Significant new technologies
|
Technology
|
How long
used for educational purposes by my organisation
|
How long
used for educational purposes by me
|
|
|
|
|
|
Cloud
computing
|
X
|
X
|
|
Mobile/cell
phone
|
X
|
X
|
|
Open
content
|
2 years
|
2 years
|
|
Tablet
computing
|
2 years
|
2 years
|
|
Game-based
learning
|
X
|
X
|
|
Learning
analytics
|
X
|
X
|
|
New
scholarship
|
X
|
X
|
|
Semantic
applications
|
X
|
X
|
|
Augmented
reality
|
X
|
X
|
|
Collective
intelligence
|
3 years
|
3 years
|
|
Smart
objects
|
X
|
X
|
|
Telepresence
|
X
|
X
|
3
technologies I would like my organization to adopt
Mobile
‘phones
·
Great tools, increasingly
ubiquitous, and the organization does not have to buy them a learners
increasingly have their own.
·
For English language learning
they offer some innovative new pedagogical approaches – e.g. take a photo
representing a classic English idiom and post to the class blog for peer-review
and comments from fellow learners.
Game-based
Learning
·
Most of my students are
children or teenagers.
·
The male ones do nothing but
play computer games.
·
My efforts to inspire them in
the joys of reading are not gaining much traction.
·
Therefore I would love to
channel their enthusiasms for gaming towards things that will help them learn.
·
I’m not so interested in
simulating real-life environments, I’m more interested on how your average teenager
with a passion for Halo inadvertently improves his English whilst playing.
Learning
Analytics
·
This whole area intuitively
excites me.
·
I think I read somewhere that
it already applies quite well in language learning environments.
·
Well, I haven’t used them at
all, so I’d like to learn more – seems very useful if it enables students to
identify which areas they are weak in, and to focus on improving those areas.
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