Technology Trends in the Classroom
Technology in the classroom continues to move forward and advance at an ever-increasing rate. "Gamification" is a new term used to describe learning activities that utilize game-like priniciples to drive interaction and appeal to digital learners. Using games can help students comprehend and retain information. Device mesh is a term used to describe how people are using technology in the classroom to interact and communicate with each other on a personal and organizational level. As device mesh continues to integrate itself into daily life and educational settings, new ways of monitoring and security will need to be implemented into the systems. New technologies also enable personal learning, where learners receive customized learning that teaches to students' personal needs. Through personal learning, students can choose what they learn and how they learn it. The popularity of robotics will give rise to students seeking knowledge in coding and computer programming. Due to an increased need for this knowledge, basic coding may become part of basic school curriculum and taught in all subject areas. Augmented and Virtual Reality will continue to gain popularity, but its availability is limited. AR and VR experiences can enhance students learning. Through AR, students can virtually interact with real time environments and through VR students can virtually visit museums, swim with sharks, and explore the world. Collecting data through data mining and sharing this data will be easier than ever before. Collecting relevant and more precise data about learners will provide analytics to improve all areas of learning. New technology trends of 2019 encourage a mobile environment. Schools will gradually acquire and use the cloud and technology advancements will utilize aspects of play, where much learning is meaningful, engaging, and learning will be better retained and utilized by students.
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