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THE FUTURE OF

TECHNOLOGY AND
EDUCATION
Katrina Bert, Jason Eberlin, Dylan Grinsell, Tyler White
INTRODUCTION

A lot has changed in


school classrooms over
the past decade. The
increased application of
technology has allowed
teachers, students and
administrators to change
the way learning is done.
From online classrooms,
digital teaching, video
integration and
Smartboards; education
has been taken out of
the classroom walls and
into the world.
NEW TECHNOLOGY
3D Printers, Virtual and Augmented Reality
NEW TECHNOLOGY: 3D PRINTERS

Incorporating new advancements in technology


has been a practice as long as education has
been around. In the past teachers have been
able to utilize technology such as printers to
easily distribute notes, worksheets and tests.
Newly developed printers that are able to print
not only in two dimensions but in three
dimensions are now available and are become
more and more affordable for schools to have.
There are many possibilities that 3D printers
bring to the classroom in almost every subject
3D PRINTERS

According to Szulzyk-Cieplak, Duda and Sidor 3D printers have


been found to facilitate better learning and enhance student
involvement in class. The website Studica has determined 5
overall benefits of 3D printers for education, they are:
Create Excitement
Complement STEM Curriculum
Give Access to Materials not available before
Open New Possibilities for Learning
Promote Problem Solving Skills
3D PRINTING THE FUTURE OF
EDUCATION
(VIDEO)
3D PRINTERS: IN SCHOOL

Math Art

Different shapes can be Students can create different


printed to help students more designs using 3D printers to
effectively learn shapes from make detailed sculptures
more than just pictures
3D PRINTERS: IN SCHOOL

Biology Chemistry

Students are able to hold and Students can learn how


see in real size part of the molecules forma and then
body. This is far better than create them using the 3D
simply viewing images or printer. Allowing for more
watching a video visual and tactile learning
3D PRINTERS: IN SCHOOL

Geography Technology/Design

Maps can be created in 3 Students can now create a real


dimensions providing a product from their drawings in tech
class. This allows for more
greater representation of meaningful learning and a greater
elevation and other land sense of vision
features
3D PRINTERS: SUMMARY

The use of 3D printers is applicable to all


subject areas. As schools progress with new
technology students will have greater access
and opportunities to increase their knowledge
of what is available in the world. Students will
also be able to access a deeper level of
creativity that goes beyond writing papers or
answering questions on a test. Like much of
the new technology available 3D printers will
continue to evolve; becoming more and more
user friendly and continue to help students
3D PRINTERS: WHATS TO COME

3D printers are changing all the time. Advancements are made to


improve them and allow more people to have access to their
possibilities. Some of these improvements include:
Cheaper printers
Easy software to print from
Decreased size for more mobility and placement
More detailed products printed
Curriculum written for incorporating 3D printers in the class
3D PRINTERS: RECOMMENDATIONS

3D printers are often a daunting task


when someone doesnt have any
background knowledge in the area. As 3D
printers become more and more
available it would definitely be beneficial
to gain access to a 3D printer and test it
out. More research still needs to be done
to determine all the benefits of how
learning is affected by 3D printers.
NEW TECHNOLOGY: VIRTUAL AND
AUGMENTED REALITY
By bringing artificial reality into classrooms teacher are able
to provide their students opportunities that we not previously
practical or even possible (eLearning Industry, 2016). Virtual
reality (VR) allows an individual to enter a 360 degree
environment where they are completely immersed in what
they are seeing. This reflected real life and gives the
impression that the viewer is actually experiencing their
surroundings. Augmented reality (AR) is similar in that it the
view experiences a virtual 360 degree environment; however,
what they are seeing is computer generated rather than real
world simulations.
VIRTUAL REALITY IN THE
CLASSROOM
AR AND VR: IN SCHOOL

History Geography

Students are able to visualize Students are able to


battlefields as they looked experience locations around
during war times the world that are not
practical to attend on a field
trip
AR AND VR: IN SCHOOL

Art Biology

A new form of art has started Students can virtually see


with the growth of VR and AR bodies, organs or other
as painters can now paint in 3 components of biology that
dimensions in the virtual are not possible to obtain in
space real life
AR AND VR: IN SCHOOL
Health and Physical
Technology and Design
Education
Students can design buildings or Students can participate in
rooms and experience what they movement activities in smaller
would be like as opposed to just areas that are not practical to
creating pictures or images of them facilitate in a regular physical
education class
NEW TECHNOLOGY
SMARTboards & IPads
New Technology: SMARTboards
A line of interactive whiteboard
The first interactive whiteboard to provide touch control of
computer applications and the ability to write over
standard Microsoft Windows applications
The whiteboard accepts touch input from a finger, pen, or
other solid object
The digital screen allows images from the computer to be
displayed on the screen
Its neater and does not have the cleanliness hassle, and
easier to maintain
Low maintenance
Environmentally friendly
SMARTboard Video

https://www.youtube.com/watch?v=Ei0yiZq-EEg
SMARTboards in the Classroom

Can be integrated into the classroom by:


Using it for note taking (students and teachers) by
typing or writing
Brainstorming (students come up and write their idea,
or teacher writes ot for students)
Games can be played on the board (i.e. jeopardy for
assessing knowledge of unit and/or lesson)
All forms of media can be displayed on it (audio,
video, maps, illustrations etc.)
Interactive
Can be used at any grade level or subject
SMARTboards for Different Learning
Styles
Accommodation of different learning styles:
Tactical learners can use the screen and
learn by touching and marking on the
board
Audio learners can have a discussion,
watch videos and other media
Visual learners can observe the board
SMARTboard Use to Raise Success

Proven success rates:


Raise test scores
Improves student learning
Enhances literacy
Boots attentiveness
Increases comprehension
Summary:

The use of SMARTboards is useful to all subject


areas, ages, and class sizes. Teachers can
enrich the curriculum by taking a typical
lesson and turning it into a fun, more
interactive one. Every student can can learn at
using their own learning style. This technology
enhances the way teachers teach, but also
enhances student learning.
Whats To Come

SMARTboards are constantly evolving, the


technology and programs that are being used
are always changing and updating in the
system. There will lots of advances as we
move forward. More and more schools will
have them in every classroom, and soon
enough every teacher will have the knowledge
of how to incorporate all the resources it has
Recommendations

There are still lots of that teachers dont know


how to use all of the resources that are
offered to the full extent. Teachers should be
properly trained as to how to use the
SMARTboard and the extent of how they can
be integrated into different subject areas.
New Technology: iPads

A line of tablet computers designed and marketed by Apple


Inc.
There are several different models and sizes (iPad Mini)
It can shoot video, take photos, play music, and perform
internet functions (web browsing and emailing)
It can also be used for games, app usage, GPS navigation,
social networking, Facetiming, and playing music
iPad Video

https://www.youtube.com/watch?v=XnWAhFcDPrY
iPads In The Classroom

Several uses in the classroom


Valuable tool for homeschooling
A revolutionary tool to help children with
autism learn how to communicate and
socialize more easily
With access to millions of apps the
possibilities are endless for classroom
implementation
Summary

The use of iPads is useful to all subject areas,


ages, and class sizes. Having this option for
use in the classroom allows for more
interactive and hands-on. Every student can
can learn at using their own learning style,
and use apps that will help them. This allows
teachers to encourage learning for all
students.
Whats To Come

iPads are constantly becoming more


advanced, and always being updated with new
information and more apps daily. Eventually
every school/student will have access to them
and all the information and innovation that
they can provide to the classroom.
Recommendations

Teachers should take time to look for new


ways and/or apps to make lessons and
classroom learning more interactive and
innovative. Todays upcoming generation
responds well to the use of technology.
Class Management
Classroom Management

Class management is one of the most important


aspects of any classroom
With today's technology, classroom management
has never been easier.
As education and the classroom is changing and
growing, classroom management also needs to
change and grow with it.
This is the future of Classroom Management.
Why the Future of Classroom
Management is Important
Teachers play less of a role as a primary lecturer
in front of the class.
Students dont take as many notes, read texts,
and memorize material for a test.
If everything is online students will use the
online resource rather than taking their own
notes.
How Technology Helped

The video below shares how technology changed her


classroom management, and her class in general.
Future of Classroom Management

All students will have access to a device and will actively


participate using a classroom management app.
Homework will be submitted online and feedback will be posted
more quickly. Test and assignment grades can be posted as soon
as possible for students.
Classes will be available online in case of absence or snow days.
Real time interaction can be used during these days.
Class closely represented by a google classroom
Students are able to share their screens and work with others.
Classroom Management - Every
Student has a Device
All students will all have access to a device and will actively
participate using classroom management apps
Twitter, Padlet, Todays meet, and Socrative allow questions to
be posted on the SMARTboard instantly.
- This allows students to make comments, and ask questions as the
a lesson is happening.
Comments and questions can be made anonymous as well so
students wont have to feel uncomfortable posting.
The teacher can regularly check the SMARTboard to answer
questions or address comments during the lesson.
Classroom Management - Homework
and Feedback
Homework projects will be submitted online and
feedback will be posted more quickly.
Grades will be posted immediately for students.
This way feedback is timely and students
shouldnt have a problem handing in
assignments.
Classroom Management - Days
where Students are Absent from
class
Classes will be available online in case of absence or snow
days. Real time interaction can be used during these days.
If children are absent, the online classroom will be
updated with any worksheets or presentations that
happened during the day.
Real time interaction can be used as a teacher.
This allows students to join a chat and interact with
peers and the teacher.
Classroom Management - Students
helping peers
Students able to share their screens and work
with others.
This allows students to share thoughts, ideas,
and questions. Students can share
perspectives, and feedback as well.
Each student will have their own portfolio for
assignments, notes and anything else they would
want to keep on a file.
Future of Classroom Management -
Summary
The future of the classroom management will be done through
technology, as students will have their own device that is able to
access an online classroom, post comments and questions during
class time, and when students are away from class they can refer
to the online classroom to see what was covered.
During days such as snow days, students can access a real time
classroom to interact with the teacher and other students.
The students will have access to everything using one class
management tool.
Future of Classroom Management -
Importance
Managing a class through technology is important to a
teacher as it can provide a more organized and flexible
aspect to the teachers day.
There are many pros to using technology in the classroom.
The future for class management will continue to grow and
develop as new technology is developed.
What will be next for Classroom
Management?
The future for classroom management is looking bright.
Technology is changing the way learning is done and how
the tradition classroom works.
Classroom management tools allow teachers and students
to have everything in one place, while parents are able to
log on to stay in touch with the progress of the class and
their student.
Recommendations for Classroom
Management tools
If a source provides the tool that is used, test it
out if you can.
This way you will know what the app can really
do, and the pros and cons of using the app.
If it is possible, try to test an online class
management tool to be sure it meets your
standards.
Games, Apps and Website

Today schools and teachers are having a difficult


time motivating and encouraging students to
learn.
This can be attributed to the old school learning
tools, when the world around us is improving.
Apps, websites and games provide students with
a different form of learning and a new path of
encouragement.
How Gamification Works

https://prezi.com/0wkmh1ws1imw/technology-use-in-the-
classroom/?utm_campaign=share&utm_medium=copy
Gamification

Carries tremendous potential to be used in education.


Used to help motivate students by using video game
design.
Does not require students to make their own game

What elements of gaming can be


harnessed for educational purposes?
Progression

Levels
Games using levels allow students to improve at their own
pace
Improved content makes for more critical thinking

Points
Increases the value of the students work
Motivates students to achieve greater
Investment

Achievements
Student earn recognition for their work
Collaboration
Working with others to accomplish
goals
Appointments
Check in to receive new updates or
challenges
Three Ways in Which Gamification
Drives Learning
Cognitive:games provide
experimentation with and exploration of
a system of rules

Emotional: Games invoke powerful


emotions from curiosity to happiness to
frustration

Social: games permit trying on new


identities and roles as well as decision
making from different perspectives.
Cognitive

Cognitive functions are cerebral activities that lead to


knowledge, including all means and mechanisms of acquiring
information, encompassing reasoning, memory, attention
and language and lead directly to the attainment of
information. By providing challenging situations to keep
students motivated and engaged, gamification is an effective
method to help students develop their cognitive function
because once students are engaged, their problem solving
outcomes will change .
Emotional

"An emotion is a complex psychological state that


involves three distinct components: a subjective
experience, a physiological response, and a behavioral
or expressive response (Hockenbury & Hockenbury,
2007). Because games bring out emotional
experiences of students, they are able to retain the
information better as they recall the emotions
experienced during a game.
Social

Social development involves learning the


values, knowledge and skills that enable
children to relate to others effectively and to
contribute in positive ways to family, school
and the community quote. Gamification
allows students to identify decisions, and new
vantage points (Lee, 2011), and may force
them to come out of their comfort zones.
Simulation Games

A different way to
invoke learning
Allow students to
live and observe in
a different world
References

Murray, J. (2014). Technology in the Classroom: The School of


the Future. Teachhub. Retrieved from
http://www.teachhub.com/technology-classroom-school-fu
ture
Passmore, G. (2016). Gamification.
https://mycourselink.lakeheadu.ca/d2l/le/content/36667/
viewContent/399300/View

The definition of cognitive. (n.d.). Retrieved November 12, 2016, from


http://www.dictionary.com/browse/cognitive
References

Knewton. Com (n.d.)


https://www.knewton.com/infographics/gamification-education
/

Anglea, R. (2016). Gamification in the classroom.


https://prezi.com/0wkmh1ws1imw/technology-use-in-the-clas
sroom/?ut
_campaign=share&utm_medium=copy

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