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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