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One tablet or two? Opportunities for change in educational provision in the next 20 years
By Sean McDougall, MD, Stakeholder Design
While the rest of society has used technology to transform the way in which we do things, schools tend to accept new technology only when it reinforces the old conventions of teaching, or when its saturation of the market is so complete that it cannot be ignored. Sean McDougall imagines how we could embrace all the technologies that children use and re-organise our learning system to take account of them.
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Using wikis in schools: a case study
By Lyndsay Grant, Learning Researcher, Futurelab
This paper addresses the potential uses of wikis as learning tools in schools. It places wikis in the context of current relevant literature about collaborative learning, summarising major theories of learning in communities and knowledge-building in networked groups. Using wikis in school is explored further through a case study in a UK secondary school (Chosen Hill School, Gloucestershire).
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An anatomy of games
By Martin Owen, Director of Learning, Futurelab
This paper is intended to describe the components from which games are constructed. It is prompted in the first instance by the development at Futurelab of new formats of games, and the need for advice and guidance for designing and constructing games by considering some of the affordances of previous games. This paper is based on what one finds when one begins to dissect games.
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The potential role of ICT in modern foreign languages learning 5-19
By Keri Facer, Director of Learning Research, Futurelab
and Martin Owen, Director of Learning, Futurelab
There is no single 'magic bullet' that can be offered by ICTs to support language learning for all pupils and across all ages. However, looking at the current provision of language teaching, and at the future languages strategy, there are a number of key roles that ICTs have the potential to fulfil in Modern Foreign Languages (MFL) teaching and learning.
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Computer games and learning
By Keri Facer, Head of Learning Research, Futurelab
Why do we think it's worth talking about computer games and learning in the same breath? The over-riding reason for interest in this field is that computer games seem to motivate young people in a way that formal education doesn't. The desire to harness this motivational power to encourage young people to want to learn is the main driver behind an interest in computer games for learning.
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The participation of children in the design of new technology
By Ben Williamson, Learning Researcher, Futurelab
The participation of children in the research, design, and development of educational new technology has gained popularity in recent years, with approaches ranging from usability testing at the end of a production cycle to long-term inter-generational partnership. Despite this, most commercial organisations developing new technology for children do not involve their target group in the design phase at all.
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