At a conference, participants send their ideas and thoughts through their devices, which are displayed in real time reflecting the live pulse and feel of the “former audience”.
In 2004, journalist Dan Gillmor coined the term “The former audience” referring to that there is no longer a passive audience, participants have a voice and a fundamental role to play in the collective construction of knowledge.
State of the art tools to aggregate and process ideas and opinions from a large group of people in mere seconds.
When “the smartest person in the room is the room”, conferences need to give active participation to the audience, providing a much greater connection, as well as substantially improving engagement.
Through polls, clickable images, picture walls, collective graffiti, participants send their ideas and thoughts and results are immediately posted up on screen to provide real time interaction and feedback.
At the workshop, participants engage in an abbreviated solution of a real-life design problem through the Design Learning protocol. All activities will be recorded on an online multiuser blog, so that participants can later refer to it, both as a reference set of materials to take to their own schools or districts, and also serving as a platform for a professional learning community where workshop attendees can continue an ongoing dialogue and learning process.