heal the world

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domingo, 21 de febrero de 2016

The Evolution of Technology in the Classroom

The Evolution of Technology in the Classroom
Technology has always been at the forefront of human education. From the days of carving figures on rock walls to today, when most students are equipped with several portable technological devices at any given time, technology continues to push educational capabilities to new levels. In looking at where educational methods and tools have come from to where they are going in the future, technology’s importance in the classroom is evident now more than ever.


A History of Classroom Technology

The Primitive Classroom

In the Colonial years, wooden paddles with printed lessons, called Horn-Books, were used to assist students in learning verses. Over 200 years later, in 1870, technology advanced to include the Magic Lantern, a primitive version of a slide projector that projected images printed on glass plates. By the time World War I ended, around 8,000 lantern slides were circulating through the Chicago public school system. By the time the Chalkboard came around in 1890, followed by the pencil in 1900, it was clear that students were hungry for more advanced educational tools.
  • Radio in the 1920s sparked an entirely new wave of learning; on-air classes began popping up for any student within listening range.
  • Next came the overhead projector in 1930, followed by the ballpoint pen in 1940 and headphones in 1950.
  • Videotapes arrived on the scene in 1951, creating a new and exciting method of instruction.
  • The Skinner Teaching Machine produced a combined system of teaching and testing, providing reinforcement for correct answers so that the student can move on to the next lesson.
  • The photocopier (1959) and handheld calculator (1972) entered the classrooms next, allowing for mass production of material on the fly and quick mathematical calculations.
  • The Scantron system of testing, introduced by Michael Sokolski n 1972, allowed educators to grade tests more quickly and efficiently.
The pre-computer years were formative in the choices made for computers in the years following. Immediate response-type systems (video, calculator, Scantron) had become necessary, and quick production of teaching materials, using the photocopier, had become a standard. The U.S. Department of Education reports that high school enrollment was only 10% in 1900, but by 1992 had expanded to 95%. The number of students in college in 1930 was around 1 million, but by 2012 had grown to a record 21.6 million. Teachers needed new methods of instruction and testing, and students were looking for new ways to communicate, study, and learn.

The Entrance and Significance of Personal Computers

Although the first computers were developed in the ‘30s, everyday-use computers were introduced in the ‘80s.  The first portable computer, in 1981, weighed 24 pounds and cost $1,795. When IBM introduced its first personal computer in 1981, the educational world knew that it was on the verge of greatness. Time magazine named The Computer its “Man of the Year” in 1982, and aptly so: the foundation of immediate learning capabilities had been laid. Time declared, “it is the end result of a technological revolution that has been in the making for four decades and is now, quite literally, hitting home.”
  • Toshiba released its first mass-market consumer laptop in 1985 (the T1100), and Apple’s infamous Mac (which later evolved into the Powerbook) was available starting in 1984.
  • In 1990, The World Wide Web was given life when a British researcher developed Hyper Text Markup Language, or HTML, and when the National Science Foundation (NSF) removed restrictions on the commercial use of the Internet in 1993, the world exploded into a frenzy of newfound research and communication methods.
  • The first Personal Digital Assistants (PDAs) were released by Apple Computer Inc. in 1993, and with that, computers were a part of every day, if not every moment. By 2009, 97% of classrooms had one or more computers, and 93% of classroom computers had Internet access. For every 5 students, there was one computer. Instructors stated that 40% of students used computers often in their educational methods, in addition to interactive whiteboards and digital cameras. College students nowadays are rarely without some form of computer technology: 83% own a laptop, and over 50% have a Smartphone.

The Future of Technology in the Classroom

It seems like years since MySpace, first introduced in 2003, Facebook (2004) and Twitter (2007) have changed both the communication and business worlds. Instant connectivity has branched out from merely a tool of personal communication, to a platform for educational instruction and outreach. Social media is now being recognized as an accepted form of instruction in some instances, and groups such as Scholastic Teachers provide excellent support and tips for instructors. Many instructors use social media to communicate directly with their students, or to form forum-style groups for students to communicate with each other, and the method seems to be proving valuable in providing one-on-one attention to student’s questions and concerns.
With the classroom having already evolved into a hotbed of technological advances, what can the future possibly hold that could further educational proficiencies even more?
  • Biometrics, a technology that recognizes people based on certain physical or behavioral traits, is on the technological horizon. The science will be used to recognize the physical and emotional disposition of students in the classroom, altering course material to tailor to each individual’s needs based on biometric signals.
  • A second up-and-coming technology is Augmented Reality (AR) glasses, rumored to be on Google’s release list, and this technology could be a whole new world for education. AR Glasses (or even contact lenses) will layer data on top of what we naturally see, to allow for a real-world learning experience. For example, a student wearing AR Glasses could potentially sit at his desk and have a conversation with Thomas Edison about invention. It was Edison, after all, who said that “Books will soon be obsolete in schools. Scholars will soon be instructed through the eye.”
  • Multi-touch surfaces are commonly used through equipment such as the iPhone, but the technology could become more relevant to education through entirely multi-touch surfaces, such as desks or workstations. This could allow students to collaborate with other students, even those around the world, and videos and other virtual tools could be streamed directly to the surface.

Educators and the Evolution of Technology in the Classroom

With the evolution of technology, educational capabilities are growing and changing every day. The Internet is a vast electronic library of information, and both research and instruction can be achieved through a click of the mouse. With these advances come new responsibilities to the instructor and therefore increase the value of a Master’s of Science in Education in Learning Design and Technology. As technology advances, an educator’s abilities will grow by leaps and bounds, and without the knowledge of these changes and capabilities, an instructor has a good chance of being left behind.

A career in education requires hard work and dedication, but, for the diligent educator, can prove very rewarding. For those who are serious about success in the education field, staying well-informed of current and changing technologies is imperative. As the world of technology evolves, the learning environment, both on-campus and online, will equally progress, and the need for teachers who are educated in technology and design will continue to grow.


What is your opinion about the evolution of technology in the classroom?

sábado, 13 de febrero de 2016

The future of technology in classrooms


8 Technologies That Will Shape Future Classrooms


What does the future of learning hold? What will classrooms of the future be like? Emerging technologies such as cloud computing, augmented reality (AR) and 3D printing are paving the way for the future of education in ways we may have yet to see. At the very least though, we can extrapolate from what these promising technologies and predict how schools will adopt them in time to come.
However, just as the original intentions for new technology often give way to innovative and unpredictable usage, we can never be sure if a twist is waiting for these rising stars. As for now, let us observe their progress and speculate on how these 8 up-and-coming technologies could potentially change education for the better.

 

1. Augmented Reality (AR)

We’re still waiting for Augmented Reality to take the world by storm by way of Google Glass, gaming and awesome apps for astronomy.
It’s expected to wow audiences with its AR capabilities, which allow users to see additional information layered over what they see through the lens. Currently, however, access to AR technology for educational purposes is mostly limited to smartphone apps.
Apps like Sky Map lets you scout the night sky for constellations, but they are not fully integrated as a component of education as they have yet to reach the stage of seamlessness. The AR experience must be immersive enough to blend information readily with the reality.
With Google Glass and the other AR-enabled wearable devices that will soon follow, students explore the world without having to hold up a device which could distract from the experience. Created by Will Powell, an AR developer for Oxford, a simpler version of the Google Glass showcases how effortless this can be. Check out this video to enter a world with seamlessly integrated augmented reality.

A New Way To Teach

Virtual field trips are also possible with AR. Physics teacher, Andrew Vanden Heuvel, taught from inside the Large Hadron Collider in Switzerland, streaming what he sees through a beta Google Glass to his students thousands of miles away. They see him, and he sees them; it’s as if they are in the same classroom! The "Hangout" feature in use here is particularly promising for team collaborations in projects and assignments.
In other cases, students may be able to see supplementary and interactive information appearing on historical artifacts for them to get to know more about its history, just like how this AR advertising app can recognize images in the real world and interact with them.

2. 3D Printing

What’s a better present for your 10-year-old than a LEGO set? How about a 3D printer, one specifically for children? The 3D printer should really be a must-have in classrooms. Instead of being restricted to what they can play with, pupils in the classroom of the future can print out 3D models for various purposes, including show-and-tell.

Engineering students and teachers are prime examples of who could directly benefit from 3D printing technology. In Benilde-St. Margaret’s School in Minneapolis, the school’s Dimension BST 3D printer lets students create design prototypes.The 3D printer produces working mini-models to test out engineering design principles, so students can perfect their design before making an actual prototype. Together with CAD (computer-aided design) modeling software, 3D printing allows these students to experiment freely with their designs without expending considerable costs and time.Abstract Thought, Real-Life Models
As it will be for many other subjects that require some form of visualization, the decreasing cost of 3D printers means that more teachers will be able to reconstruct complex concept models to teach theoretical concepts. For instance, the concept of molecular structures and configurations may be hard to grasp, but by printing out physical versions of these structures, this can help students put a form on abstract thought, and aid in better understanding.

 

3. Cloud Computing

"My dog ate my homework" just won’t cut it with teachers in the near future. Cloud computing is buzzing these days and will most likely continue to change many aspects of our society, particularly education. In a bid to modernize education in China, the city of Zhuji in Zhejiang has installed more than 6,000 cloud computing terminal devices in 118 schools.
In the future classroom, students may just need an electronic device to access all their homework and all other learning resources in the Cloud. This means no more lugging heavy textbooks to school, and having constant access to your reading materials as long as you have an Internet connection.
Such convenience will provide students the freedom to work on their projects or homework anytime and anywhere. The digital library is accessible even when the campus library is not. In fact you can skip hitching a ride there, or to the bookstore or even to class (but being sick may no longer be an acceptable excuse to skip "attending" class from your bedroom).

An Online Learning Opportunity

Cloud computing seeks to virtualize the classroom. Schools can now leverage on cloud technology and set up online learning platforms for students to log on and attend classes in a virtual environment.
Take for example, the concept of cloud-based virtual learning environment (VLE), which allows students to access learning content and participate in discussions in forums. Assignments or even tests can also be easily disseminated to the class, minimizing the need for students to be physically present, but to encourage interaction and discussion, educators require another channel.

 

4. Online Social Networking

Numerous universities have already registered themselves with the online virtual world, Second Life to provide students with an online platform to socialize with each other. As a big part of the cloud platform, such social networks allows students to share their ideas freely, while teachers moderate.
This is a very empowering notion because it will imbue learners with a new perception – that learning is a personal responsibility and not that of the teacher’s.

For Homework… Discuss

Furthermore, this many-to-many interactive learning where ideas are allowed to flow freely will be more aligned with real-world scenarios where collaboration is usually the norm. Social networking tools can be incorporated to enhance collaboration and team-building initiatives.
Still, if there is a need, teachers, lecturers and professors can lend some guidance in the form of responses to forum queries or by uploading useful information to the cloud community instantaneously. Another benefit is that It also serves as a great feedback tool, to help improve the courseware. A social-based approach to education will seem more than relevant to students of the future.

 

5. Flexible Displays

Note-taking on memo pads is still very much alive during lectures although there may be a shift from paper to laptops, netbooks or tablets. As educational settings become more digitalized, how will the future classroom reconcile the differences between pen and paper versus keyboard and screen?
The answer might just be flexible OLED-based displays. Just like regular paper, these displays will be lightweight, flexible and extremely thin. This means we can roll them up into tubes or fold them like newspapers.

Paper-Thin Smartphones

Unlike regular paper however, these plastic e-papers are not only durable ("unbreakable" is the correct term), but also provides interactivity. With swipes, taps and pinching (maybe), these flexible paper-thin displays can take over paper-centric industries.
Feast your eyes on this paper-thin, A4-sized digital paper prototype by Sony which weighs only a mere 63g. Laptops and even smartphones can’t hold a candle to that kind of portability.

 

6. Biometrics: Eye Tracking

One technology that’s been gaining recognition is biometrics. Conventionally biometrics are associated with the security industry, as it uses what is unique to each one of us to authenticate our identity: fingerprints, facial recognition, iris patterns, voice. In terms of education, some schools are only using fingerprinting to prevent truancy and for borrowing books from their school library.
However, eye-tracking can be helpful for instance, in providing invaluable feedback for teachers to understand how students absorb and understand the learning content. As a matter of fact, advertising research have been using eye-tracking technology to see how consumers respond to their ads and to determine what captures their attention.

Similarly, the same form of analysis can be conducted to ascertain course effectiveness or individual learning styles. Mirametrix is using its S2 Eye Tracker to assess how students learn by getting details of where they look during online learning sessions.
Cheaper alternatives are turning up in the form of Eye Tribe for Windows and Android, so it’s only a matter of time before this data is attainable by educators.

7. Multi-Touch LCD Screens

Over the past few decades, we’ve seen the transition from blackboard to whiteboard, to overhead projector and to video projector for computers in schools. If you’re guessing that the next in line will be something that is akin to our smartphones and tablets, you may be right. Specifically speaking, the next "board" is likely to be a giant touchscreen LCD screen which allows a greater amount of interactivity.
After all, we’re talking about a screen that will be attached to a computer capable of generating infinite combinations of images, sounds and videos, just like our smartphones. The major difference with this new "board" and our smart devices is that it will be capable of detecting multiple touch inputs from many students simultaneously.

LCD Touch boards

Instead of the traditional big board in front of the classroom, it will probably be just like the Samsung SUR40 for Microsoft Surface, a giant tablet with its LCD screen lying flat atop a table-like structure. Students will sit around the table tablet, swipe on the board to manipulate and drag images around the screen, or type notes with their onscreen keyboards.

Think of the possibilities if every pupil gets one of these desks. Along with the social networking feature, these multi-touch surfaces will also allow students to collaborate live with peers around the world by manipulating virtual objects in real-time. The Multi-touch project by SynergyNet in Durham University is a great existing example of how such technology can be used by school children.

 

8. Game-Based Learning

Growing up at a time when the world is connected by the internet, kids today seems to have very short attention spans. This is unsurprising, since their childhood revolves around YouTube, Facebook and smartphones that provide them with on-the-go 24-hours updates and the answers to all their queries through Google and Wikipedia.
To cater to such a fast-paced generation, schools will eventually abandon traditional teaching methods of rote learning to align themselves with the times. One great way to achieve that is to use what had always been considered as a major distraction to learning – video games.

Gaming For Grades

KinectEDucation provides a one-stop online community for interested educators and students who want to use Microsoft Kinect for learning purposes. As can be seen from their video, some of the best suggestions on how educators and students can benefit from the motion-sensing technology include enabling students to learn sign language and how to play the guitar by detecting their hand movements.
In another example, a professor from the University of Washington Bothell teaches mathematics to her class by giving them the first-hand experience of learning through their motions which are captured by Kinect. Along with successful devices like Wii Remote and PlayStation Move, the motion-sensing technology is believed to be able to provide the necessary level of interactivity for students to feel more engaged with learning.

Learning To Design Games

Another concept adopted by educators does not focus on the gameplay or interactivity; rather, it emphasizes on how learning the game design process can educate students. In Gamestar Mechanic, the idea is to impart students with basic game designing skills (without the complexity of programming) to create their own games and consequently help them develop broad skill sets such as language, systematic thinking, problem-solving (through simulation, trial-and-errors, etc), storytelling, art and many more.
School children from fourth to ninth grade learn how to design one by playing a game itself where they assume the role of a young aspiring game designer who’ll go through quests, missions, etc to be awarded with various Sprites to use in their Toolbox (an area for them to design their own games). This is not unlike the role-playing video games we see in today’s market.
This illustrates how educators are moving away from traditional classroom teaching to that of letting students have fun and learn while they play interactive games. It’s inevitable that students in the future who grow up with such technology will require much higher levels of fun and excitement before they see education as appealing and captivating.

Education Beyond the Classroom

In the future, education will no longer be restricted to formalized institutes like schools and classes. Using AR, cloud computing, online social networking and adaptive learning systems utilizing eye tracking technology, learning can take place outside the tradtional classroom.
Experimentations and mistakes will also be encouraged as simulations are made possible through 3D printing and game-based learning without actually incurring real-world consequences or costs. Chief among all, students will soon be imparted with the wisdom of seeing learning as not a chore, but as a critical and gratifying part of their life which requires their proactive involvement.

sábado, 6 de febrero de 2016

Changes in Technology

Technology in schools: Future changes in classrooms



Is it time for radical change of our school systems?

Technology has the power to transform how people learn - but walk into some classrooms and you could be forgiven for thinking you were entering a time warp.
There will probably be a whiteboard instead of the traditional blackboard, and the children may be using laptops or tablets, but plenty of textbooks, pens and photocopied sheets are still likely.
And perhaps most strikingly, all desks will face forwards, with the teacher at the front.
The curriculum and theory have changed little since Victorian times, according to the educationalist and author Marc Prensky.
"The world needs a new curriculum," he said at the recent Bett show, a conference dedicated to technology in education. "We have to rethink the 19th Century curriculum."
Most of the education products on the market are just aids to teach the existing curriculum, he says, based on the false assumption "we need to teach better what we teach today".
He feels a whole new core of subjects is needed, focusing on the skills that will equip today's learners for tomorrow's world of work. These include problem-solving, creative thinking and collaboration.

 

'Flipped' classrooms

One of the biggest problems with radically changing centuries-old pedagogical methods is that no generation of parents wants their children to be the guinea pigs.
Mr Prensky he thinks we have little choice, however: "We are living in an age of accelerating change. We have to experiment and figure out what works."
"We are at the ground floor of a new world full of imagination, creativity, innovation and digital wisdom. We are going to have to create the education of the future because it doesn't exist anywhere today."
He might be wrong there. Change is already afoot to disrupt the traditional classroom.

 
In a "flipped" classroom, children get on with work and teachers act as guides
The "flipped" classroom - the idea of inverting traditional teaching methods by delivering instructions online outside of the classroom and using the time in school as the place to do homework - has gained in popularity in US schools.
The teacher's role becomes one of a guide, while students watch lectures at home at their own pace, communicating with classmates and teachers online.
Salman Khan is one of the leading advocates of "flipped" classrooms, having first posted tutorials in maths for his young cousins on YouTube in 2004.
Their huge popularity led to the creation of the not-for-profit Khan Academy, offering educational videos with complete curricula in maths and other subjects.
The project has caught the eye of the US Department of Education, which is currently running a $3m (£1.9m) trial to gauge the effectiveness of the method. Now the idea has reached the UK.

Teachers 'surprised'

Mohammed Telbany heads the IT department at Sudbury Primary School in Suffolk. He has been experimenting with the "flipped" classroom and recently expanded it to other lessons.
"The teachers facilitate, rather than standing in front of the children telling them what to do, and the children just come in and get on with what they are doing," he says.
"It has surprised the teachers that the kids can excel on their own, with minimal teaching intervention."
In the developing world where, according to some estimates, up to 57 million children are unable to attend primary school, the idea of children learning without much adult intervention is a necessity not a luxury.
Prof Sugata Mitra, from Newcastle University, has been experimenting with self-learning since his famous hole-in-the-wall computer experiments in the slums of Delhi in 1999.

 
The School in the Cloud project opened in India
He was amazed at how quickly the children learned how to use the machines with no adult supervision or advice.
From that was born the idea of "cloud grannies" - retired professionals from the UK, mentoring groups of children in India via Skype.
He won the $1m Ted prize in 2013 to build a series of self-organising learning environments in both the UK and India.
In January he completed the last of seven such units - a striking solar-powered glass building amid the lush vegetation of the village of Gocharan in West Bengal.
There will be no teachers and up to 40 children can participate when it suits them. They will have the internet at their disposal and will work in small groups. E-mediators will mentor the children via Skype.
Dr Suneeta Kulkarni, research director of the School in the Cloud project, said children would "engage in a variety of activities that are driven by their interest and curiosity", with games typically tried first.
The children will also be asked "big questions" that they can answer online.
"At yet other times these questions emerge from what the children 'wonder' about. It is also where the grannies or e-mediators are expected to play a significant role," she said.

Classroom games

When Canadian teacher and computer programmer Shawn Young wanted to spruce up his lessons, his first thought was gaming.
It was a platform many of his students were familiar with and something that was proven to engage children.
But it also had a bad reputation in teaching circles - thought to be too violent, addictive and without educational merit.
Some early attempts to integrate educational content within games failed. But what makes Classcraft different is that it is not about content - it is more a behaviour-management and motivation tool.

  
Linking behaviour and attitude to a game could be a way of engaging children
"The teacher teaches as normal. Teachers can offer pupils points for good behaviour, asking questions, or working well in their teams and it gives them access to real life powers," Mr Young says.
Those powers are decided by the teachers and may include handing in homework a day late.
There are also penalties for those not concentrating in class, turning up late or being disruptive.
Children play the game in teams, which means a lost point affects the entire group, and encourages them to work together.
"It is being used in a school in Texas which has a mix of white, Mexican and Afro-Americans. They would never normally speak to each other," said Mr Young.
Teachers using the system - some 100,000 have signed up since it launched in August - have noted not just better interaction between pupils, but better classroom engagement and motivation.
"As in other games there are sometimes random events, which could be something like everyone having to speak like a pirate for the day or the teacher having to sing a song in class. The kids love it."