The document discusses augmenting education through augmented reality technologies. It provides timelines for when different augmented reality and mobile technologies may become widely used in education, ranging from one to five years. These include electronic books, simple augmented reality, gesture-based computing, and learning analytics. The document also provides background information on augmented reality, virtual reality, and how augmented reality can enhance the real world with computer-generated stimuli. It provides several examples of current educational applications that use augmented reality.
Where is ict education going in australiaJason Zagami
This document discusses the past, present, and future of information and communications technology (ICT) education in Australia. It covers topics like computing in universities and schools, ICT subjects across different year levels, teaching standards, and national curriculum guidelines. The distinction between ICT as a general capability and computing as an academic discipline is explained. The document also mentions initiatives like the Digital Education Advisory Group and the Digital Education Revolution that aimed to improve access to technology in schools.
Implications and applications of educational technologies IIJason Zagami
Griffith Education Teachers’ Strategic Network First Mini-Conference by Dr Jason Zagami 24 April 2010
The challenge of staying on top of advances in technology is now fundamental to sustaining success in every field of human endeavour. For educators and educational administrators, it is specifically educational technologies that present unique challenges, opportunities and expectations. This seminar highlighted a range of emerging educational technologies being researched at Griffith University that forecast paradigm changes in educational practice. Within the TPACK (Technological, Pedagogical, Content Knowledge) framework of understanding the role of educational technologies in the teaching and learning process, the educational application of 1:1 computing, mobile devices, serious games, virtual worlds, and neural interfaces was explored.
This document provides an overview of a lecture series on ICT and pedagogy given by Dr. Jason Zagami at Griffith University. The series will include weekly lectures, tutorials, and workshops over 8 weeks. Topics that will be covered include 1:1 computing initiatives, mobile learning technologies like tablets and e-readers, cloud computing, Google OS, interactive whiteboards, personal learning networks, educational games, virtual worlds, augmented reality, and neural interfaces. Readings and resources for the first tutorial week are available on Dr. Zagami's website.
The document discusses augmenting education through augmented reality technologies. It provides timelines for when different augmented reality and mobile technologies may become widely used in education, ranging from one to five years. These include electronic books, simple augmented reality, gesture-based computing, and learning analytics. The document also provides background information on augmented reality, virtual reality, and how augmented reality can enhance the real world with computer-generated stimuli. It provides several examples of current educational applications that use augmented reality.
Where is ict education going in australiaJason Zagami
This document discusses the past, present, and future of information and communications technology (ICT) education in Australia. It covers topics like computing in universities and schools, ICT subjects across different year levels, teaching standards, and national curriculum guidelines. The distinction between ICT as a general capability and computing as an academic discipline is explained. The document also mentions initiatives like the Digital Education Advisory Group and the Digital Education Revolution that aimed to improve access to technology in schools.
Implications and applications of educational technologies IIJason Zagami
Griffith Education Teachers’ Strategic Network First Mini-Conference by Dr Jason Zagami 24 April 2010
The challenge of staying on top of advances in technology is now fundamental to sustaining success in every field of human endeavour. For educators and educational administrators, it is specifically educational technologies that present unique challenges, opportunities and expectations. This seminar highlighted a range of emerging educational technologies being researched at Griffith University that forecast paradigm changes in educational practice. Within the TPACK (Technological, Pedagogical, Content Knowledge) framework of understanding the role of educational technologies in the teaching and learning process, the educational application of 1:1 computing, mobile devices, serious games, virtual worlds, and neural interfaces was explored.
This document provides an overview of a lecture series on ICT and pedagogy given by Dr. Jason Zagami at Griffith University. The series will include weekly lectures, tutorials, and workshops over 8 weeks. Topics that will be covered include 1:1 computing initiatives, mobile learning technologies like tablets and e-readers, cloud computing, Google OS, interactive whiteboards, personal learning networks, educational games, virtual worlds, augmented reality, and neural interfaces. Readings and resources for the first tutorial week are available on Dr. Zagami's website.
1) The document discusses how wearing a yukata, a traditional Japanese outfit, helped the author communicate with others at an Agile conference by drawing attention and making her cultural background clear.
2) The yukata gave the author courage to speak English despite difficulties and helped her have conversations with people from many countries to share knowledge and gain confidence.
3) The author believes that embracing differences in language and culture through symbols like traditional clothing can help developers from various regions overcome challenges and collaborate effectively.
1) The document discusses how wearing a yukata, a traditional Japanese outfit, helped the author communicate with others at an Agile conference by drawing attention and making her cultural background clear.
2) The yukata gave the author courage to speak English despite difficulties and helped her have conversations with people from many countries to share knowledge and gain confidence.
3) The author believes that embracing differences in language and culture through symbols like traditional clothing can help developers from various regions overcome challenges and collaborate effectively.