Browsing Tag cue17

Designing Learning in the Age of the Singularity

How might we design school for a world where children have “perfect knowledge?” Does having access to every fact change the role of the teacher?

As we begin to envision a future for schools that will undoubtedly include artificial intelligence, Augmented Reality, and Virtual Reality, we might also consider another, more curious reality – one where students could be coming to school with “perfect knowledge,” and where machines have surpassed biological humans in almost all areas, from critical thinking, decision making and even empathy. Futurist Ray Kurzweil calls this phenomenon “The Singularity.”

This conference session is a lively discussion and visioning session about what school might need to look like – from curriculum to pedagogy to space and time. We explore big questions like “What does knowing mean?” and “What is the value proposition of “school?” What will “technology” look like? Who/what will be instructing students? What will students still need to learn?

Using the habits, mindsets and skill sets of human centered designers, innovators and futurists, we explore the emerging needs and of students and teachers in this new world construct and prototype elements of a school of the future that meets those needs. Groups might prototype learning spaces, a course, an assessment tool, or a completely alternative learning experience.

Resources mentioned in the presentation:

Post-Apocalyptic Skills for the Classroom: Infusing Real-Life Skills Into Instruction

When the apocalypse comes, the skill of carefully bubbling in answers will not be helpful. Hear how a panel of educators infuse real-life skills into project-based learning.

What does sewing a bag have to do with math class? We discuss using real-life skills to teach content in unexpected, unconventional ways. This gives a better understand of what students could be doing in their classrooms and makerspaces, and provides support from experts on how to support student learning through the use of project-based learning and makerspaces.