Saturday, June 29, 2019

Afternoon....


CLASSROOM TECHNOLOGY TOOLS & TRENDS

In today’s mobile-centric, always connected school environments, keeping up with new technology trends can have a major impact on your continued ability to offer your students the education they want and need.

Schools now recognize the influence wireless and mobile technologies are having on their students as well as how it's shaping new ways of thinking and teaching. More colleges and universities are starting to get on board with utilizing newer learning methods for higher education that are targeted to how students want to learn and what are most effective for them to succeed not only in the classroom but after they graduate.
In order to modernize their campuses for today's digital-native students, many schools are continuing to increase investments in technology related to learning. In fact, funding for educational technology jumped 55% in 2014 and will only increase year-over-year, according to CB Insights.
In addition, Global Industry Analysts (GIA) puts the global e-learning market at $107 billion by the end of 2015, driven by technological advancements and demand for additional skills influenced by wireless and mobile. 
But what exactly are the educational technology trends that have been making the biggest waves lately? To help you continue to offer the latest opportunities to your students here's a list of the top 7 classroom technology trends in the current education environment.
  • ·         Flipped Learning
  • ·        Remote Learning
  • ·        Gamification
  • ·        Mind Mapping
  • ·        Digital Textbooks 
  • ·    Big Data
  • ·    Social Media 


INTERACTIVE WHITEBOARD
An interactive whiteboard (IWB) also commonly known as Interactive board or Smart Whiteboards is a large interactive display in the form factor of a whiteboard. It can either be a standalone touchscreen computer used independently to perform tasks and operations, or a connectable apparatus used as a touchpad to control computers from a projector. They are used in a variety of settings, including classrooms at all levels of education, in corporate board rooms and work groups, in training rooms for professional sports coaching, in broadcasting studios, and others.
The first interactive whiteboards were designed and manufactured for use in the office. They were developed by PARC around 1990. This board was used in small group meetings and round-tables.
The interactive whiteboard industry was expected to reach sales of US$1 billion worldwide by 2008; one of every seven classrooms in the world was expected to feature an interactive whiteboard by 2011 according to market research by Futuresource Consulting. In 2004, 26% of British primary classrooms had interactive whiteboards. The Becta Harnessing Technology Schools Survey 2007 indicated that 98% of secondary and 100% of primary schools had IWBs.  By 2008, the average numbers of interactive whiteboards rose in both primary schools (18 compared with just over six in 2005, and eight in the 2007 survey) and secondary schools (38, compared with 18 in 2005 and 22 in 2007).

AUGMENTED REALITY

Augmented reality (AR) is an interactive experience of a real-world environment where the objects that reside in the real-world are enhanced by computer-generated perceptual information, sometimes across multiple sensory modalities, including visualauditoryhapticsomatosensory and olfactory. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.e. masking of the natural environment). This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one. Augmented reality is related to two largely synonymous terms: mixed reality and computer-mediated reality.
The primary value of augmented reality is the manner in which components of the digital world blend into a person's perception of the real world, not as a simple display of data, but through the integration of immersive sensations, which are perceived as natural parts of an environment. The earliest functional AR systems that provided immersive mixed reality experiences for users were invented in the early 1990s, starting with the Virtual Fixtures system developed at the U.S. Air Force's Armstrong Laboratory in 1992. Commercial augmented reality experiences were first introduced in entertainment and gaming businesses. Subsequently, augmented reality applications have spanned commercial industries such as education, communications, medicine, and entertainment. In education, content may be accessed by scanning or viewing an image with a mobile device or by using markerless AR techniques. An example relevant to the construction industry is an AR helmet for construction workers which displays information about construction sites.

Augmented reality is used to enhance natural environments or situations and offer perceptually enriched experiences. With the help of advanced AR technologies (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally manipulated. Information about the environment and its objects is overlaid on the real world. This information can be virtual or real, e.g. seeing other real sensed or measured information such as electromagnetic radio waves overlaid in exact alignment with where they actually are in space. Augmented reality also has a lot of potential in the gathering and sharing of tacit knowledge. Augmentation techniques are typically performed in real time and in semantic contexts with environmental elements. Immersive perceptual information is sometimes combined with supplemental information like scores over a live video feed of a sporting event. This combines the benefits of both augmented reality technology and heads up display technology (HUD).



VIRTUAL REALITY

Virtual reality (VR) is an experience taking place within simulated and immersive environments that can be similar to or completely different from the real world. Applications of virtual reality can include entertainment (i.e. gaming) and educational purposes (i.e. medical or military training). Other, distinct types of VR style technology include augmented reality and mixed reality.
Currently standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through haptic technology.

MAKERSPACE

A makerspace is a collaborative work space inside a school, library or separate public/private facility for making, learning, exploring and sharing that uses high tech to no tech tools.  These spaces are open to kids, adults, and entrepreneurs and have a variety of maker equipment including 3D printers, laser cutters, cnc machines, soldering irons and even sewing machines.  A makerspace however doesn’t need to include all of these machines or even any of them to be considered a makerspace.  If you have cardboard, legos and art supplies you’re in business. If you are interested in finding out more about laser cutters though, you could always take a look at someone like Boss Laser.
They can provide different types of laser from home use to industrial ones. It might be worthwhile having a look at if you want to make your own makerspace at home as well. It’s more of the maker mindset of creating something out of nothing and exploring your own interests that’s at the core of a makerspace.  These spaces are also helping to prepare those who need the critical 21st century skills in the fields of science, technology, engineering and math (STEM).  They provide hands on learning, help with critical thinking skills and even boost self-confidence.  Some of the skills that are learned in a makerspace pertain to electronics, 3d printing, 3D modeling, coding, robotics and even woodworking,   Makerspaces are also fostering entrepreneurship and are being utilized as incubators and accelerators for business startups.  There have already been some amazing success stories that have come out of makerspaces to date. 



BRING YOUR OWN DEVICE (BYOD)
Bring your own device (BYOD)—also called bring your own technology (BYOT), bring your own phone (BYOP), and bring your own personal computer (BYOPC)—refers to the policy of permitting employees to bring personally owned devices (laptops, tablets, and smart phones) to their workplace, and to use those devices to access privileged company information and applications. The phenomenon is commonly referred to as IT consumerization.
BYOD is making significant inroads in the business world, with about 75% of employees in high-growth markets such as Brazil and Russia and 44% in developed markets already using their own technology at work. Surveys have indicated that businesses are unable to stop employees from bringing personal devices into the workplace. Research is divided on benefits. One survey shows around 95% of employees stating they use at least one personal device for work.



CLOUD COMPUTING

Cloud computing is the on-demand availability of computer system resources, especially data storage and computing power, without direct active management by the user. The term is generally used to describe data centers available to many users over the Internet. Large clouds, predominant today, often have functions distributed over multiple locations from central servers. If the connection to the user is relatively close, it may be designated an edge server.
Clouds may be limited to a single organization (enterprise clouds), be available to many organizations (public cloud), or a combination of both (hybrid cloud). Cloud computing relies on sharing of resources to achieve coherence and economies of scale.
Advocates of public and hybrid clouds note that cloud computing allows companies to avoid or minimize up-front IT infrastructure costs. Proponents also claim that cloud computing allows enterprises to get their applications up and running faster, with improved manageability and less maintenance, and that it enables IT teams to more rapidly adjust resources to meet fluctuating and unpredictable demand. Cloud providers typically use a "pay-as-you-go" model, which can lead to unexpected operating expenses if administrators are not familiarized with cloud-pricing models.
The availability of high-capacity networks, low-cost computers and storage devices as well as the widespread adoption of hardware virtualizationservice-oriented architecture, and autonomic and utility computing has led to growth in cloud computing.

CODING AS NEW LITERACY

The idea of teaching coding to children is not new. Back in the late 1960s, my mentor at MIT, Seymour Papert, developed the first programming language for children, called LOGO. Although computers were big, expensive machines that occupied full rooms, Seymour anticipated that the technology would get smaller and the thinking bigger. That is to say, children could learn how to think in new ways by programming these devices. At the time, this was a novel idea. Today, few people would disagree with this statement.
In the recent years, coding has made a comeback. However, according to the nonprofit Code.org, when compared with other countries, the United States lags behind. This is troublesome given the demands of the new automated economy. The workforce needs coders. Thus, initiatives are on the rise to engage students in science, technology, engineering and math (STEM). While I applaud the push for STEM, I find it problematic.


MOOC - MASSIVE OPEN ONLINE COURSES
A massive open online course (MOOC) is an online course aimed at unlimited participation and open access via the web. In addition to traditional course materials, such as filmed lectures, readings, and problem sets, many MOOCs provide interactive courses with user forums to support community interactions among students, professors, and teaching assistants (TAs), as well as immediate feedback to quick quizzes and assignments. MOOCs are a recent and widely researched development in distance education, first introduced in 2006 and emerged as a popular mode of learning in 2012.
Early MOOCs often emphasized open-access features, such as open licensing of content, structure and learning goals, to promote the reuse and remixing of resources. Some later MOOCs use closed licenses for their course materials while maintaining free access for students.

OER - OPEN EDUCATIONAL RESOURCES
Open educational resources (OER) are freely accessible, openly licensed text, media, and other digital assets that are useful for teaching, learning, and assessing as well as for research purposes. There is no universal usage of open file formats in OER.
The term OER describes publicly accessible materials and resources for any user to use, re-mix, improve and redistribute under some licenses.The development and promotion of open educational resources is often motivated by a desire to provide an alternate or enhanced educational paradigm


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