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MindLab Masters 2020

C6 Learner Journal

Kia ora, my name is Paul Konia and I would like to welcome you to my e-portfolio. Hopefully, MindLab Masters 2020 serves as a vessel to project my passions, and clue in my loyal readers as to what inspires me in this crazy world. So, sit back, chillax, and read on.....

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New and Emerging Disruptive C6P

Writer's picture: Paul KoniaPaul Konia

What is an ‘emergent technology’?

The result is the delineation of five key attributes that qualify a technology as emerging.

These are: (i) radical novelty, (ii) relatively fast growth, (iii) coherence, (iv) prominent impact, and (v) uncertainty and ambiguity (1).

Emerging Technology. ... The term commonly refers to technologies that are currently developing, or that are expected to be available within the next five to ten years, and is usually reserved for technologies that are creating, or are expected to create, significant social or economic effects (2).

What is a ‘disruptive’ technology?

Disruptive technology is an innovation that significantly alters the way that consumers, industries, or businesses operate. ... Recent disruptive technology examples include e-commerce, online news sites, ride-sharing apps, and GPS systems (3).

Digital disruption is an effect that changes the fundamental expectations and behaviors in a culture, market, industry or process that is caused by, or expressed through, digital capabilities, channels or assets (4).

Emergent technologies vs Disruptive technologies

Emerging technologies are innovative technologies that have been recently developed, are under development or will be developed within the next few years. Disruptive technologies, however, are innovations that drastically change the way organisations and industries function. They force businesses to alter the way they manage operations, so they do not lose market shares or fall into irrelevancy (5).

Virtual Reality is a new disruptive technology available in my context.

What makes VR in education beneficial?

Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world — real or imagined — and allows users not only see it but also interact with it. Being immersed in what you’re learning motivates you to fully understand it. It’ll require less cognitive load to process the information (6).

The following is just a few of the ways VR can be used to make education powerful:

Learn By Doing: A relatively small VR device (and limited space) can even act as a whole science lab or medical lab.

Visual Field Trips: Google expeditions allows virtual field trips all over the world! However, nothing can take the place of the real thing, but when that is impossible, VR makes it possible.

Better Sense Of Place: Instead of reading about Rome, VR Headsets allow learners to be transported to Rome! With VR, they aren’t limited to word descriptions or book illustrations; they can explore the topic and see how things are put together.

Exposure To Potential Careers/Pathways: VR lets learners explore any profession, even an astronaut!

I never teach my pupils, I only attempt to provide the conditions in which they can learn.

Albert Einstein

The opportunities are almost endless with VR! From flying a plane, exploring the amazon, through to an underwater adventure....virtually...anywhere in the world. From books, where traditionally you would have to retain facts and comprehend that information to the best of your ability....NOW comes digital disruptive technology, that enables immersive and authentic learning. Transformational for the educator and the learner.

If possible funding was available, I would like to explore our school cultural narrative based on our local river Otākaro (Avon River) in Christchurch. A possible brief would be: (after planning stages of storyboards, clay models and/or google slides) students create/design their own interpretation of these 'areas of our school' or 'worlds' of Hikuawa/Well-Spring (yr1-4), Kaunuku/Running Waters or Stream (yr5-7), Kōrepo-Wetlands or Swamp (yr8-10) and Ihutai/Estuary (yr11-13), Kōmanawa/Natural spring/Heart (Maori Medium Learners yr1-7) - They also create/design their own 'avatars': Help Kaia and Maia to connect, explore, discover and navigate through each of the aforementioned and see how they would go about protecting these areas.

References

(1) Rotolo, D., Hicks, D., & Martin, B. R. (2015). What is an emerging technology?. Research Policy, 44(10), 1827-1843.

(2) Winston & Straun, (2020). What is the Definition of Emerging Technology?. Retrieved from: https://www.winston.com/en/legal-glossary/emerging-technology.html

(3) Smith, T. (2020). Disruptive Technology. Retrieved from: https://www.investopedia.com/terms/d/disruptive-technology.asp

(4) Gartner, (2020). Digital Disruption Retrieved from: https://www.gartner.com/en/information-technology/glossary/digital-disruption

(5) Dunn, J. (2019). Emergent technologies vs Disruptive technologies. Retrieved from: https://www.infogoto.com/emerging-technologies-vs-disruptive-technologies/

(6) Babich, N. (2019). How VR In Education Will Change How We Learn And Teach. Retrieved from: https://xd.adobe.com/ideas/principles/emerging-technology/virtual-reality-will-change-learn-teach/




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