Fast Fun: Everything Old is New Again
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Colorado Convention Center, Bluebird Ballroom 2BC
Presenters

Session description
Purpose & objective
This session offers, in a fun, game-based environment, the lessons of previous technology adoptions in classrooms, districts, and school. These include the early days of the web, including pre-Google search engines; the videotape format wars, won by VHS and implemented in virtually every school; the early digital media and digital cameras; early print-based librarians and the then-traditional library role. There were winners and losers in the impact on K-12. But the transformation they all entailed inform the current challenges of technology: AI, VR/AR, Privacy, Social Media. The comparison is informative and leads to reexamining current policies. The past can be a beacon, even in reverse.
Outline
5 minutes - Introduction and game rules
25 minutes. First round of challenges. Previous technology devices from the 1960's on are shown. The game will be to identify the objects and their purpose (harder than it sounds). Devices have been digitalize and will be shown on screen. Their implementation successes impediments are the second round of the game. Successful integrations and failures noted, along with why they become obsolete.
20 minutes: Final round of challenges and technologies. Successful integrations and failures noted, along with how they each become obsolete and how newer, replacement technologies replaced them. And a guess (for points) what the next wave might be.
Supporting research
Morris, Michael G., and Viswanath Venkatesh. "Age differences in technology adoption decisions: Implications for a changing work force." Personnel psychology 53.2 (2000): 375-403.
Granić, Andrina. "Educational technology adoption: a systematic review." Education and Information Technologies 27.7 (2022): 9725-9744.
Deepa, V., R. Sujatha, and Jitendra Mohan. "Unsung voices of technology in school education-findings using the constructivist grounded theory approach." Smart Learning Environments 9.1 (2022): 1.
Tatnall, Arthur, and Andrew Fluck. "Twenty-five years of the Education and the Information Technologies journal: Past and future." Education and Information Technologies 27.2 (2022): 1359-1378.
Session specifications
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Visionary Planner
- Share lessons learned, best practices, challenges and the impact of learning with technology with other education leaders who want to learn from this work.
- Support educators in using technology to advance learning that meets the diverse learning, cultural, and social-emotional needs of individual students.
Leader
- Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.