Wednesday, 6 March 2013

Significant new technologies


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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