Learning Analytics:Socrative is a student response system that enables teachers to assess student learningthrough the use of any mobile device and adjust their teaching approach in real-time:http://www.socrative.com/Natural User Interfaces in Practice The EyeMusic project uses eye-tracking sensors to compose multimedia productions based onthe user's eye movements: http://www.cs.uoregon.edu/Research/cm-hci/EyeMusic/.
Socrative is a student response system that enables teachers to assess student learningthrough the use of any mobile device and adjust their teaching approach in real-time:http://www.socrative.com/
Natural User Interfaces in Practice The EyeMusic project uses eye-tracking sensors to compose multimedia productions based onthe user's eye movements: http://www.cs.uoregon.edu/Research/cm-hci/EyeMusic/.
Looking out on the Horizon
LOOKING OUT ON THE HORIZON: EMERGING AND HOT TECHNOLOGY TRENDS IN EDUCATION July 6, 2012
Jen Legatt Media Technology Integration Coach @jenlegatt email@example.com
Today’s Trends in Technology Education is being transformed at an exponential rate by the emergence of new technologies. This session will highlight some of the major instructional changes happening in the classroom because of tech tools.
http://youtu.be/rgJ2a8ql9goThis kid is coming to your classroom. Are you ready?
Our Learners Crave Engagement• Technology is becoming a powerful change agent in engaging our digital learners to achieve academic success.• Tech allows us to differentiate in ways we could never have dreamed.
NMCConsortiumNew Media Horizon Report“The NMC Horizon Report, 2012K-12 Edition is a collaborativeresearch effort between the NMC,the Consortium of SchoolNetworking (CoSN), and theInternational Society forTechnology in Education (ISTE).This contains the preliminaryresults of the top emergingtechnologies, trends, andchallenges that the advisoryboard believes will have a majorimpact on teaching, learning, andcreative inquiry over the next fiveyears.” http://www.nmc.org/publications/2012-horizon-report-k12
On the “Horizon” Time-to-Adoption: One Year or Less Mobiles andApps Tablet Computing Time-to-Adoption: Two to Three Years Game-Based Learning Learning Analytics Time-to-Adoption: Four to Five Years Augmented Reality Natural User Interfaces
http://knewton.marketing.s3.amazonaws.com/images/infographics/flipped-classroom.jpg “I have a meaningful conversation with every student, every day, about their academic progress.” -FHS Chemistry Teacher in a Flipped ClassroomFlipping the Classroom Reversing the concept of homework at home and lecture at school. Traditional lecture occurs at home. Homework time is done at school, guided by the teacher-expert.
Flipping the ClassroomTools Library Media Video, voice, and Move movies and screen recorders lecture to become “homework” Learning Review with formative Management responses Software Use precious in-class Moodle, Blackboard, time for discussions Schoology More time for kids
Online and hybrid courses • State of Minnesota is looking at requiring one “online” experience by graduation.
PodcastingAn audio file shared digitally. The word comes from “broadcast” and “pod,”since many are listened to on iPads.
Podcasting Tools Library Media Audacity Take an audio tour of Apple GarageBand the library Windows Movie Have students create Maker audio book reviews Google VoiceImage from http://hotblogtips.com/wp-content/uploads/2012/01/podcast-logo.jpg
ScreencastingCapturing your screen and voice to work through instructional materials ormodel concepts.
ScreencastingTools Library Media PowerPoint Use resources you SMART Recorder already have created. screencast-o- Review lessons. matic.com Record sub plans. Screenr.com Flipped Lectures.
Student Response SystemsTools for Formative and Summative Assessments.What do you do if they know it? What do you do if they don’t?
Student Response Systems Respond to knowledge Safe, anonymous discussionsImages from http://www.renlearn.com/2Know/toolbar.aspx
Student Response SystemsTools Library Media District owned Real-time data 2Know, SMART, Respond to students- TurningPoint, If they get it, move Senteo, Quizdom on. Handheld devices Auto-scored practice Polleverywhere tests. Polldaddy
Mobile Devices and BYODhttp://rebedube.files.wordpress.com/2011/09/latest-mobile-phones1.jpg
Destiny Quest Mobile Apphttp://www.follettsoftware.com/ezform.cfm?ezid=281&urlRef=destinyquestmobilehttp://youtu.be/IgmZgaycNbk
Mobile Devices and BYODTools Library Media Twitter/ Social media Use a back-channel ePub creators for discussion. Apps for assessment Write your own Safety Apps digital books Back-channeling: Connect in their world Chatzy.com Todaysmeet.com
GamificationGamification is the concept of applying game-design thinking to non-gameapplications to make them more fun and engaging. -http://gamification.org/wiki/Gamification Image from http://scm-l3.technorati.com/10/06/09/13707/game-intersection.jpg
Gamification in the “Real World” How can we make driving more efficient?
Speed Camera LotteryHow candriving safelybe FUN? http://www.thefuntheory.com/speed-camera-lottery-0
GamificationTools Library Media These are growing… As students prove Wiki understandings, they Website earn badges (Sticker wall!)
http://www.huffingtonpost.com/2012/04/10/google-glasses-video-deve_n_1414882.htmlAugmented Reality/ Natural User Interface
Augmented RealityTools Library Media ???? Get virtual information about books by looking at covers
What does this mean to you?How can you take one of these ideas andincorporate it into your classroom to engagestudents?