Thursday, April 25, 2019

Technology Trends 2018-2019


In the whitepaper titled, Technology Trends in the Classroom, there are several technologies mentioned. These technologies are:


  • Gamification
  • Device Mesh
  • Personalized Learning
  • Coding
  • AR/VR
  • Data Mining

Game-based learning (also known as gamification). Gamification is described in the whitepaper as, “fundamentally applying game-like principles to a system in order to drive its interaction level and appeal to those using it.” Gamification provides students with a different framework and this helps students understanding and knowledge to grow.

Device mesh is, “the growing ways in which people access applications and information, as well as communicate with each other across the Internet on both a personal and organizational level.” As a society we have been introduced to device mesh through smartphones and computers. This has since expanded through watches, tablets, cars, etc. Device mesh has a student’s work cloud set up to where all of their work is saved and accessible through any device.

Personalized learning is used when face-to-face teaching, technology-assisted instruction and collaboration are combined in order to address a student’s learning style and interests. Personalized learning modifies instruction, expression of learning and assessment to a student’s needs and preferences.

Coding has become popular because of the maker movement and robotics. Activities are run by coding, and teachers can integrate coding activities for students at any age. Coding can also be used in various subject areas in order to encourage computational thinking.

AR/VR is also known as augmented reality and virtual reality. Students can access VR activities if they want to swim with sharks, visit outer space, walk through a museum, and other settings without leaving their classroom! AR/VR is transforming education and classrooms.

Data mining is described as, “collecting data to answer education research questions that shed light on the learning process.” The goal of data mining is to better support learners and develop data-driven understanding of the learning process in various contexts. These contexts include: learning management systems, interactive learning environments, intelligent tutoring systems, educational games and data-rich learning activities.

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