s
r
e
p
l
a
n
io
t
educa
the
Ido Keinan
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:
Girls llSecTtivEe M
c o n c e rn
A
co
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TEACHERS as MAKERS:
CONTENT CREATION
as a PEDAGOGY of
LEARNING
Akin Ajayi
Part of the
fallout from the
misconception of
digital literacy is an almost
axiomatic belief in the divide
between so-called digital natives,
children who have grown up in a technologyunderpinned world, and their teachers who havent.
This is unhelpful, Hobbs argues, not least because
it minimizes the role of teachers in the pedagogic
process. Ubiquitous access to online media, she
agrees, does make the old stand and deliver model
of teaching obsolete. But this creates an opportunity,
she argues, to re-imagine the learning environment.
bit.ly/Reneeho
with
Jeremy Roschelle
A learning space
that goes beyond
and meets the learner
Director of Center for
Tech in Learning - SRI,
Researcher of Learning
Tech Sciences
bit.ly/Jeremyro
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Thickening
thespread
of education
bit.ly/dwein
lution
3D printers are not just another evo
The introduction of 3D printing to the school
n in the way
of the CNC cutters, but a revolutio
environment is considered by some as the equivalent
te and experiment,
of introducing computing platforms to schools
educators and students can crea
a few decades ago. Computing was (and still is)
currently within the classroom
a tool which enabled children to get acquainted
home.
with a technology which would surely not only
but within a few years even in the
benefit their current learning methods, but also be
implemented in daily use outside the school and in
3D printing enables a wide array of uses for
future workplaces. The same can be said about 3D
educational purposes, so it would be unjust to limit
printing, as it introduces children to a new way of
its potential to just a few examples. However, it is
applying their learning material, a way which also
worth noting a few interesting uses: In archeology
allows them to be creative not only in the digital
studies, a 3D-printed model of an ancient relic or
realm (software) but also in the physical realm.
fossil can enhance the students grasp of its unique
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ment
with or without the official endorse
cation.
of the respective ministries of edu
with
Peggy Weil
Nobody seems
restricted. There is not
a set path. The path
is to work together,
collaboratively,
to come out with
something. It is very
optimistic.
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Thought s
on
Global EdTech
Startups
Awards 2015
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