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Development Of Computer Aided Materials.pptx
1. INSTITUTE OF EDUCATION
SUBJECT : ADVANCED EDUCATIONAL TECHNOLOGY
Power Point Presentation
On
DEVELOPMENT OF COMPUTER AIDED MATERIALS
Submitted To:
Submitted By:
DR. MAHENDRA KUMAR (Assistant Professor)
SHIVAM KANKANE
DR. DEEPTI KUMARI (Assistant Professor) Course:
M.ED. FINAL YEAR
2. To Explore The Use Of Computer-Aided Materials In Education And Its
Impact On Teaching And Learning.
3. Computer-Aided Materials Refer To Educational Resources And Tools That
Are Created And Delivered Through Computer-Based Technologies.
Examples: Interactive Simulations, Virtual Reality, Multimedia
Presentation, Educational Software, Etc.
4. IMPROVED ENGAGEMENT: Interactive And Visually Appealing
Materials Capture Student’s Attention And Enhance Their Motivation To
Learn.
ENHANCED LEARNING EXPERIENCES: Computer-Aided Materials
Provide Immersive And Interactive Experiences That Help Students
Understand Complex Concepts.
PERSONALIZED LEARNING: Adaptive Technologies In Computer-Aided
Materials Can Tailor Content To Individual Student’s Needs, Pacing, And
Learning Styles.
ACCESSIBILITY: Computer-Aided Materials Can Be Designed To
Accommodate Diverse Learners, Including Those With Disabilities.
5. MULTIMEDIA PRESENTATIONS: Interactive Slideshows And Videos
That Incorporate Multimedia Elements Such As Images, Audio, And Video
Clips.
SIMULATIONS: Virtual Environments That Stimulate Real-Life
Scenarios, Allowing Students To Explore And Learn Through Hands-On-
Experience.
VIRTUAL REALITY: Immersive Environments That Provide A Sense Of
Presence, Enabling Students To Interact With Digital Content In 3D.
EDUCATIONAL SOFTWARE: Applications And Programs Specifically
Designed For Educational Purposes, Including Interactive Exercises And
Educational Games.
6. VIRTUAL LABORATORIES: Simulations That Replicate Laboratory
Experiments, Providing A Safe And Cost-Effective Alternative To
Traditional Hands-On-Labs.
AUGMENTED REALITY (AR): Overlying Digital Onto The Real World,
Enhancing Understanding And Engagement In Various Subjects.
ONLINE LEARNING PLATFORMS: Platforms That Offer Interactive
Lessons, Quizzes, And Collaborative Features For Remote Or Blended
Learning.
GAMIFIED LEARNING: Educational Games That Combine
Entertainment And Learning Objectives To Promote Engagement And
Knowledge Retention.
7.
8. INFRASTRUCTURE REQUIREMENTS: Availability Of Reliable Internet
Connection And Suitable Hardware Devices To Access Computer-Aided
Materials.
TRAINING & PROFESSIONAL DEVELOPMENT: Educators Need
Support And Training To Effectively Integrate Computer-Aided Materials
Into Teaching Practices.
CONTENT QUALITY AND SELECTION: Ensuring That Computer-Aided
Materials Align With Educational Standards And Are Suitable For The
Target Audience.
9. ARTIFICIAL INTELLIGENCE (AI) INTEGRATION: AI Technologies Can
Provide Personalized Feedback, Adaptive Learning Paths, And Intelligent
Tutoring.
EXTENTED REALITY (XR): The Convergence Of Virtual Reality (VR),
Augmented Reality (AR),And Mixed Reality (MR) To Create Immersive
Learning Experiences.
INTERNET OF THINGS (IoT): Connecting Physical Objects To The
Internet To Enhance Interaction And Enable Data-Driven Insights In
Educational Settings.
BLOCKCHAIN IN EDUCATION: Securing Academic Records, Verifying
Credentials, And Facilitating Lifelong Learning Through Decentralized
Platforms.
10. Emphasize The Potential Of computer-Aided Materials To Revolutionize
Education And Improve Learning Outcomes.
Encourage Educators To Explore And Embrace Computer-Aided Materials
To Enhance Teaching And Engage Students In The Learning Process.