Building the Learning Machine: A One-Day Workshop
Appropriate for Tech Intergration Specialists, Lead Teachers, Library/Media Specialists, Administrators, Others
Workshop Description:
Dates:
Postponed New date TBD
Times: 8:30 -3:30 pm
Location:
LAPDA Meeting Space Montpelier, VTCost:
$150 for members, $175 for nonmembers
* A $50 total discount will be given to teams of 4 or more.
Registration: www.lapdavt.org*Maximum Enrollment 30
purchase order required
Call (802) 224-9110
for more information
In the late sixties, Doug Engelbart, Seymour Papert, and Alan Kay envisioned the computer as a tool for augmenting human intellect, expanding what children could learn, and transforming the learning process itself. Bringing this vision to fruition requires both new theoretical frameworks and practice that implements these frameworks. In this workshop we will look at the components of theory and practice that underlie the 1-to-1 laptop initiative in the state of Maine. First, we will look at TPCK and SAMR, two models that help pinpoint the knowledge needed to implement new technology-based initiatives, and orient them in those directions most likely to yield fruitful results. Next, we will develop hands-on examples showing the application of these models in the context of some of the most important toolsets available today: Web 2.0 social applications, digital storytelling, and analytic visualization. Finally, workshop participants will work through a teaching scenario as a team, with the goal of applying its results at their institution. All participants should bring a laptop with them, since it will be needed throughout the workshop.
About the Instructor:
Dr. Ruben Puentedura is the Founder and President of Hippasus, a consulting firm focusing on transformative applications of information technologies to education. He has implemented these approaches for twenty-five years at a range of institutions, including Bennington
College, Harvard University, and the Maine State Department of Education, as well as other schools, colleges and universities, hospitals and arts organizations. His research includes the design of models for selecting, using, and evaluating technology in education, as well as new directions in Educational Gaming and Digital Storytelling, focusing on applications in areas where they have not been traditionally employed.

