21ST Century Education
21ST Century Education
21ST Century Education
CONCEPT EXPLORATION
This modern society is ushered in by a dramatic technological revolution. It is an increasingly
diverse, globalized and complex media saturated society. According to Dr. Douglas Kellner, this
technological revolution bears a greater impact on society than the transition from an oral to print culture.
Education prepares students for life in this world. Amidst emerging social issues and concerns,
there is a need for students to be able to communicate, function and create change personally, socially,
economically and politically at the local, national and global levels by participating in real-life and
real-world service learning projects.
Emerging technologies and resulting globalization also provide unlimited possibilities for exciting
discoveries and developments.
The 21st century will require knowledge generation, not just information delivery, and schools
will need to create a "culture of inquiry"
Learners will become adaptive to changes. In the past, learners spent a required amount of time
in respective courses, received passing grades and graduated. Today, learners are viewed in a new
context.
Learning is not confined through memorization of facts and figures alone but rather is connected to
previous knowledge, personal experience, interests, talents and habits.
An ideal learning environment also considers the kind of spaces needed by students and
teachers in conducting investigations and projects by diverse groups for independent work. It also has
plenty of wall space and other areas for displaying student work that includes a place where the parents
and the community can gather to watch student performances, as well as a place where they can meet
for discussions
A survey by Henry J. Kaiser Family Foundation found that young people (ages 8-18) spend on
electronic media an average of six hours a day. In addition, many are multitasking, such as listening to
music while surfing the Web or instant-messaging friends while playing a video game.
As Dr. Michael Wesch points out, although today's students understand how to access and utilize
these tools, they use them only for entertainment purposes. Thus, students should be prepared and
assisted to become media literate as they function in an online collaborative research-based environment
with the advent of researching, analyzing, synthesizing, critiquing, evaluating and creating new
knowledge.
Skills demanded in the job market include knowing a trade, following directions, getting along
with others, working hard and being professional, efficient, prompt, honest, and fair.
Amidst rapid changes in the world, industry requires students to be flexible, take the initiative,
lead when necessary, and create something new and useful.
According to Partnership for 21st Century Skills (P21), various Industries look for employees who
can think critically, solve problems creatively, innovate, collaborate and communicate. Therefore, for a
perfect match between academe and industry demands, schools need to embed time-tested
industry-demanded work skills in the curriculum.
Focus: memorization of discrete facts Fous: what students Know, Can Do, and Are Like after all
the details are forgotten.
Lower order thinking skills in Bloom’s Taxonomy, such as Higher order thinking skills (metacognition), such as
knowledge and comprehension. application, analysis, synthesis, and evaluation.
Textbook-driven Research-driven
Learners work in isolation and are confined in the Learners work collaboratively with classmates and others
classroom (walled classroom). around the world (global classroom).
Teacher centered: teacher is dispenser of knowledge, Student centered: teacher is facilitator/coach of student’s
information and attention. learning.
“Discipline problems” – No trust between educators and No “discipline problems” – Students and teachers have
students. Little student motivation. mutual respect and relationship as co-learners. High
student motivation.
Fragmented curriculum Integrated and interdisciplinary curriculum
Grades taken from formal assessment measures entered Grades are based on students' performance as evidence
in the class record for reporting purposes. of learning outcome.
Assessment is for making purposes and placed as part of Assessment is an important aspect of instruction to gauge
lesson plan structure. learning outcome.
Low expectations. What students receive is what they High expectations that students succeed in learning to a
get. high extent.
Teacher is the judge. No one else sees student work. Self, peer, and others serve as evaluators of student
Outputs are assessed using structured metrics. learning using a wide range of metrics and authentic
assessments.
Curriculum is irrelevant and meaningless to the students. Curriculum is connected to a student's interest,
experiences, talents, and the real world.
Print is the primary vehicle of learning and assessment. Performances, projects, and multiple forms of media are
used for learning and assessment.
Students just follow orders and instructions while listening Students are empowered to lead and initiate while creating
to the teacher's lecture. solutions and solving problems.
Literacy is the 3 R’s (reading, writing, and rithmetic). Multiple literacies of the 21st Century aligned to living and
working in a globalized new society.
Factory model, based upon the needs of employers for Global model based upon the needs of a globalized
the Industrial Age of the 19th century. high-tech society.
The following are eight attributes of 21" Century education and their Implications:
As teachers for the 21" Century, no one can escape from the reality that we are now in a
borderless society. It is, therefore, important that we should know different technology tools for learning to
respond to the needs of 21" Century learners' and the demands of the times. The following are common
21" Century technology tools.
1. Affinity Groups. These are groups or communities that unite individuals with common interests.
Electronic spaces extend the range of possibilities for such groups.
2. Blogs. Web logs or "blogs" are interactive websites, often open to the public that can include
Web Inks, photographs and audio and video elements.
3. E-portfolio. It refers to student's works that are generated, selected, organized, stored and
revised digitally. Often, electronic portfolios are accessible to multiple audiences and can be
moved from one site to another easily. It can document the process of learning, promote
integrative thinking, displey final work, and/or provide a space for reflective learning.
4. Hypertext. These are electronic texts that provide multiple Inks and allow users to trace ideas in
immediate and idiosyncratic directions. Hypermedia adds sound, video, animation, and/or virtual
reality environments to the user's choices.
5. Podcasts. These are digitized audio files that are stored on the Internet and downloaded to
listeners' computers or most likely to MP3 players. The term "podcast" comes from the iPod, the
popular MP3 player.
6. Web 2.0. This refers to a second generation of Web-based communities that demonstrate the
participatory literacies that students need for the 21st-century.
7. Myspace (http://www.Myspace.com). It is a social networking website that offers an interactive
user-submitted network of friends, personal profiles, blogs, groups, photos, music and videos
internationally. Students can rate professors, discuss books, and connect with high school and
college classmates here
8. Second Life (http://www.secondlife.com). It is an Internet-based 3-D virtual world that uses
avatars (digital representations) to explore, socialize, participate in individual or group activities,
create and trade items (virtual property) and services.
9. Semantic Web. It is an extension of the current Web that puts data into a common format so that
instead of humans working with individual search engines (e.g., Google, Ask Jeeves) to locate
information, the search engines themselves feed into a single mechanism that provides this
searching on its own. Sometimes called Web 3.0, this technology enables integration of virtually
all kinds of information for more efficient and comprehensive retrieval.
10. Webkinz (http://www.webkinz.com). It is an Internet simulation wherein children learn pet care
and other skills.
11. Wiki. It refers to software that fosters collaboration and communication online. Wikis enable
students to create, comment upon, and revise collaborative projects. One of the most prominent
is Wikipedia (http://www.wikipedia.org), an online multilingual free-content encyclopedia, which
has 79 million articles in 253 languages.
12. Youtube (http://www.Youtube.com). It is a popular website for video sharing where users can
upload, view and share video footage, including movie clips, TV clips, and music videos. aven
student-produced videos.
13. Google Docs. It allows students to collaborate with other people and the document materials that
need to be compiled. processed, transacted and analyzed.
14. Prezi. It allows individuals to use pre-made, creative presentation templates.
15. Easybib. It allows individuals to generate citations in any given format.
16. Social media platforms (Facebook, Twitter, Edmodo, Schoology. Instagram, etc.). These are
means to communicate and share ideas among users.
17. Smartboards and audience response systems. These are replacement for traditional
chalkboards or whiteboards in classrooms.
18. ReadWrite Think.org. (www.readwritethink.org). It is a repository of standards-based literacy
lessons that offer teachers instructional ideas for Internet integration.
19. WebQuest Page (www.webquest.org). It provides Webquests on an array of topics across
content areas with a template for creating one's own.
20. Literacy Web (http://www.literacy.uconn.edu). It is an online portal that includes a large number
of new Iteracy's resources for new literacies for teachers.