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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