7 Hi-Tech Education Trends to Watch for in 2016. The need to build upon traditional classroom-based learning approaches has steadily grown in recent years.
Professionals looking to expand their marketability by increasing their certifications and skill sets and students with special learning needs ranging from learning disabilities, to gifted needs and other issues not well suited to traditional classroom settings have steadily grown. The number of available technologies and their enhanced interactive potentials have resulted in new learning technologies to increase in popularity. In this article, we review 7 education technology trends to watch in 2016 Cloud Mobile Learning Cloud-based learning will continue to grow.
Remote Learning Supporting cloud-based learning tools, the potential of remote and online learning options has continued to gain momentum. Programs such as Coursera, MITx and studyUSA provide certificates to students who complete assignments and pass examinations based upon popular open course-ware study materials. eBooks. 11 EdTech Advances That Will Not Happen by 2020.
What are are the educational technologies that are perpetually “just around the corner?”
Which edtech advances do we constantly hear about as “imminent”, but that always seem to fail to arrive? My nominations are: #1 - A Communications Platform That Will Cut Down on E-Mail: When it comes to e-mail, I may be ready to surrender. Perhaps it is better to accept defeat, and admit to ourselves that our professional lives will forever be dominated by e-mail. The reality is that the more we grow our digital networks, the more people we become connected with. If we start to work together on Slack or Yammer or LinkedIn or whatever we find ourselves collaborating with more people, and these collaborations generate more e-mail.
Forbes Welcome. Forbes Welcome. A look at the educational possibilities of Minecraft. For the more than 70 million people who have bought Minecraft to date (and probably several million more parents), the online gaming sensation needs no introduction.
For everyone else, it can be described in the most basic terms; as a game in which players become the architects of their own online world, designing and building whatever they want to, brick by brick. Despite only being launched in 2009, it is strikingly retro, and its simplicity makes it accessible to the uninitiated it is an unlikely contender for a global gaming phenomenon, but its creator, Swedish programmer Markus Persson, sold it to Microsoft last year for £ 2.5 billion. The game’s reliance on the creativity of the user is what sets it apart for players, for parents (who overwhelmingly report it as being a positive influence on children) and, increasingly, for educators around the world. David Renton, computing curriculum leader at West College Scotland, is one such evangelist for the game’s educational value. Dundee. The positive connection between games and online learning.
By Mitch Weisburgh, cofounder of Games4Ed Game-based learning has the potential to drastically improve the way children are taught.
Games have peculiar qualities that let them engage hard-to-reach students in a way lessons cannot. Researchers have begun to explore the intrinsic qualities of games that make them promising learning tools, and anecdotal evidence is available everywhere. I personally know a student who struggled in history until Assassin’s Creed sparked his interest in the French revolution; he is now an honors history student. I know many students who spend hours playing Minecraft and many hours more learning new skills and techniques on YouTube, which they then apply to Minecraft. Who uses games? There is a sweet spot for learning that lies between what a person can do without help, and what they can only accomplish with help. Gamers beware, however. Games relate to another key aspect of learning.
One of the most important factors related to learning is time on task. The surprising innovations of your local librarians. Librarians these days are constantly expected to defend their profession's very relevance.
They're pelted by rather impolite questions like, "Why do we use libraries when we have Google? " and "Who needs books when we have e-readers? " Fayetteville Free Library executive director Sue Considine, for one, is sick of hearing it. Particularly because these lines of criticism are so unfounded. Because believe it or not, libraries — those old brick-and-mortar buildings filled with (gasp!) In fact, Considine's upstate New York public library is often credited with being the first in the U.S. to incorporate an innovative "makerspace" — essentially, an open-to-the-community, DIY workspace.
Indeed, the public perception of libraries doesn't match the ever-changing nature of the institutions themselves. There are a lot of cutting-edge changes at libraries: Red Box-style kiosks for borrowing books, digital badge award systems for summer reading, and makerspaces among them. More from The Idea Factory. EmeraldInsight.