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Technology in Education. Ray Pastore, Ph.D. University of North Carolina Wilmington. Introduction. The following presentation will address the following technologies which are currently impacting K-16 education (focus on K-8 though ) . Mobile Learning Gaming MOOC Flipped Classroom
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Technology in Education Ray Pastore, Ph.D. University of North Carolina Wilmington
Introduction • The following presentation will address the following technologies which are currently impacting K-16 education (focus on K-8 though). • Mobile Learning • Gaming • MOOC • Flipped Classroom • Online learning • Virtual Classrooms
What is Mobile Learning? • Stevens and Kitchenham (2011) define mobile learning as • “the use of a wireless handheld device; a cell phone, personal digital assistant (PDA), mini-computer, or iPod to engage in some form of meaningful learning (p.3)”. • Tablets • Apple - iPad • Android – Nexus • Kindle - Android • Apple iPods • Android/Apple Phones
Being used in education for • to view or send content or email • Videos • Multimedia • Commercial Apps • participate in discussion forums • submit and view assignments • send/receive feedback • enrolling in courses (higher ed) • communication • texting • emergency warning systems • CMS/LMS • Textbooks • Searching • QR Codes • On the go learning
Being used in corporations/gov for • Everything on the previous slide plus…. • Gaming • Simulations • Full courses • Flash based content • HTML5 based content • Proprietary Apps *This is where education is headed and education innovators are already doing This *New software is giving making this easier - Adobe Edge (HTML5) - Adobe PhoneGap (HTML5) - Adobe Flash
Example Screens http://www.uncw.edu/ed/mit/studentprojects.html
Gaming • Why use games? • There is a reason corporate and governments are using them • Motivation and interest • Example: PBS – probably one of the best resources, especially for K-8. Many games that link to core standards. • Why develop games? • Understand programming • Motivation – learn content while developing • Same reason for web, mobile, etc development • How to develop games: • Gamemaker, Squeak, Scratch, Adobe Flash • WoW in Schools – Pender County
Virtual Classrooms • Video based classrooms • Webex • Blackboard • Students can choose to attend in the class or go online • So you can stay at home/work and attend class real time • Classes can be recorded • Instructional strategies not sacrificed for the most part • Students can type and talk
MOOC • What is a MOOC? • Massive open online course • MIT Open courseware • Utah State’s program by Dr. David Wiley • Khan Academy • Free sources/lectures • Are these any different than library books? • Coursera • Free courses • Partnered with many top universities
Flipped Classroom • What is it? • "In this model of instruction, students watch recorded lectures for homework and complete their assignments, labs, and tests in class.” - Aaron Sams and Jonathan Bergmann (pioneers of flipped classroom) • Mixture of direct and indirect instruction • Advantages • Gets teachers to rethink how they teach • Self paced learning • Ability to catch up if behind or missed classes • Disadvantages • Resources (ie money for technology) • Teachers time
Other things happening…. • Multimedia development • Web development • Mobile app design • Interface design • Competencies in the field • Social media • Material Design • Videos - youtube • Books - kindle • Blogs – wordpress/blogger
Where are we going? • 1 to 1 • Tablets or laptops • Which is cheaper and more effective? • Interactive Smartboards • Game base learning • Programming (I refer to this as the next keyboarding class) • MOOCs • How will they affect schools? • Access to more materials (ie Khan) • But will they remain free? • The most important thing to ask as we go forward: • What can be improved? We should not be investing in technology for the sake of investing in technology but rather investing in technology when it will improve something (ie learning, motivation, etc.)
Questions? Presentation can be found atmy blog@ http://raypastore.com