Send the link below via email or IMCopy
Present to your audienceStart remote presentation
- Invited audience members will follow you as you navigate and present
- People invited to a presentation do not need a Prezi account
- This link expires 10 minutes after you close the presentation
- A maximum of 30 users can follow your presentation
- Learn more about this feature in our knowledge base article
EMERGING EDUCATION TECHNOLOGIES
Transcript of EMERGING EDUCATION TECHNOLOGIES
To come forth into view or notice.
EMERGING EDUCATIONAL TECHNOLOGIES
What are Educational Technologies?
Processes and resources used to facilitate learning and improve intellectual performance.
Educational technologies include (but are not limited to) software, hardware and web based applications, such as wikis and blogs, and activities.
to develop the faculties and powers of (a person) by teaching, instruction, or schooling.
What can emerge?
The application of scientific knowledge for practical purposes, especially in industry.
What is Holographic Telepresence?
Holographic telepresence systems can project realistic, full-motion, real-time 3D images of distant people and objects into a room, along with real-time audio communication, with a level of realism rivaling physical presence.
10 Emerging Educational Technologies
1. Cloud Computing (12 Months or Less)
2. Mobile Learning (12 Months or Less)
3. Tablet Computing (12 Months or Less)
4. MOOCs (12 Months or Less)
5. Open Content (2-3 Years)
6. Holographic Telepresence
7. Gamification and Game Based Learning (2-3 Years)
8. 3D Printing (4-5 Years)
9. Virtual and Remote Laboratories (4-5 Years)
10. Wearable Technology (4-5 Years)
Advantages of Holographic Telepresence
Gamification and Game Based Learning
Gamification is the application of game like mechanics to non-game entities to encourage a specific behaviour.
Game based learning is simply learning through games.
Benefits of Gamification and Game Based Learning
1 Can be used to encourage a specific response or behavior.
2 To increase the visibility and perceived importance of otherwise “minor” and less visible actions.
3 To promote competition; to engage students
4 To help students track their own academic progress
Leaderboards (e.g., Class Valedictorian), badges, trophies, points systems, XP, “unlocking” certain content via mastery of preceding content
They both can use each other and they both can lead to content mastery, but neither are expressly designed for classroom use—which is why, done well, your students will probably like them.
Among the ideal uses of game-based learning is learning simulations. Historical simulations like Civilization V are powerful learning tools, as they allow students to sit with, analyze, interaction with, and otherwise struggle with complexity.
They force players to play the rules of the game’s universe (or they are designed to let the players create their own rules). This requires students to understand complex ideas—resource management, political tactics, diplomacy, communication, etc. Unlike a traditional lesson or activity, in game-based learning, unless the student refuses to play they have to learn the rules, and then respond to a constantly changing world.
- a computer-based activity where students interact with an experimental apparatus or other activity via a computer interface.
These laboratories operate as web applications and simulate the operation of real laboratories and enable students to practice in a “safe” environment before using real, physical components.
Virtual labs were conceptualized in 1997 with a directed focus geared toward Physiology. The lab was therefore dubbed "Virtual Laboratory of Physiology".
Graduate Programs Embracing Game-Based Learning
Remote laboratory -
is the use of telecommunications to remotely conduct real (as opposed to virtual) experiments, at the physical location of the operating technology, whilst the scientist is utilizing technology from a separate geographical location.
In a traditional proximal laboratory, the user interacts directly with the equipment by performing physical actions (e.g. manipulating with the hands, pressing buttons, turning knobs) and receiving sensory feedback (visual, audio and tactile).
The first Virtual lab was placed in a database and published on a CD-ROM in 1999.
The life sciences in general, as well as the arts and literature have since been incorporated in the virtual laboratory system.
In 2002, the first version of the Virtual Laboratory went online.
MIT: One of the coolest initiatives at the school is the Education Arcade, a consortium of researchers, faculty, and students that helps to develop games for learning. MIT’s Sloan School of Business is using games to help MBA students learn the ropes. Students get to play Platform Wars, a simulation game that challenges students to play the role of a senior manager at a video game hardware producer, and teaches a variety of lessons about how to manage competition and develop strong technology strategies.
Harvard Medical School:
Video games are even helping students to learn in some of the nation’s top medical schools.Dr. Bryan Bergeron, a researcher in Health Science and Technology at Harvard University, has developed several health care-related games that are used by Harvard’s students and those at medical schools across the country. He states that gaming in education is appealing to schools, especially medical schools, because it cuts costs while getting students excited about learning, which can improve learning outcomes.
University of Connecticut
University of Pennsylvania, Wharton School of Business
University of South Carolina, Moore School of Business
Florida State University College of Medicine
Duke University Medical Center
University of Minnesota Medical School
In a remote laboratory, the interaction takes place at a distance with the assistance of the remote infrastructure.
The remote infrastructure operates between the user and the laboratory equipment.
It is responsible for conveying user actions and receiving sensory information from the equipment.
On the user’s side, the remote infrastructure performs the following key functions:
Provides a user interface that allows the experiment apparatus to be monitored and operated.
Manages access to the laboratory, to ensure that only one user can use an experiment at a time
On the equipment side, the remote infrastructure performs the following key functions:
Monitors the apparatus, e.g. through the use of video cameras, microphones and other sensors.
Controls the apparatus, e.g. through the use of I/O interfaces, motors or other actuators.
Ensures that the experiment is ‘cleaned up’ at the end of a user’s session by automatically resetting the apparatus or putting it into a stable state.
Advantages of Virtual Labs
Students can repeat experiments quickly for better understanding.
Students enjoy the use of the computer
Disadvantages of Virtual Labs
Technical difficulties with computers
They do not replace traditional labs - only enhance
Students need to learn how to manipulate lab equipment
Enables Distance Learning
Cost of Implementation
How is it implemented?
The laser points at the beam splitter.
Mirrors direct the paths of these two beams.
Beams pass diverging lens and becomes a wide swath of light.
One beam, the object beam, reflects off of the object and onto the illuminating material
The other beam, the reference beam, hits the emulsion without reflecting off of anything other than a mirror
Have experts illustrate processes live, in person, in 3D
Connect geographically remote classrooms
Deliver lectures to multiple classrooms, anywhere, at the same time
Remote access – ‘be there’ in 3D
Go ‘back in time’ in 3D?
Main Disadvantage of Holographic Telepresence
C.I.B.S. (Colloquial Iron Balloon Syndrome)