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Emerging educational technology refers to computers
 and other new electronic technologies that, when
  applied to educational settings, can be used to
          significantly change education

               Link To Introduction Introducing
                    emerging technologies
According to the 2011 Horizon Report
Electronic Books: One Year or Less
 Kindles
 Nooks
 Sony Readers
Pros
 Size and Weight
 Portable
 Interactive (dictionaries, annotations, graphs, etc.)
 Price

   Kindle



                                               Nook
Cons
 Cost
 Not all titles are available
 Distracting
 Fragile
Mobile Devises: One Year or Less
 Cell Phones
 Iphones
 Ipads
Advantages
 Access to the Web
 Portable
 Sophisticated Apps
 Engages Students
Disadvantages
 Cost
 Fragile
 Distracting
Augmented Reality: Two to Three
           Years
 Definition according to the Horizon Report:
  Augmented reality refers to the addition of a
  computer-assisted contextual layer of information over
  the real world, creating a reality that is enhanced or
  augmented.
 In other words augmented reality is controlling virtual
  aspects over the real world.
What Augmented Reality brings to
        the Classroom
 Visual Learners will benefit greatly
 Brings larger than life objects to scale for students to
  see (volcanoes, layers of the earth, etc.)
 Active learning technique that gets students involved
  in learning


                                                Click for Video on
                                                   Augmented
                                                      Reality
Game Based Learning: Two to
           three Years
 Learning through competitive games that get students
  involved and challenge them on topics that are being
  discussed
 Supports collaboration
 Supports Problem solving
 Supports Communication
Three Types of Game Based
              Learning
 Non-digital: common games in classrooms
 Digital and not collaborative: designed for consoles
  (Nintendo, Xbox, etc.)
 Digital and collaborative: creation of massive online
  educational games (games such as World of War
  Craft, Lord of the Rings, ect.)
Gesture-Based Computing: Four to
           Five Years
 The use of gestures to interact with technology
 Ipad or Iphone (swiping, touching, etc with the touch
  screens)
 Nintendo Wii or Xbox Kinect
What will Gesture Based Learning
       Bring to Education
 Intensive interdisciplinary collaborations
 Innovative thinking about the very nature of teaching
 Innovative thinking about the very nature of learning
 Innovative thinking about the very nature of
 communicating
Learning Analytics: Four to Five
              Years
 According to the Horizon Report the goal of learning
 analytics is to enable teachers and schools to tailor
 educational opportunities to each student’s level of
 need and ability
What is Learning Analytics Bringing
           to Education
 Identifies at-risk students
 Allows educators to alter teaching methods if they
  learn that students are not grasping concepts
 How educators perceive teaching, learning, and
  assessment
Distance Based Learning
 Blackboard, Progressbook
 Podcasting
 Second Life
 Video Conferencing
Websites
 Blogs
 Wikis
 Zimbio, Digg
 Mindmeister
 Swivel
 Slide Share
 WizIQ
 Wordle
 Google Earth
Table Top Computer
 Total touch screen
 “The processor synthesizes the sensor data to create an
  eight-bit image from which it can pick out shapes and
  large text, such as product names and numbers.”
  Schools
 Video
 Popularmechanics.com
 Popularscience.com

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Education technology power point

  • 1. Emerging educational technology refers to computers and other new electronic technologies that, when applied to educational settings, can be used to significantly change education Link To Introduction Introducing emerging technologies
  • 2. According to the 2011 Horizon Report
  • 3. Electronic Books: One Year or Less  Kindles  Nooks  Sony Readers
  • 4. Pros  Size and Weight  Portable  Interactive (dictionaries, annotations, graphs, etc.)  Price Kindle Nook
  • 5. Cons  Cost  Not all titles are available  Distracting  Fragile
  • 6. Mobile Devises: One Year or Less  Cell Phones  Iphones  Ipads
  • 7. Advantages  Access to the Web  Portable  Sophisticated Apps  Engages Students
  • 9. Augmented Reality: Two to Three Years  Definition according to the Horizon Report: Augmented reality refers to the addition of a computer-assisted contextual layer of information over the real world, creating a reality that is enhanced or augmented.  In other words augmented reality is controlling virtual aspects over the real world.
  • 10. What Augmented Reality brings to the Classroom  Visual Learners will benefit greatly  Brings larger than life objects to scale for students to see (volcanoes, layers of the earth, etc.)  Active learning technique that gets students involved in learning Click for Video on Augmented Reality
  • 11. Game Based Learning: Two to three Years  Learning through competitive games that get students involved and challenge them on topics that are being discussed  Supports collaboration  Supports Problem solving  Supports Communication
  • 12. Three Types of Game Based Learning  Non-digital: common games in classrooms  Digital and not collaborative: designed for consoles (Nintendo, Xbox, etc.)  Digital and collaborative: creation of massive online educational games (games such as World of War Craft, Lord of the Rings, ect.)
  • 13.
  • 14. Gesture-Based Computing: Four to Five Years  The use of gestures to interact with technology  Ipad or Iphone (swiping, touching, etc with the touch screens)  Nintendo Wii or Xbox Kinect
  • 15. What will Gesture Based Learning Bring to Education  Intensive interdisciplinary collaborations  Innovative thinking about the very nature of teaching  Innovative thinking about the very nature of learning  Innovative thinking about the very nature of communicating
  • 16. Learning Analytics: Four to Five Years  According to the Horizon Report the goal of learning analytics is to enable teachers and schools to tailor educational opportunities to each student’s level of need and ability
  • 17. What is Learning Analytics Bringing to Education  Identifies at-risk students  Allows educators to alter teaching methods if they learn that students are not grasping concepts  How educators perceive teaching, learning, and assessment
  • 18. Distance Based Learning  Blackboard, Progressbook  Podcasting  Second Life  Video Conferencing
  • 19. Websites  Blogs  Wikis  Zimbio, Digg  Mindmeister  Swivel  Slide Share  WizIQ  Wordle  Google Earth
  • 20. Table Top Computer  Total touch screen  “The processor synthesizes the sensor data to create an eight-bit image from which it can pick out shapes and large text, such as product names and numbers.” Schools  Video