Stage 2 Determination


Stage 2 Consensus Determination

The second stage gains consensus on the relative significance of the various alternatives identified in the first stage: technologies, challenges and trends.

Participants may also contribute examples of exemplar use of technologies for inclusion in the report.

The survey and exemplar contributions are divided into eight surveys each with 15-30 items, and should take altogether between 1 and 3 hours to complete.

The second stage will be available by the 13th of April, 2018 and must be completed by the 27th of April, 2018.

Stage 2 of the AETT project has concluded for 2018



The inaugural Australian Educational Technologies Trends (AETT) report for 2018 has a fantastic team of 114 educators, 100 Australian and 14 international, contributing to the project.

The AETT is building upon the traditions established in the New Media Consortium Horizon Reports to explore technologies, trends and challenges, with the inclusion of curriculum, and a broader reporting on all possibilities instead of just the top 6.

The report will not be a preferred futures thinking exercise on what we would like to see, but what we do see occurring now, and reasonably believe will be occurring in the next 5 years. This is difficult as we all have our preferences and advocacy, but participants try to be as objective as they can.

Participants will however be providing examples and exemplars that will highlight best practices in the many topics explored, and these will naturally advocate for different approaches, and the nature of the report is that it will presage what is possible, but the survey itself is on the trends occurring in Australian schools and how these are changing, not necessarily what Educational Technology and school/pedagogy reform advocates would like to see occurring.

Technologies

These surveys relate to technologies involved in the teaching of the Digital Technologies (F-10) and Senior Computer Science (CS) Curriculum.

Survey 1: Technologies Part 1

CS Learning Activities (websites)

CS Learning Activity Collections (websites)

CS Physical Activities (unplugged)

CS Printed Texts/Books

CS Digital Texts/Books

CS Infographics/Posters

CS Video Tapes/Online Video

CS Projects

CS Competitions

CS Extracurricular programs

CS Gender inclusion programs

Digital Citizenship programs

CS Board/Card Games

CS Computer Games

CS Simulations

Survey 2: Technologies Part 2

Programming Languages (blocks)

Programming Languages (Textual)

Information Systems (spreadsheet)

Information Systems (database)

Information Systems (online)

Database Query Languages

Information Systems (Non Relational)

Live Data Sources / Collections (online)

Markup Languages (e.g. HTML)

Style Sheets (e.g. CSS)

Web Servers (online)

Version Control (online)

Electronics (networks/IOT)

Electronics (programming)

Electronics (data collection)

Robots (programming)

Drones (UUV/UAV) (programming)

Artificial Intelligence (programming)

Wearables (programming)

Educational Technologies

These surveys relate to ICT General capabilities (used in general by students), instructional (used in general by teachers), and organisational (used in general by schools) Technologies .

Survey 3: Educational Technologies Part 1

Digital Texts (use)

Digital Text Publishing (creation)

Online Video (i.e. Youtube) (use)

Video Servers (use)

Video Publishing (creation)

Bluescreening (creation)

Video Monitoring (classes)

Broadcasting (podcasts/video) (creation)

3D Video (use or creation)

360 Video (use or creation)

Videoconferencing (use)

IOT (use or creation)

Environmental Monitoring (use)

Drones (use)

Robotics (use)

Survey 4: Educational Technologies Part 2

Telepresence (use)

Wearables (use)

Activity Tracking (use)

Location Tracking (use)

Brain Computer Interfaces (use)

Mobile (location based) Learning (use)

One-to-one Programs (creation)

Bring Your Own Device (BYOD) (use)

Remote Device Management (use)

Classroom Polling (use)

Broadband Connection (use)

Mobile Broadband (use)

BYON (mobile access) (use)

Computer Based Testing (use)

Automated Essay Marking (use)

Survey 5: Educational Technologies Part 3

Adaptive Learning (use)

Virtual Assistants / Chatbots (use or creation)

Learning Analytics (use)

Plagiarism Detection (use)

Digital Badges (use or creation)

Student Websites (creation)

Teacher/Class Websites (creation)

Learning Management Systems (Local) (use)

Online Learning (Remote) (use)

Digital Portfolios (use)

Social Networks (use)

Internet Filtering (use)

Cloud Computing (applications) (use)

Online Data (use)

Remote Laboratories (use or creation)

Survey 6: Educational Technologies Part 4

Computer Gaming (use or creation)

Virtual Worlds (use or creation)

Augmented Reality (use or creation)

Virtual Reality (use or creation)

Digital Presentations (use or creation)

Visualisations (animations) (use or creation)

Interactive Displays (Whiteboards/LCD) (use)

Digital Signage (use)

Flexible Learning Spaces (creation)

Makerspaces (creation)

3D Printing (use)

Computer-Aided Technologies (use)

Language Translation (use)

Audio Augmentation (use)

Soundscaping (use)

Smart Speakers (use)

Wireless Power (use)

Blockchain (use or creation)

Trends

This survey relates to the trends in Educational Technologies.

Survey 7: Trends

Innovation (Culture)

Automation (Data Collection)

Centralisation (Digital Ecosystems)

Measurement (Assessment)

Unplugged (Offline)

Blended (F2F & Online)

Directed (Instructivist)

Project Based (Constructivist)

Digital Storytelling (Narratives)

Monitoring (Behaviourist)

Micro-credentialing (Gamification)

Measurement (Cognitivism)

Collaboration (Connectivist)

Flipped Learning (Socratic)

Outsourcing (Courseware/Online Tutoring)

Specialisation (Specialist teachers)

Open (Learning Resources/Sharing)

Fragmentation (Learning Objects)

Bundling (Courseware/Texts)

Spaces (Flexibility)

Timing (Schedules)

Students (Agency)

Teacher (Agency)

Access (Trust)

Management (Control)

Integration (STEM/STEAM)

21C Skills (Curriculum Breadth)

Deep Learning (Curriculum Focus)

Globalisation (Connections)

Feedback (Evaluation)

Funding (Schools)

Challenges

This survey relates to challenges associated with Educational Technologies.

Survey 8: Challenges

Digital Divide (Students/Schools)

Digital-Disconnect (Home vs School)

Equity (Access & Opportunities)

Accountability (Legal/Moral)

Expanding Roles (Teachers & Schools)

Work Intensification (Students & Staff)

Out of Field (Teachers)

Professional Learning (Development)

Obsolescence (Life Long Learning, students & teachers)

Certification (Reputation & Credentialing)

Scaling (Diffusion)

Change (Resilience & Innovation)

Automation (Assistive & Replacement)

Backlash (Waste & Misuse)

Differentiation (Personalisation)

Lower Order Skills (Basics/Fundamentals)

Higher Order Thinking (21C Skills)

Student Rights (Privacy & Access)

Accountability (Plagiarism/Cheating)

Teacher Professionalisation (Agency)

Trust (Teachers & IT staff/Admin)

IP (Restrictions & Commercialisation)

Copyright (Fair Dealing)


Categorisations

Within each survey, various elements are considered by project participants using standardised criteria.

Technologies

Each Technology related to the Digital Technologies and Computer Science education is assigned criteria on which it will be considered:

  • Typical use of this technology in schools (5 years ago, currently, and in 5 years from now)
  • Typical popularity of this technology with parents / community (5 years ago, currently, and in 5 years from now)
  • Typical popularity of this technology with students (5 years ago, currently, and in 5 years from now)
  • Popularity of this technology with teaching staff (5 years ago, currently, and in 5 years from now)
  • Typical initial cost of this technology per item/install. (Nil ($0), Very Low (<$50 per item/install), Low ($50-$99 per item/install), Moderate ($100-$199 per item/install), High ($200-$299 per item/install), Very High ($300-$499 per item/install), or Extreme (>$500 per item/install).
  • Typical ongoing cost of this technology per item/install. (Nil ($0), Very Low (<$10 per item/install), Low ($10-$19 per item/install), Moderate ($20-$49 per item/install), High ($50-$99 per item/install), Very High ($100-$199 per item/install), or Extreme (>$200 per item/install).
  • Typical time required for professional development to use at a proficient level. Nil ($0), Very Low (<1 hour), Low (1 to 2 hours), Moderate (3-5 hours), High (6-10 hours), Very High (11-20 hours), or Extreme (>20 hours).
  • Most supported Pedagogy. Instructivist (e.g. direct instruction, structured learning), Behaviourist (e.g. stimulus-response, motivational), Constructivist (e.g. inquiry, project based learning), Cognitivist (e.g. metacognitive, situated learning), or Connectivist (e.g. networked, collaborative learning).
  • Most supported Content/Use. Knowledge and understanding of information system components of data (Digital Technologies); Knowledge and understanding of digital systems (hardware, software and networks) (Digital Technologies); Collecting, managing or analysing data (Digital Technologies); Defining, designing or evaluating digital solutions (Digital Technologies); Implementing digital solutions (Digital Technologies); Applying social and ethical protocols and practices when using ICT (ICT General Capability any subject, including Digital Technologies); Investigating with ICT (ICT General Capability any subject, including Digital Technologies); Creating with ICT (ICT General Capability any subject, including Digital Technologies); Communicating with ICT (ICT General Capability any subject, including Digital Technologies); and Managing and operating ICT (ICT General Capability any subject, including Digital Technologies).
  • Exemplar example(s) of technology use (include website if possible).
  • Further comments about this technology.

Educational Technologies

Each Educational Technology is assigned criteria on which it will be considered:

  • Typical use of this technology in schools (5 years ago, currently, and in 5 years from now)
  • Typical popularity of this technology with parents / community (5 years ago, currently, and in 5 years from now)
  • Typical popularity of this technology with students (5 years ago, currently, and in 5 years from now)
  • Popularity of this technology with teaching staff (5 years ago, currently, and in 5 years from now)
  • Typical initial cost of this technology per item/install. (Nil ($0), Very Low (<$50 per item/install), Low ($50-$99 per item/install), Moderate ($100-$199 per item/install), High ($200-$299 per item/install), Very High ($300-$499 per item/install), or Extreme (>$500 per item/install).
  • Typical ongoing cost of this technology per item/install. (Nil ($0), Very Low (<$10 per item/install), Low ($10-$19 per item/install), Moderate ($20-$49 per item/install), High ($50-$99 per item/install), Very High ($100-$199 per item/install), or Extreme (>$200 per item/install).
  • Typical time required for professional development to use at a proficient level. Nil ($0), Very Low (<1 hour), Low (1 to 2 hours), Moderate (3-5 hours), High (6-10 hours), Very High (11-20 hours), or Extreme (>20 hours).
  • Most supported Pedagogy. Instructivist (e.g. direct instruction, structured learning), Behaviourist (e.g. stimulus-response, motivational), Constructivist (e.g. inquiry, project based learning), Cognitivist (e.g. metacognitive, situated learning), or Connectivist (e.g. networked, collaborative learning).
  • Most supported Content/Use. Applying social and ethical protocols and practices when using ICT (ICT General Capability any subject, including Digital Technologies); Investigating with ICT (ICT General Capability any subject, including Digital Technologies); Creating with ICT (ICT General Capability any subject, including Digital Technologies); Communicating with ICT (ICT General Capability any subject, including Digital Technologies); and Managing and operating ICT (ICT General Capability any subject, including Digital Technologies).
  • Exemplar example(s) of technology use (include website if possible).
  • Further comments about this technology.

Trends

Each Trend is assigned criteria on which it will be considered:

  • Significance of this trend (How important do you consider this trend?). (5 years ago, currently, and in 5 years from now)
  • Typical interest in this trend by educational systems (5 years ago, currently, and in 5 years from now)
  • Typical interest in this trend by school leaders (5 years ago, currently, and in 5 years from now)
  • Typical interest in this trend by school technology staff (5 years ago, currently, and in 5 years from now)
  • Typical interest in this trend by teachers (5 years ago, currently, and in 5 years from now)

Challenges

Each Challenge is assigned criteria on which it will be considered:

  • Understanding and progress on the challenge (5 years ago, currently, and in 5 years from now)
  • Typical concern about this challenge with school leaders (5 years ago, currently, and in 5 years from now)
  • Typical concern about this challenge with parents / community (5 years ago, currently, and in 5 years from now)
  • Typical concern about this challenge with students (5 years ago, currently, and in 5 years from now)
  • Typical concern about this challenge with teachers (5 years ago, currently, and in 5 years from now)