Module #2 (BED):
Classroom Technology Tools & Trends
Classroom
technology tools and trends are important as it can improves engagement,
improves knowledge retention, encourages individual learning, encourages
collaboration, students can learn useful life skills through technology, and
also give benefits for teachers. It is important to acknowledge that
students are already interested and engaged in using technology. This creates many
amazing opportunities for schools and teachers to benefit from integrating some
forms of technology in the classroom and to make teaching and learning more
effective and interesting. Today, more than ever, the role
of educational technology in teaching is of
great importance because of the use of information and
communication technologies. With the help of various applications for
distance education, the Internet, teachers, and students themselves, they
see the advantage of educational technology.
An interactive
whiteboard (IWB) is a large interactive display in the
form factor of a whiteboard. It is one of the 21st century tool. It also
can either be a standalone touchscreen computer used independently to perform
tasks and operations, or a connectable apparatus used as a touch-pad to
control computers from a projector. There are many benefits of using
interactive whiteboards in the classroom. It can affect both the students
and teachers positively if used correctly. The first benefit from using interactive
whiteboard is it makes it easier for the teacher to structure lesson. The
second benefit would be by using interactive whiteboard, it makes the learning
process more fun if compared to the usual way. There are some creative ways to
use the interactive whiteboard which is we can use Google Earth. Once
installed, it can be helpful not only during geography lessons, but in almost
every class. Explore the world, find rare plants and animals, discuss different
cultures. It can also be use to collaborate. IWBs allow students to
interact with each other and with the teacher. For example, work on a project
together, with different aspects done by different students, in front of a
class. Not only will this engage the group, but also provide them with the visible
fruits of their labors.
According to Wikipedia, Virtual
Reality (VR) is an interactive computer-generated experience taking place
within a simulated environment. It incorporates mainly auditory and visual
feedback, but may also allow other types of sensory feedback like haptic. This
immersive environment can be similar to the real world or it can be
fantastical. It can actually be divided into two, which is the
simulation of a real environment for training and also education and the
development of an imagined environment for a game or interactive story.
Bring your own device (BYOD) is one of the digital
strategies. Bring your own device (BYOD)—also called bring your
own technology (BYOT), bring
your own phone (BYOP),
and bring your own personal computer (BYOPC)—refers
to the policy of permitting employees to bring personally owned devices
(laptops, tablets, and smart phones) to their workplace, and to use those
devices to access privileged company information and applications. Mobile
apps allow for simple and better-to-manage solutions in many instances for
school matter. Through BYOD, students can learn beyond the classroom
walls. As students spend countless hours outside the classroom on
their mobile devices, make it an advantages and let them use these
devices as engaging learning tools in the classroom.
Cloud
computing according
to Wikipedia is shared pools of configurable computer system resources and
higher-level services that can be rapidly provisioned with minimal management
effort, often over the Internet. Cloud computing relies on sharing of resources
to achieve coherence and economies of scale, similar to a public
utility. Cloud computing can increase speed and agility in an
organization, stop spending money on running and maintaining data centers and
go global in minutes. Cloud computing can increase accessibility
especially in education.
Open
educational resources are
freely accessible, openly licensed text, media, and other digital assets that
are useful for teaching, learning, and assessing as well as for research
purposes. There is no universal usage of open file formats
in OER. Open educational resources include full courses, course
materials, modules, textbooks, streaming videos, tests, software, and any other
tools, materials, or techniques used to support access to knowledge.
From this module, I had learnt
the classroom technology tools and trends. There are many benefits of the
classroom technology tools and trends. Instructors can personalize the education
experience. Next, it can also become an instant access to knowledge.
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