UNIT –X
RECENT TRENDS IN EDUCATIONAL TECHNOLOGY
Online
Learning:
1.
MOOC
2.
Video-based tutorials
3.
Flipped classroom
4.
Project based learning
5.
Mobile learning
6.
Gaming
7.
Social Media for enriching
teaching and learning.
MOOC
Definition
MOOCs are courses
designed for large numbers of participants, that can be accessed by anyone
anywhere as long as they have an internet connection, are open to everyone
without entry qualifications, and offer a full/complete course experience
online for free.
Criteria of different dimensions of MOOC
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Dimension
definition of MOOC
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Criteria
deciding for a MOOC
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Massive
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An online course
designed for large number of participants
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Number of
participants is larger than can be taught in a ‘normal’ campus class room /
college situation (>150 = Dunbar’s number)
The (pedagogical model of the) course is such that the efforts
of all services (including of academic staff on tutoring, tests, etc.) does
not increase significantly as the number of participants increases
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O
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Open
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Course can be
accessed by (almost) anyone anywhere as long as they have an internet
connection.
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- Course
accessible to (almost) all people without limitations. [2a] - At least the
course content is always accessible [2b] - Course can be accessed anywhere as
long as they have an internet connection
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Open as in
freedom of place, pace and time
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Most MOOCs
nowadays have a fixed start and end date and as such are not open in pace or
in time. Next, a pre-defined pace and/or a fixed starting date and end date
is not considered an explicit criteria to distinguish between MOOCs and other
types of courses
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Open to everyone
without entry qualifications
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No
qualifications / diplomas needed to participate in the online course
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Course can be
completed for free
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Full course
experience without any costs for participants
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O
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Online
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Complete course
online
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All aspects of
course are delivered online
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C
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Course
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Unit of Study
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The total study
time of a MOOC is minimal 1 ECTS (typically between 1 and 4 ECTS)
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The course
offers a full course experience including
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1. educational
content
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1. educational
content may include Video – Audio - Text – Games (incl. simulation) – Social
Media – Animation
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2. facilitation
interaction among peers (including some but limited interaction with academic
staff)
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2. offers
possibilities for interaction, such as social media channels, forums, blogs
or RSS readers to build a learning community
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3.
activities/tasks, tests, including feedback
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3. participants
are provided with some feedback mechanism. Can be automatically generated
(e.g., quizzes), only by peers (peer feedback) and/or general feedback from
academic staff, etc.
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4. some kind of
(non formal) recognition options
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4. Always
includes some kind of recognition like badges or a certificate of completion.
A formal certificate is optional and most likely has to be paid for.
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5. a study guide
/ syllabus
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5. study guide /
syllabus includes instructions as to how you may learn from the presented
materials and interactions
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VIDEO-BASED
TUTORIALS
Video based lectures can be a powerful teaching tool. They
are growing in popularity within higher .The review of previously reported uses
of videos defines three areas where they are especially effective .
1. To grab students attention and motivate them to learn. The
primary aim is not to use videos to teach the material itself but “they can
stimulate the interest”
2. To provide highly realistic depiction of reality which
students would not otherwise have the opportunity to see, e.g. medical
procedures.
3. To watch again/ later recorded live face-to-face lectures.
Typically video based lectures are placed on the files
server and students can connect to have
them streamed to their PC whenever they want. A limited
access, e.g., for approved class members can be established by placing video
lectures in VLE, e.g., Moodle. Video lectures can be also available as CD or
DVD format.
Video lectures are :
1. when directed video camera towards lecturer capturing
his/her speech and presentation
2. Recorded lecturer and displayed presentation along side in
separate frame, and
3. Recorded lecturer’s voice and captured graphic presentation.
Emerging technologies can automate the process insuring that
lecturer needs minimal
technical knowledge and spends no additional time creating
recordings.
Benefits of video lectures are
1. Allow revisit any point of the lecture that student did not
understand.
2. Allow to stop, start, and rewind the video to address the
specific need.
3. Allow catching up if the student miss a face-to-face lecture
4. Enable to adjust flexible learning patterns; student can
choose when where to use the material and can spend as long or little time on
each activity.
5. Allow to improve preparation for assessment
6. Provide opportunity to see an eminent speaker-lecturer who
would not be able to travel to higher institution more than once to give the
lecture.
7. Allow to become self-sufficient learner
8.
Increase
overall level of confidence with a course.
Negative
aspects of video lectures:
1. Possibility for adverse effect on attendance.
2. Qualities of excellent public speaker can be lost when
transferred to a video.
3. The viewer is less forgiving of the lecturer’s minor mistakes
and audience disruption
4. Learning experience can become dull and repetitive
5. Video lectures can promote the transfer of knowledge facts,
whilst diminish the importance of constructing knowledge.
6. Large and long video files can course problems to download
7. Technical limitations and quality issues are not simple
problem and enabling technologies are not yet mature.
THE FLIPPED CLASSROOM
Definition
Flipped Learning is a pedagogical approach in which
direct instruction moves
from the group
learning space to the individual learning space, and the resulting
group space is
transformed into a dynamic, interactive learning environment where
the educator
guides students as they apply concepts and engage creatively in the
subject matter.
While often defined simplistically as “school work at home and
home work at school,” Flipped Learning is an approach that allows teachers to
implement a methodology, or various methodologies, in their classrooms.

To counter some of the misconceptions about this term, the
governing board and key leaders of the Flipped Learning Network (FLN), all
experienced Flipped Educators, have composed a formal definition of “Flipped
Learning.” Explicitly defining the term may dispel some of the myths repeatedly
promulgated by teachers, the media, and researchers.
These Flipped Learning leaders also distinguish between a
Flipped Classroom and Flipped Learning. These terms are not interchangeable. Flipping
a class can, but does not necessarily, lead to Flipped Learning. Many teachers
may already flip their classes by having students read text outside of class,
watch supplemental videos, or solve additional problems, but to engage in
Flipped Learning, teachers must incorporate the following four pillars into
their practice.
The Four
Pillars of F-L-I-P
Flexible
Envirunment
Flipped Learning allows for a variety of learning modes;
educators often physically rearrange their learning spaces to accommodate a
lesson or unit, to support either group work or independent study. They create
flexible spaces in which students choose when and where they learn.
Furthermore, educators who flip their classes are flexible in their
expectations of student timelines for learning and in their assessments of
student learning.
Learning Culture
In the traditional teacher-centered model, the teacher is the
primary source of information. By contrast, the Flipped Learning model
deliberately shifts instruction to a learner-centered approach, where
in-class time is
dedicated to exploring topics in greater depth and creating rich learning
opportunities. As a result, students are actively involved in knowledge
construction as they participate in and evaluate their learning in a manner
that is personally meaningful.
Intentional Content
Flipped Learning Educators continually think about how they can
use the Flipped Learning model to help students develop conceptual
understanding, as well as procedural fluency. They determine what
they need to teach and
what materials students should explore on their own. Educators use Intentional
Content to maximize classroom time in order to adopt methods of
student-centered, active learning
strategies, depending
on grade level and subject matter.
Professional Educator
The role of a Professional Educator is even more important, and
often more demanding, in a Flipped Classroom than in a traditional one. During
class time, they continually observe their students, providing them with
feedback relevant in the moment, and assessing their work. Professional
Educators are
reflective in their practice, connect with each other to improve their
instruction, accept constructive criticism, and tolerate controlled chaos in
their classrooms. While Professional Educators take on less visibly prominent
roles in a flipped classroom, they remain the essential ingredient that enables
Flipped Learning to occur.
PROJECT BASED LEARNING
Project Based
Learning is
a teaching method in which students gain knowledge and skills by working for an
extended period of time to investigate and respond to an engaging and complex
question, problem, or challenge. The, Essential Project Design Elements
include:
·
Key Knowledge, Understanding, and Success
Skills - The project is focused on student
learning goals, including standards-based content and skills such as critical
thinking/problem solving, collaboration, and self-management.
·
Challenging Problem or Question -
The project is framed by a meaningful problem to solve or a question to answer,
at the appropriate level of challenge.
·
Sustained Inquiry -
Students engage in a rigorous, extended process of asking questions, finding
resources, and applying information.
·
Authenticity - The project
features real-world context, tasks and tools, quality standards, or impact – or
speaks to students’ personal concerns, interests, and issues in their lives.
·
Student Voice & Choice -
Students make some decisions about the project, including how they work and
what they create.
·
Reflection - Students and
teachers reflect on learning, the effectiveness of their inquiry and project
activities, the quality of student work, obstacles and how to overcome them.
·
Critique & Revision -
Students give, receive, and use feedback to improve their process and products.
·
Public Product - Students make their
project work public by explaining, displaying and/or presenting it to people
beyond the classroom.
MOBILE LEARNING (OR) M-LEARNING
Tablets and smartphones overcome the size, weight and
mobility of PCs and laptops, and allow teaching to become more learner-centric.
High definition screens, adjustable magnification, internal storage with the
ability to hold thousands of books, magazines and articles, ability to
instantly share materials on via conventional and social media and the ability
to play embedded videos and follow links make tablets and e-readers an engaging
alternative to the traditional textbook and journal. Students now have the
ability to create their own, customisable learning environment using
collaborative applications such as Dropbox, Delicious and Cheddar on these
devices (Johnson et al., 2013). The ability to have a customisable learning
environment could be especially useful for distance learners, off-campus
students and part-time students juggling work and care commitments.
These devices are also widely being used to help students to
navigate campus life through dedicated university apps, connected to the
internet and social media. These allow students to access news, course
materials and university information. Some institutions have already started
handing out tablets with pre-loaded information to students as a learning tool.
Students studying Social Journalism in a Mass Communications course at Virginia
Commonwealth University in the USA were given iPads to create multimedia news
stories, which were submitted for grading and uploaded to a local news website
(Porter, 2012). Integrating tablets and other devices in this way is an
excellent way of instilling, not just skills necessary for the course, but also
digital literacy skills which are important for lifelong learning and
development.
Pedagogically, M-learning could provide lecturers the
opportunity to blur the lines between formal and informal learning. Lecturers
could encourage students to use their devices and the collaborative tools they
support (such as social media) to work together on assignments both in physical
and virtual learning spaces (Lai, Khaddage, & Knezek, 2013). Mobile applications
could increase interactivity between students and their lecturers through
in-class tasks, allow students to leave the classroom and learn in places which
provide more contextual meaning to their learning, and ultimately foster a more
student-centred learning approach (Holzinger, Nischelwitzer, &
Meisenberger, 2005).
GAME-BASED LEARNING
Game-based learning differs in
gamification in that actual games simulating the concepts being taught are used
to transfer skills and knowledge, instead of modifying existing course content
or parameters using game elements. These games allow students to explore actual
concepts and skills in a more informal environment.
Benefits
It has been argued that computer games can be
considered to be complex learning environments requiring instructional support
in cognitive activities,
such as decision-making. An example of this is the game “Peacemaker” by
Impact Games,
,
where players can play as either the Israeli Prime Minister, or the Palestinian
leader, with the aim of finding
a solution to the Arab-Israeli conflict.
Players
are provided with a range of options to play the game based on actual policies
used in the region, and the course of the game is affected by actions committed
by the player, and computer-generated stakeholders based on actual parties
involved in the conflict. The challenges of navigating the game can give
students a powerful sense of how deep the issue is, and how certain policies
and political stances can affect outcomes in the real world.
Other
serious games have been explored to teach practical skills, including medical
procedures. Knight et al, (2010) evaluated using game-based learning to teach
triage and resuscitation skills in a Major Incident Medical Management and
Support Course (MIMMS), and concluded that such games offered the potential to
enhance learning and performance when compared to traditional educational
methods.
In this regard,
games-based learning could support a constructivist pedagogy, whilst by
allowing students to collaborate, interact in virtual environments (in
multiplayer games), manage problems and learn through virtual experiences.
SOCIAL MEDIA FOR ENRICHING
TEACHING AND LEARNING
Social media
Social
media is the collective of online communications channels dedicated to
community-based input, interaction, content-sharing and collaboration. Websites
and applications dedicated to forums, microblogging, social networking , social bookmarking, social curation, and wikis are among the different types
of social media. Primarily internet or cellular phone based applications and tools to share information among people.
Social
media Tools
Advantages of Social Media
1. Worldwide Connectivity
2. Commonality of Interest
3. Real-Time Information Sharing
4. Targeted Advertising
5. Increased News Cycle Speed
Disadvantages of Social Media
1. Backlash
2. Cyberbullying and Crimes
Against Children
3. Risks of Fraud or Identity
Theft
4. Time Waster
5. Corporate Invasion of Privacy
SOCIAL
MEDIA IN EDUCATION
Social media is an ingrained
part of today’s society. Our students are constantly on Instagram, Facebook,
Twitter, and likely many sites we’re not hip enough to know about, and by
reading this blog, you’re interacting with social media at this very moment. If
you want to bring the “real world” into the classroom, consider integrating
social media into your lessons
When used carefully, social
media can be a useful tool rather than a distraction. Education-based sites
such as Edmodo, Edublog, and Kidblog provide alternative social media sites for
posting status updates and announcements, blogging, and microblogging. But even
the commercialized sites can be useful for demonstrating social media to
students.
Create a
Class Facebook Group
Facebook
is known as a place to post status updates, announcements, photos, and video —
all things that we likely use in our classes anyway. Create a Facebook group for each class, on which
you can post assignments, make announcements, and remind students about
important deadlines. Parents can also access the site to monitor what is going
on in your class.
Start a
Topical Twitter Feed
Like
Facebook, Twitter offers a quick way to post class announcements and reminders
as well as real-time information on class field trips (perfect for parents who
can’t tag along). Twitter also helps classes track information on a topic.
Twitter is made not only for reading,
but also for responding. Encourage students to interact with others via Twitter
by posting their favorite quotes or facts from a particular lesson. Have them
interact with experts by tweeting questions or comments. Many organizations
offer Twitter chat sessions with which students can interact.
Require
Students to Blog
Student
writing improves the more they do it. Instead of traditional writing projects, blogs create great opportunities for students to write and
display their writing on a larger scale. The topic ideas are endless. Have
students reflect on lessons or field trips, document research for a larger
project; or review movies, books, or audio recordings. Ask students to
illustrate their thoughts with photos or videos.
Post
Student Videos to YouTube
Like
Facebook, YouTube is an excellent option for flipped classrooms in that
students can watch lectures and resources before entering the classroom. We
have all probably shown a YouTube clip or two to illustrate a point in the
classroom. Instead of watching material created by others, why not have
students create their own material?
Similar
to blogging, the opportunities for student-created video are plenty. Students
will enjoy watching each other explain a concept, review a book or movie, stage
their own interpretation of a scene from a play, create public service
announcements, or report on news stories. Again, like blogging, since the
material will be seen by a wider audience, students will be more apt to do
their very best in creating a video, and they will enjoy being able to express
their creativity as they connect more deeply with course material.
Showcase
Student Work on Instagram
If
a picture is worth a thousand words, imagine what a carefully crafted class
Instagram feed can say. Instagram can showcase student work by offering a place to
feature student artwork or even interesting details about a student (i.e., a
“meet a student” photo journal). Start a scavenger hunt in which students post
pictures of items focused on a certain letter or theme. Have students post
photos of items related to their favorite book or historical figure.
A Final
World on Social Media
Privacy concerns are always an issue
whether using social media for personal or educational use. Please read all
social media platforms’ privacy pages, and ensure that your class feeds are set
to private to protect students’ work. Review your school’s social media policy
and if necessary, have parents sign consent forms for posting their child’s
work online. Furthermore, make sure that students are well versed in etiquette
and other proper use of technology.
In Short
Since students are already using social
media away from the classroom, integrating it into the classroom helps students
learn best practices for social media and offers an interesting new twist on
lessons.
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