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UTILIZING
TECHNOLOGY TO PERSONALIZE
LEARNING FOR GIFTED KIDS
SLIDES AND RESOURCES AVAILABLE AT
brianhousand.com/osseo
brianhousand.com
brianhousand@gmail.com
@brianhousand
brian.housand
bc1000
Brian
H E L L O
My name is
I AM A
GEEK
BRIAN
BRAIN
“THE GEEK”
BRIAN
JOHNSON
GEEKNERD
NERD
Someone
who is
passionate
about
learning,
being smart,
or academia.
GEEK
Someone
who is
passionate
about some
particular
area or
subject,
often an
obscure or
difficult one.
laughingsquid.com/nerd-venn-diagram-geek-dork-or-dweeb
70%
Nerdiness
76th Percentile
83%
Geekosity
99th Percentile
35%
Dork Points
57th Percentile
Modern,
Cool Nerd
Probably Wears
Glasses
Probably Wears
Glasses
http://philosophyforlife.org/why-im-not-a-geek/
Above Average
Intelligence
Above Average
Intelligence
Slightly obsessive
in their interests.
Slightly obsessive
in their interests.
Top Presentation of the Day
Congratulations brianhousand!
Your presentation is the Top Presentation of the Day on SlideShare.
Kudos from our editorial team for your effort. Your presentation was chosen
from thousands uploaded to SlideShare every day from around the world.
GEEKS HAVE INHERITED THE EARTH - AAGT 2014
Likely to be mathletes,
physics buffs, tech-
heads, or hackers,
although they could be
evidence based wonks.
Likely to be mathletes,
physics buffs, tech-
heads, or hackers,
although they could be
evidence based wonks.
Likely to get
excited by
machines or
systems.
Likely to get
excited by
machines or
systems.
FONTS.FONTS.
This slide
drives you
CRAZY.
Possess an
endearingly goofy
enthusiasm for
their obsessions.
Possess an
endearingly goofy
enthusiasm for
their obsessions.
Probably likes sci-fi,
fantasy, superheroes,
TV, comics, films and
computer games.
Probably likes sci-fi,
fantasy, superheroes,
TV, comics, films and
computer games.
GEEKSHAVE INHERITED
THE EARTH
It is OK
to be smart.
It is GREAT
to be smart.
It is AWESOME
to be smart.
2015
#BestYearEver
Horizon Report > 2014 K-12 Edition
nmc.org/nmc-horizon
TWO - THREE YEARS
LEARNING
ANALYTICS
GAMES &
GAMIFICATION
ITECH
FORGETTHEi
TECHNOLOGY!
Story
Magical and
Meaningful
It’s about
THE EXPERIENCE.
TYPE III
INDEPENDENT OR SMALL GROUP INVESTIGATIONS
PRODUCTS AND/OR PERFORMANCES
TYPE I
GENERAL
EXPLORATORY
ACTIVITIES
TYPE II
METHODOLOGICAL
TRAINING /
HOW-TO ACTIVITIES
(Renzulli, 1977)
TODAY TOMORROW
TO
ACCESS
youtube.com/user/crashcourse
youtube.com/user/crashcoursekids
youtube.com/user/Vihart
nerdybookclub.wordpress.com
nerdist.com
starwars.wikia.com
harrypotterfanfiction.com
DON’T FORGET PODCASTS
mentalfloss.com
wonderopolis.com
howstuffworks.com
CONTENT
LiveBinders
bit.ly/contentbinder
http://cowparadenc.com/images/cows/peedee.jpg
CREATE
Summer 2013
T
he admonition that we should be preparing our
students for the 21st century is everywhere. There
are numerous books, blogs, and content resources
promoting and espousing the virtues of 21st cen-
tury learning. If one examines the titles and descriptions of
presentations at any gifted or general education conference,
reference to 21st century learning is prevalent. Most of us
in gifted education have regularly advocated for teaching
trace their origins back at least 30 years. In 1983, the Na-
tional Science Board Commission on Precollege Education
in Mathematics, Science and Technology published a report
entitled, Educating Americans for the 21st Century: A Plan
of Action for Improving Mathematics, Science, and Technol-
ogy Education for All American Elementary and Secondary
Students So that their Achievement is the Best in the World
by 1995. This publication outlined many of the same initia-
Quality Classroom Practice
for High-Abillity Students
Teaching for High Potential
THPThe 21st
Century
is SO Yesterday
Brian C. Housand, Ph.D.
East Carolina University
www.brianhousand.com
Brian Housand is an Assistant Professor at
East Carolina University in the department of
Elementary Education.
“The world is moving at a tremendous rate. No one knows where.
We must prepare our children, not for the world of the past,
not for our world, but for their world, the world of the future.”
— John Dewey
CONSTRUCTING
SYNTHESIS
Creativity is just
connecting things.
When you ask creative people
how they did something, they feel
a little guilty because they didn’t
really do it, they just saw
something. It seemed obvious to
them after a while. 

That’s because they were able to
connect experiences they’ve had
and
SYNTHESIZE
new things.
- Steve Jobs, 1995
An idea is nothing
more or less than
a new combination
of old elements.
new combination
old elements
James Webb Young, 1940
A Technique for Producing Ideas
The capacity to bring
old elements into
new combinations
depends largely on
the ability to see
relationships.
new combination
old elements
James Webb Young, 1940
A Technique for Producing Ideas
They must know how to link apparently
unconnected elements to create something new.
People who hope to thrive in the Conceptual Age
must understand the connection between
diverse, and seemingly separate disciplines.
-- Daniel Pink in AWhole New Mind
STAY
HUNGRY
STAY
FOOLISH.
byrdseed.com/tickling-curiosity
(Resnick, 1996)
NOT
Stereos
Pianos
code.org/learn
Everybody in this
country should learn how
to program a computer
because it teaches you
how to think.
- Steve Jobs
developer.apple.com/xcode
bit.ly/stanford-xcode
codecombat.com
khanacademy.org/computig/cs
codeacademy.com
“Learning to
write programs
stretches your
mind and helps
you think
better, creates a
way of thinking
about things that I
think is helpful in
all domains.”
diy.org
diy.org
“Combinatory play
seems to be the
essential feature in
productive thought.”
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
COMPUTER
USE
INTERNET
USE
CELL
PHONE
USE
VIDEO
GAME
PLAY
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and technology Project.
Computers in Human Behavior, 28(2), 370-376.
CREATIVITY
VIDEO
GAME
PLAY
wuzzittrouble.com
http://www.animationmagazine.net/wordpress/wp-content/uploads/Pixar-Creativity-Inc-post.jpg
http://4.bp.blogspot.com/-yop_r8Qqafc/Uc3NpeSweCI/AAAAAAAAAwE/vX8od1KvedU/s1440/pixag+copy.jpg
Imposing
limits can
encourage
a creative
response.
- Ed CatmUll
http://www.flickr.com/groups/visualstory/
five frames
flickr five frames
1st photo:
establish
characters and location
flickr five frames
2nd photo:
create a situation
with possibilities of
what might happen
flickr five frames
3rd photo:
involve the characters
in the situation
flickr five frames
4th photo:
build to
probable outcomes
flickr five frames
5th photo:
have a logical
but surprising end
flickr five frames
1. Establish characters and location
2. Create a situation with possibilities
3. Involve the characters in the situation
4. Build to probable outcomes
5. Have a logical BUT surprising end
LEGO Movie Maker
iMovie Trailers
$40,000
PER MONTH
bit.ly/middleschooldrawntolife
apple.com/ibooks-author
apple.com/ibooks-author
apple.com/ibooks-author
tinyurl.com/patriotismibook
bookry.com
OPPORTUNITY
3
2
1
Words
Questions
Metaphor
3
2
1
Words
Questions
Metaphor
SAMR
Substitution
Augmentation
Modification
Redefinition
getpocket.com
educreations.com
gingerlabs.com
airserver.com
elements4d.daqri.com
bit.ly/education-apps
bit.ly/education-apps
iTunes U
SUPERHERO SCIENCE
Suggested meeting time: 30-60 minutes (Some of you may choose to combine
this meeting with meeting #2.)

!
Before the meeting:
● Create a TED-Ed (ed.ted.com) account if you haven’t already. All members
over 13 should aim to have their own account. 

● Watch the first TED-Ed Club Lesson (http://ed.ted.com/on/vaY6FipN). Your
group can choose to do this before or during the meeting.
!
Guiding questions
● What is your name? How would you describe yourself? What are three
things you are passionate about? 

● What do you and your club members hope to get out of your TED-Ed Club
experience?

!
Materials
● A device to take pictures

● Index cards

● Pens

● Copies of this guidebook (one for each member)

!
Meeting activities
● Take a few minutes to create a name badge on an index card. Write your
name and at least 3 things that you are passionate about.

● Gather in small groups and introduce yourself to your fellow club members.
Learn each other’s names and get to know each other. 

● Share your reasons for joining a TED-ED Club with the group. Let people
know what you’re interested in and what you’re passionate about. This will
help your club members give meaningful feedback when you begin
developing your presentation idea.

!
What will you have created by the end of your meeting?
A name badge that lists 3 things you are passionate about. You will bring this to
future meetings so that everyone in the club knows your name and interests. 

!
After meeting #1:
● Browse through the TED Talks (www.ted.com) /TED-Ed Lessons (ed.ted.com)
to find ideas that speak to your passions. 

● Facilitator: Please send a photo of the name badges from different club
members to TED-Ed at TEDEdClubs@ted.com.

6
#1 Introduction week: What’s your passion?
It’s tough to give a good presentation on a topic that you’re not passionate about! This meeting is
all about getting to know your fellow club members and spending some time identifying and
articulating the ideas that motivate each member of your group. Later on, each club member will
present and record their own idea worth spreading in the form of a short TED-style Talk.
RESPONSIBILITY
With great power comes
great responsibility
NEWS
FLASH
LEFT TO
THEIR OWN
DEVICES
CRITICAL
CONSUMERS
RESPONSIBLE
PRODUCERS
futurecasting.org
http://www.animationmagazine.net/wordpress/wp-content/uploads/Pixar-Creativity-Inc-post.jpg
ARE NOT
YOUR IDEA
YOU
- Ed Catmull
FAILURE 

isn’t a necessary evil.
In FACT, it isn’t EVIL at all.
It is a NECESSARY
consequence of doing
something NEW.
- Ed Catmull
FAIL EARLY
FAIL FAST
BE WRONGAS FAST AS YOU CAN.
Perfectionism
PROCRASTINATION
PARALYSIS
NO ONE - not Walt, not Steve, not the people of Pixar -
ever achieved creative success by clinging to what used to work.
LEARN
TO FAIL
If you are
impatient
then this may
not be the
gAme for you
shelfari.com
Googleable
NECESSITY
“We don’t
have the option
of turning away
from the future.
No one gets to
vote on whether
technology is
going to change
our lives.”
Bill Gates 	
  
The Road Ahead
“Every generation of
teenagers embraces
the freedoms and
possibilities wrought
by technology in ways
that shock the elders.”
Time	
  	
  
March	
  27,	
  2006
ITECH
www.gurbuz-de.com
M
E
A
N
I
N
G
www.gurbuz-de.com
YOU ARE
NOT
ALONE
FIND
YOUR
PEEPS
bit.ly/nets-profiles
1. Creativity and Innovation
2. Communication and Collaboration
3. Research and Information Fluency
4. Critical Thinking, Problem Solving, and
Decision Making
5. Digital Citizenship
6. Technology Operations and Concepts
Identify, research, and
collect data on an
environmental issue using
digital resources and
propose a solution.
PK - 2
Produce a media-rich
digital story about a
significant local event
based on first-person
interviews.
3 - 5
Create original animations
or videos documenting
school, community, or local
events.
6 - 8
Design, develop, and test a
digital learning game to
demonstrate knowledge
and skills related to
curriculum content.
9 - 12
RIGOR
VIGOR
ACCESS
CREATE
OPPORTUNITY
RESPONSIBILITY
NECESSITY
ACCESS
CREATE
OPPORTUNITY
RESPONSIBILITY
NECESSITY
A
C
O
R
N
ACORN
From little acorns
grow mighty oaks.
YOU
#BestYearEver
Dear Future Self,
SHORT
MEDIUM
LONG
JOYOUS
CURIOSITY
IMAGINATION
PASSION
CREATIVITY
STOP
GO
http://www.disneypictures.net/data/media/202/Buzz_Lightyear_wallpaper.jpg
TO INFINITY
AND BEYOND
brianhousand.com
brianhousand@gmail.com
@brianhousand
brian.housand
bc1000

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