This document discusses emerging technologies and their application in education for the Net Generation in the 21st century. It covers 10 key topics: 1) Cloud computing for data storage and collaboration, 2) The flipped classroom approach, 3) BYOD policies, 4) The educational power of apps, 5) Using tablets in education, 6) Gamification to engage students, 7) Learning analytics to optimize learning, 8) Personal learning environments tailored to students, 9) Augmented reality for immersive learning experiences, and 10) Moving towards a model of total learning with new technologies integrated throughout the educational experience.
2. 1.Cloud computing
2. The flipped classroom
3. BYOD
4. The power of apps
5. Tablets
6. Gamification
7. Learning analytics
8. PLEs
9. Augmented reality
10. Towards a total learn
43. Benefits
1. Merging significant educational content with play.
2. Active learning engagement.
3. Achieving personal meaningful goals.
4. Boosting collaboration, communication, problem solving and digital literacy
5. Presenting real world problems to help critical thinking.
6. Safe places to learn from failure .
44.
45. Learning in 3 dimensions,
maybe 4?.
Jane Hart
Founder ofLearning
the
Center for
& Performance
technologies
49. Learning analytics
Measurement, collection, analysis and reporting of
data about learners and their contexts, for
purposes of understanding and optimising
learning and the environments in which it occurs.
50. Data Analytics in the classroom
1) Real-time feedback for teachers to achieve optimal
learning practices.
2) Evaluating program effectiveness and keep the focus on
student learning results.
3) Pinpointing areas of needed change and uncovering the
root cause of problems that otherwise are invisible.
55. 1. Students determine the style and pace at which they learn.
2. Students are in charge of the learning process.
3. Shift control over effective learning.
4. Use of learning analytics to measure student learning.
59. Digital software + live surroundings that
generate scenes in real time, augmenting
what you see to connect you with the
digital and physical world.
138. Benefits of using comics in education
1) A great visual representation of knowledge
2) Easy to remember
3) Enrich reading writing and thinking
4) Perfect avenue for writing dialogue
5) Incite students with low interest in writing
6) Help organization through storytelling and storyboarding
Source
7) Using visual images convey meaning to a story or topic
8) Sequencing promotes understanding
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146.
147. In comics, complex material is represented in
ways that reduce the cognitive demand of
reading dense text while sophisticated
concepts are portrayed.
148. How can we use online
comics in the classroom?
149. Benefits of using comics in education
Source
1. Sreen capture of your games and create a comic
research assignment
2. Write an interview
3. Convert a story novel or poem
4. Write an original story
5. A current affairs item
6. Reflection tool: excursion or class lesson
7. About me
8. Revision. Using vocabulary learned
9. Bring song lyrics or poems to life
10. Historical event-timeline
11. Biographies
12. A travel guide
13. Tell weather stories
150. 14.
15.
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17.
18.
19.
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Source
Make an instruction manual
Show an invention and how it has affected people
Change an endling to a story
Write about a discovery
Share the cultural background of your family
Make me laugh...
Make me feel...
169. Game creators use literary tricks - and lure audiences
By Lynsea Garrison
170. "[Games] can truly do something that no other storytelling can do they put us in a situation where we're simultaneously the audience
and the playwright," said Abbott.
"They sink their tentacles into you like all great literature and film
does."