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Next Generation of Learning Material Development

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DrPoonsri Vate-U-Lan

on 11 April 2013

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Transcript of Next Generation of Learning Material Development

Applications Future forecasting Best Practice Evaluation of more than 1,900 maturity technologies, grouped into 92 areas 1. Learning must be engaging, experiential and exciting. Learner-centric
pedagogy http://suifaijohnmak.wordpress.com/2013/01/02/complex-learning-theories/theories-of-learning/#main Learning
Theories 16th February, 2013
Seminar by
Master of Industrial Education (M.I.Ed.)
Educational Technology in Vocational and Technical Education
King Mongkut's Institute of Technology Ladkrabang, Thailand, kmitl.ac.th/ Next Generation of Learning Material Development Published January 2, 2013 by Sui Fai John Mak. St George College, TAFE NSW-Sydney Institute, Sydney, NSW, Australia Source: http://edudemic.com/2012/01/hip-teachers/ Source: http://visual.ly/next-steps-mobile-learning
Published by: http://www.mobl21.com/ Crescent Girls' School, Singapore FutureSchools@Singapore
Crescent Girls' School, Singapore http://www.nmc.org/pdf/2012-horizon-report-K12.pdf http://net.educause.edu/ir/library/pdf/hr2012.pdf http://www.gartner.com/newsroom/id/2124315
http://www.infoq.com/news/2012/08/Gartner-Hype-Cycle-2012 http://databank.worldbank.org application http://databank.worldbank.org application The Economist Apps, 2013 Graduated Doctor of Education from
The Royal Melbourne Institute of Technology, Australia

Visiting International Scholar
Brock University, Ontario, Canada Dr. Poonsri Vate-U-Lan Currently, working as
an Assistant Program Director
Ph.D. in eLearning Methodology
Graduate School of eLearning
Assumption University of Thailand 1-to-1 computing with Tablet PCs in 2004 in 2007 as a pioneer school in the


programme FutureSchools@Singapore Mentor School in Microsoft Corporation’s Innovative Schools Programme Singapore’s ICT Master plan for Education in 1997 The best way to predict the future is to invent it.
Alan Kay (1971) Interactive Digital Media (IDM) working both independently and in collaboration with one another. 3. It must be personalised as learners have different learning aptitudes, styles, interests and needs. 2. It must be learner driven, which means that the student must be actively constructing knowledge through inquiry, Bring BYOD Your Devices Own Personal Learning Environments Augmented Reality (AR) See zooburst and more Natural User Interfaces Learning Analytics Gesture-based computing Recommended Application Mobile Apps The mobile web is growing 8 times the speed of the Internet. x8 Web-app Native Cloud-based mobile application developer Hybrid Just take your web development skills and build native apps. phonegap Free staff antenna
software iPhone SDK (Objective-C)
Android SDK (Java)
Blackberry (Javame)
So on. An open source development tool for building fast, easy mobile apps with JavaScript. Big data,
3D printing,
Activity streams,
Internet TV,
Near Field Communication (NFC) payment,
Cloud computing and
Media tablets The fastest-moving technologies 1.Social Networking
2.Online Personal Learning Environment
3.Mobile Devices
4.Gamification
5.Advanced Interactive Video
6. Mix reality
7. Hybrid Cloud Computing Keywords of the new era of education http://www.iui-js.org/ Thank you for
your attention!
Q&A Examples http://mashable.com/2012/02/03/higher-education-social-media/ http://www.learndash.com/social-media-in-the-classroom-infographic/ Gamification By 2014, a gamified service for consumer goods marketing and customer retention will become as important as Facebook, eBay or Amazon, and more than 70 percent of Global 2000 organizations will have at least one gamified application. Gartner, 2011 Gartner (2011) identified four principal means of driving engagement using gamification:
1. Accelerated feedback cycles
2. Clear goals and rules of play
3. A compelling narrative
4. Tasks that are challenging but achievable http://www.gartner.com/newsroom/id/1629214
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