12 Technologies To Dominate STEM Education Tech Trends | News Page 2 of 3 12 Technologies To Dominate STEM Education The Project declared that four technologies would enter mainstream use in the next year: Learning analytics, the use of data to improve student retention and provide more personalized instruction; Mobile learning, facilitating education through mobile devices; Online learning, which is undergoing massive "experimentation" to uncover "solutions [for] assessment and learning at scale that are completely fresh and new"; and Virtual and remote laboratories, Web applications that emulate the operation of real labs to allow students to "practice" experiments without the use of physical components. Over the next two to three years, four additional technologies will come to the forefront: Within four to five years, the following technologies will emerge: "It is clear that many technologies that for other areas of learning are further away from mainstream use, are being integrated much faster into STEM disciplines.
A Direction for Online Courses Examining Blended Learning Models: Student To Student Interactions In part 1 of this 6-part series, Thomas Stanley looked at an overview of blended learning, specifically the critical interactions of a blended learning model. In part 2 below, Stanley looks specifically at student-to-student interaction, and the reality of synchronous and asynchronous access. Examining Blended Learning Models: Student To Student Interactions by Thomas Stanley, Project Learning LLC Student-to-Student Interaction Used to expand the students’ education and learning experiences, the student-to-student exchange is a critical part of a quality online class. What is the value of intensive student-to-student exchanges? What expectations should a school or program have about the depth and breadth of student interaction? As students begin to do these traditional online discussions, they also can meet and discuss ideas with real world experts, do high level projects and activities together, and post an array of multimedia materials to support what they do.
Driving Tech Adoption in Colleges 2014-19 Academic Computing | Ed Tech Trends What Will Drive Technology Adoption in Colleges and Universities This Decade The latest Horizon Report from the New Media Consortium and the Educause Learning Initiative has identified the top six trends that will drive changes in higher education for the remainder of this decade. The report, the NMC Horizon Report: 2014 Higher Education Edition, focuses on trends in education technology, barriers facing ed tech and new technological developments that will help shape teaching and learning in the near future. Horizon Reports are released annually by the New Media Consortium and the Educause Learning Initiative. The NMC Horizon Report: 2014 Higher Education Edition identified six factors that will play a major role in driving technology changes in higher ed in the coming years, broken down by timeframe — the near term (one to two years), mid-term (three to five years) and longer term (five or more years).
The 3 Big Benefits Of Online Learning Guys, there are haters out there. We all know it. Some of them are just negative people who hate everything. Others hate specific things. There’s Something For Everyone When I was in college, I loved looking through the course catalog. Furthermore, in online course formats, instructors often present the materials in many different formats, which helps a variety of learners. Participation Changes I grew up in a small town, and every year from Kindergarten through the 12th grade, I knew all of the students in my classes. What You Need, When You Need It Online learning forces students to be self motivating, disciplined, and self directed.
Educational Technology and Mobile Learning: The Basics of Blended Learning With the growing embrace of technology into education, there emerges a whole bunch of new concepts and technical terminology in the teaching and learning literature to the point that it becomes cumbersome to keep track of the novelties in this field. Sometimes the lines are blurred and you can not even differentiate between one concept and the other as is the case between flipped classroom and blended learning. The list of such technical terminology is growing bigger and bigger and now we have : virtual classroom,, MOOCs, Asynchronous learning, virtual learning environment, Online Lab, to mention but some. Given the growing perplexity of such jargon, I deemed it important to go through each concept and try to provide you with resources that explain it the best, and just as I did with Flipper Classroom in earlier posts, today I am sharing with you some great videos to help you understand what Blended learning is all about. 1- The Basics of Blended Learning
Why Gaming is Working in Higher Ed By David DeHaven and Susan Ferebee As a planet, we spend 7 billion hours a week playing video and computer games, and about 5 million of us are playing an average of 45 hours a week. It is no surprise that educators are taking a serious look at gaming theory and “badging” in the classroom to increase student engagement and motivation. Top tech institutions such as MIT acknowledge that the persistence, risk-taking, attention to detail, and problem solving commonly observed among game players are all “behaviors that would be regularly demonstrated at school.” Keeping students engaged is critical to a successful learning experience, and when we think about how to do this, a logical approach is to look at scenarios where people easily remain engaged. The theories that explain what keeps players focused on games can be applied to keeping students involved in school-related tasks. Showing the user’s status in the community is also motivational. Gaming as a Teaching Model Initial Results
The Five Faces of Online Education In the not-so-distant past, the relatively small number of people who took online classes in the U.S. saw at-your-own-pace learning as a good alternative to traditional, in-person classes. Adults with careers and children often took advantage of online classes and degrees due to the convenience the classes afforded them to learn anywhere, anytime. In the minds of many people, online degree programs were largely associated with for-profit institutions, even though many nonprofit institutions offered individual online courses. Today, what was once a niche educational medium has become part of the mainstream. For instance, 60 percent of post secondary institutions report online offerings. And the proportion of higher education students currently taking at least one online course is at an all-time high of 34 percent, or an estimated 7 million students—with online enrollment growing more than five times faster than total enrollment. Seizing Opportunity and Navigating Risk, Eduventures, 2014.
Digital trends to shape 2014 What will 2014 bring to the digital field in higher ed? That’s the million dollar question at the start of this new year. Unfortunately, charting a precise course for success over the next 12 months isn’t possible. When everything changes so quickly, we can only try to identify what looks like the best route to our destination. To help you with the exercise, let’s see what developments are leading the way. A world of required fun, emotions, engagement and impact In this brand new world shaped by overwhelming choices, interconnected platforms, mobile connectivity and craving for real-time connections, digital marketers can’t afford to stay at the tactical level. Digital content is now the currency for search, social networking and even advertising. Yet, content is not enough—it has to be engaging. A world of “now” When distance and place don’t matter anymore for online interactions and actions, time becomes crucial. An integrated, interconnected world Future trends
Fall In Love With eLearning: Gamification, Personalization and Clear Pathways Winston Churchill once said, “Personally I'm always ready to learn, although I do not always like being taught.” It’s a common complaint – while we enjoy learning new things and expanding our knowledge, we don’t necessarily enjoy the manner in which we’re taught. When we think of ‘learning’, a lot of us will cast our minds back to school; for some, a world of misery with cramped classrooms, disruptive peers and cranky teachers. If you weren’t particularly academic, you may remember feeling bored and disheartened, eager for the day to end. Most adults have only experienced learning and education in a school environment, and it can take a lot to change our perceptions of ‘learning’ when we reach adulthood. But there’s another danger here: what happens when these people, who experienced dull teaching at school, come to design eLearning courses themselves? You might be thinking, “So what? You know what I think? Here’s an example. 1. 2. Gamification is the latest buzzword in L&D. 3.