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Fast Fun: Everything Old is New Again

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Colorado Convention Center, Bluebird Ballroom 2BC

Participate and share: Interactive session
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Presenters

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Senior Director, Global Learning Initiatives
Hall Davidson served education for 40 years. In the classroom, he taught on an Emmy-winning mathematics series, while performing improv in Los Angeles. An administrator, he led a county media technology consortium serving 400,000 students. He served on the boards of ISTE, California-affiliate CUE, and state task forces, and students through the nation’s oldest student media festival. He is president of an educational media foundation serving a million students. He has keynoted conferences internationally. He currently serves as Senior Director of Global Learning Initiatives for Discovery Education, serving more than half the schools in the US and countries on four continents.

Session description

Match wits pitting "old tech" vs "new tech" for fun, prizes. Can the VCR inform AI for K-12? Beta vs VHS help sort out AR/VR/MR? Viewmaster Meta? Pre-Google search engines inform prompt engineering? Bloom lurk inside Khan? What ARE those things? The past informs the present!

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.

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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.

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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.

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Session specifications

Topic:
Games for learning & gamification
Grade level:
PK-12
Skill level:
Beginner
Audience:
Coaches, Professional developers
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Windows, Android, iOS
Laptop: Chromebook, Mac, PC
Tablet: Android, iOS, Windows
Participant accounts, software and other materials:
Web access is helpful but not necessary.
Subject area:
Career and technical education, Not applicable
ISTE Standards:
For Education Leaders:
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.
Empowering Leader
  • Support educators in using technology to advance learning that meets the diverse learning, cultural, and social-emotional needs of individual students.
For Educators:
Leader
  • Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.