Evolution of Educational Technology Internet of Things Io

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Evolution of Educational Technology: Internet of Things (Io. T) as a New Technology Paradigm

Evolution of Educational Technology: Internet of Things (Io. T) as a New Technology Paradigm in schools Sinem Aslan (Ph. D. ), Intel Corporation Sinem Emine Mete (Ph. D. Candidate), Bahcesehir University Placeholder Footer Copy / BU Logo or Name Goes Here

New World population increase 9. 7 B people in 2050 and to 11. 2

New World population increase 9. 7 B people in 2050 and to 11. 2 B by 2100 Urban life statistics Traffic Pressure on resources Rise of Mega Cities 66. 4% in 2050 60. 1% in 2030 53. 6% in 2014 Stress level Attention span (stuck/year ) Rio 99 99 hrs Moscow 109 hrs IST, Mex. City 110 hrs World energy consumption up by 56% by 2040 city dwellers have +21% risk of anxiety disorders and +39% risk of mood disorders In 2000 12 sec 2015 8. 25 sec Digital Natives – born connected 1. 7 today 4. 3 in 2020 / Average gold fish: 9 sec 2

Technology Paradigms Mainframe (1960) Mobile (2000) PC (1985) Io. T (2010) 3

Technology Paradigms Mainframe (1960) Mobile (2000) PC (1985) Io. T (2010) 3

The number of Io. T devices is expected to reach 200 billion in 2020

The number of Io. T devices is expected to reach 200 billion in 2020 (Intel Corporation, 2014). Io. T is "the infrastructure of the information society“ (Io. T-GSI, 2013). This implies around 26 smart objects for each individual in the world. Io. T slowly made its way into the digital native lifestyle (HARMAN Connected Services, 2015). Image: https: //en. wikipedia. org/wiki/Internet_of_things#/media/File: Internet_of_Things. jpg Placeholder Footer Copy / BU Logo or Name Goes Here 4

Io. T in Schools: A Case for Experiential Learning Enables authentic Experiential Learning experiences.

Io. T in Schools: A Case for Experiential Learning Enables authentic Experiential Learning experiences. Helps to make science fun. Offers a way to have access to real-data efficiently. Provides students with a safe and secure learning environment. Turns learners into creators. Increases students’ awareness towards social issues including environmental problems. Image: http: //www. citlprojects. com/sites/default/files/styles/page_cover/public/images/cover/Io. T-Projects. png? itok=cs-k_NVO Placeholder Footer Copy / BU Logo or Name Goes Here 5

Design-Based Thinking Design Thinking Image: http: //zurb. com/article/1349/the-problem-with-design-thinking-is-that- Placeholder Footer Copy / BU Logo

Design-Based Thinking Design Thinking Image: http: //zurb. com/article/1349/the-problem-with-design-thinking-is-that- Placeholder Footer Copy / BU Logo or Name Goes Here 6

3 Io. T Kits in 3 laboratories: Chemisty, Biology, and Information Technologies. – An

3 Io. T Kits in 3 laboratories: Chemisty, Biology, and Information Technologies. – An internet connected Intel©Edison with some sensors attached (air quality, dust, temperature, combustible gases, and alcohol). – The kits collect data and a website demonstrates live data. – Students can explore live data, download the data, and conduct authentic experiments on them. Placeholder Footer Copy / BU Logo or Name Goes Here 7

Io. T Kits Intel © Edison Sensor Interface Card Air Quality Sensor Alcohol Sensor

Io. T Kits Intel © Edison Sensor Interface Card Air Quality Sensor Alcohol Sensor Temperature Sensor Dust Sensor Combustible Gas Sensor Placeholder Footer Copy / BU Logo or Name Goes Here 8

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Sample Scenarios § Designing an aquarium to: • observe evidence of photosynthesis in a

Sample Scenarios § Designing an aquarium to: • observe evidence of photosynthesis in a water plant. • observe evaporation of water. § Observe gas output in chemical reactions. § Observe the temperature, radiation, air quality, and dust values in the computer laboratory before and after the Information Technologies Lesson. § Observe the dust, oxygen, carbon dioxide, and air quality values in the sports hall before and after the volleyball game in physical education lesson. Placeholder Footer Copy / BU Logo or Name Goes Here 12

Next Steps § Interviews with and observations of Students – To understand their overall

Next Steps § Interviews with and observations of Students – To understand their overall engagement, interest, and attitude towards Io. T Kits and its graphical user interfaces and their suggestions for improvement § Follow-Up Interviews with Teachers – To understand how students react to relevant learning activities with Io. T Kits and their suggestions for improvement § Focus-Group Interviews with Teachers – To develop various scenarios for Io. T Kits use in Schools which will inform design principles Placeholder Footer Copy / BU Logo or Name Goes Here 13

Acknowledgements Director: Asli Arslan Esme Project Technical Team: Cagri Tanriover (Ph. D. ) Baris

Acknowledgements Director: Asli Arslan Esme Project Technical Team: Cagri Tanriover (Ph. D. ) Baris Palaska Cagdas Yelen Utku Genc Placeholder Footer Copy / BU Logo or Name Goes Here 14

Q&A Any questions, comments, feedback? Sinem Aslan: sinem. aslan@intel. com Sinem Emine Mete: e.

Q&A Any questions, comments, feedback? Sinem Aslan: sinem. aslan@intel. com Sinem Emine Mete: e. sinemmete@gmail. com Placeholder Footer Copy / BU Logo or Name Goes Here 15

References Gustavo, R. G. , Mario, M. O. , & Carlos, D. K. (2008).

References Gustavo, R. G. , Mario, M. O. , & Carlos, D. K. (2008). Early infrastructure of an internet of things in spaces for learning. Eighth IEEE International Conference on Advanced Learning Technologies, 2, 381– 383. HARMAN Connected Devices. (2015). Connecting Digital Natives with Internet of Everything. Retrieved June 05, 2016, from https: //services. harman. com/blogs/Connecting-Digital-Natives-With-Internet-Of-Everything. Intel Corporation. (2014). The Internet Of Things: The next evolution of computing. Intel Technology Conference. Kelion, L. (2014). ARM creates operating system for ‘internet of things’. Retrieved January 10, 2016, from http: //www. bbc. com/news/technology 29410999. Shukla, Geetika. (2016). 5 Ways The Internet Of Things Is Changing The Game For Education And Learning. Retrieved June 05, 2016, from http: //www. digitalistmag. com/iot/2016/03/22/5 -ways-internet-of-things-is-changing-game-for-education-and-learning-04084635. Simić, K. , Despotović-Zrakić, M. , Đurić, I. , Milić, A. , & Bogdanović, N. (2015). A model of smart environment for e-learning based on crowdsourcing. Journal of Universal Excellence, 1, 1 -10. Tissenbaum, M. , Lui, M. , & Slotta, J. D. (2012). Co-Designing collaborative smart classroom curriculum for secondary school science. Journal of Universal Computer Science, 18(3), 327 -352. Wilson, Duncan. (2013). DISTANCE Project. Retrieved June 05, 2016, from http: //www. slideshare. net/djdunc/intro-to-distance-short. Placeholder Footer Copy / BU Logo or Name Goes Here 16

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