Sunday, August 19, 2018

MODULE #2 (BED) : CLASSROOM TECHNOLOGY TOOLS & TRENDS



1:         21ST C TOOL: INTERACTIVE WHITEBOARD
    With 3D tool we have to access to hundreds of thousands 3D content. For example, the 3D image can pull tight into notebook software. The different handles allow students and teacher to manipulate that 3D content making for really engaging interactive experience. The text pen we no longer have to run to our keyboard to insert text into notebook. We have to simply select text pen and write the words and it automatically converts it into text. Teacher can also insert a geogebra widget and can interact with it naturally.
2:         VISUALIZATION TECHNOLOGIES #1: AUGMENTED REALITY
       Augmented reality functionality only requires a few things. First is a Smartphone with camera to capture reality. Second is a connection to the internet for receiving the layer of information. Third is software on the phone to bring it all together. It also helps to have a phone with GPS and a compass so it knows which directions that we are facing. Augmented reality also can work with a camera attached to the computer. We can hold the product in front on the camera and see a layer of information on the screen that makes reality more interesting and even fun.
3:         VISUALIZATION TECHNOLOGY #2: VIRTUAL REALITY
   Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that incorporates mainly auditory and visual, but also other types of sensory feedback like haptic. This immersive environment can be similar to the real world or it can be fantastical, creating an experience that is not possible in ordinary physical reality. Augmented reality systems may also be considered a form of VR that layers virtual information over a live camera feed into a headset or through a Smartphone or tablet device giving the user the ability to view three-dimensional images. A person using virtual reality equipment is able to "look around" the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a head-mounted display with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. 
4:         DIGITAL STRATEGIES #3: MAKERSPACE
    Maker space is about exploring and discovering new ideas, creating, and building. It’s about trying something new. When we fail, we will try again to make it success. Most of all it’s about to finding our passions. When we success we will share to other people. Culturally, makerspaces, both inside and outside of schools, are associated with collaboration and the free flow of ideas. In schools, maker education stresses the importance of learner-driven experience, interdisciplinary learning, peer-to-peer teaching, iteration, and the notion of "failing forward", or the idea that mistake-based learning is crucial to the learning process and eventual success of a project. 
5:         DIGITAL STRATEGIES #2: BYOD
     BYOD (bring your own device) on this world that more modern with technologies, so many student have their own device. So that, the children will bring them device to classroom for them learning and teacher teaching in the classroom. BYOD provide access content, that is current, relevant, and often more engaging and interactive. BYOD also encourage new ways to create and share work and ideas with other.
6:         INTERNET TECHNOLOGY: CLOUD COMPUTING
   Cloud computing is an information technology paradigm that enables ubiquitous access to shared pools of configurable system resources and higher-level services that can be rapidly provisioned with minimal management effort, often over the Internet. Cloud computing also is internet based storage service. This ways, we have to upload our files, content to cloud computing. When we lose the files from computer, we are able to download it back. We also can upload and download our files, content from different device, such as tablet, computer, Smartphone.
 7:        21ST C TREND: CODING AS NEW LITERACY
   Children from a very young age are learning to code and participate in online programming competitions. This was one of the objectives of the python programming session, to expose young children to basic concepts in programming and have them apply this skill to solve a real-world challenge, students were tasked with completing one of three projects consisting of writing software for a travel agency, software for currency exchange house and software for a quiz show. By doing this code for the new literacy, people will enjoy to make a scratch such as the mother day card, gamming, website and apps.
8:         21ST C TREND: MOOC - MASSIVE OPEN ONLINE COURSES
      MOOC is the way to connect and collaborations while developing digital skills. It’s a way to engaging in the learning process that engages what it mean to be a student. The MOOC also is the way build for a world where information is everywhere. MOOC also is the way the student can find the information about their courses. Such as library, internet, book.
 9:         21ST C TREND: OER - OPEN EDUCATIONAL RESOURCES
      Open educational resources are teaching and learning materials that are freely available online for everyone to use, whether we a instructor, student or self learner. For example, course module, syllabus, lectures, homework, assignment, quizzes, lab and classroom activities and many resources contained in digital media collections from around the world. 


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