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TEN
EMERGING
INSTRUCTIONAL TECHNOLOGY
TRENDS TO IMPACT
SIGNIFICANTLY
ON EDUCATION IN
2016
BY JUNIA MARIN
1. EDMODO
• EDMODO IS A WEBSITE THAT ACTS AS A SOCIAL LEARNING
PLATFORM FOR TEACHERS AND STUDENTS.
• IT FACILITATES AN ONLINE CLASSROOM SETTING.
• BY 2016 IT WOULD BE AN INDISPENSABLE RESOURCE.
• ALLOWS PARENTS TO MONITOR CHILDREN’S PROGRESS.
• HAS ASSESSMENT TOOLS EG. SNAPSHOT
1. EDMODO
Click inside
box to play
video on
EDMODO.
2. VIRTUAL ASSISTANTS
2. VIRTUAL ASSISTANTS
2. VIRTUAL ASSISTANTS
• Virtual Assistants are the latest and advanced versions of
Digital Assistants.
• Students in 2016 would operate their Virtual Assistants by
voice recognition.
• The improvement in Artificial Intelligence would allow
students to interact through conversations..
• Virtual Assistants would support and determine the
individual needs of the learner.
• SIRI, GOOGLE NOW and CORTANA are three examples of
Virtual Assistants for mobile devices.
3. WEARABLE TECHNOLOGY
3. WEARABLE TECHNOLOGY
Three types that would be integrated in education by 2016.
• Connected : Person to person
eg. A Physical Education teacher can monitor heart rates of active
students.
• Tailored Eco-system . Person to computer.
Eg. A computer can determine whether a Science student is in a
dangerous environment.
• Co-evolved possibilities: person-as-computer.
Eg. Blinking to operate electronic items in the 2016 classroom.
4. LEARNING ANALYTICS.
4. LEARNING ANALYTICS.
A Field associated with deciphering trends and
patterns from educational big data, or huge sets of
student-related data.
By 2016 Learning Analytics would be used to advance
personalized, supportive systems of education.
5. MOBILE LEARNING
5. MOBILE LEARNING
By 2016 m-learning would allow individuals to engage in
learning when interacting with, or creating information,
mediated through a compact digital portable device.
The connectivity and access to mobile devices in 2016 would
allow for integration in all educational pursuits.
6. 3D PRINTING
6. 3D PRINTING
• Students by 2016, will be able to analyze and
solve design problems by printing tangible
prototypes.
• It allows for Hands-on learning through 3D
models.
• Teachers can create tangible aids and stimulate
interaction.
7. FLIPPED CLASSROOMS
7. FLIPPED CLASSROOMS
• Flipping involves changing the focus of the learning from
the teacher to the students…….
• Students construct their own learning through interaction
of online resources.
8. GAME BASED LEARNING
8. GAME BASED LEARNING
• The principles of game design would be applied to the
learning process.
• Learners would be engaged.
• It would provide another medium for learners to be
assessed.
• It would encourage problem solving skills in real life
simulations.
9. CLOUD APPS
9. CLOUD APPS
• By 2016, would redesign the teaching/learning process
through the widespread availability and accessibility of
interactive multimedia learning environments.
• They would provide students with digital storage for class
notes, papers and projects.
10. AUGMENTED REALITY
10. AUGMENTED REALITY
• A real world environment that is augmented by the use of
computer generated inputs.
• Inputs that augment reality: sounds, video, graphics,
animations and GPS data.
• By 2016 would be widely used in education to enhance
students’ creativity and design skills.
EMERGING TRENDS THAT WOULD AFFECT
INSTRUCTIONAL TECHNOLOGY IN 2016
1. Edmodo.
2. Virtual Assistants.
3. Wearable Technology.
4. Learning Analytics.
5. Mobile learning
6. 3d Printing
7. Flipped classrooms.
8. Game based learning.
9. Cloud Apps.
10. Augmented Reality.
References
3D Printing for Education http://www.lpfrg.com/applications/3d-printing-for-education
Alexander, B. (2014).Gaming the future of higher education
http://www.academiccommons.org/2014/07/24/gaming-the-future-of-higher-education/
Brauer, C. (2014). Beyond Siri, Google Now and Cortana: What is the future of virtual assistants?
http://thenextweb.com/insider/2014/10/27/beyond-siri-google-now-cortana-future-virtual-
assistants/
Delgado, R. (2014). Imagining the Classroom of 2016, Empowered by Wearable Technology
http://www.emergingedtech.com/2014/04/imaging-the-classroom-of-2016-empowered-by-
wearable-technology/
Educational Technology and Mobile Learning.
http://www.educatorstechnology.com/2014/05/awesome-new-flipped-learning-graphic.html
Utopia Game-Based Learning http://www.edutopia.org/blogs/beat/game-based-learning
Learning Analytics http://www.educause.edu/library/learning-analytics
Lepi, K. (2013). The Future of Higher Education and Cloud Computing.
http://www.edudemic.com/higher-education-and-cloud-computing/
See you in 2016

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Ten Emerging Trends in Instructional Technology for 2016................

  • 1. TEN EMERGING INSTRUCTIONAL TECHNOLOGY TRENDS TO IMPACT SIGNIFICANTLY ON EDUCATION IN 2016 BY JUNIA MARIN
  • 2. 1. EDMODO • EDMODO IS A WEBSITE THAT ACTS AS A SOCIAL LEARNING PLATFORM FOR TEACHERS AND STUDENTS. • IT FACILITATES AN ONLINE CLASSROOM SETTING. • BY 2016 IT WOULD BE AN INDISPENSABLE RESOURCE. • ALLOWS PARENTS TO MONITOR CHILDREN’S PROGRESS. • HAS ASSESSMENT TOOLS EG. SNAPSHOT
  • 3. 1. EDMODO Click inside box to play video on EDMODO.
  • 6. 2. VIRTUAL ASSISTANTS • Virtual Assistants are the latest and advanced versions of Digital Assistants. • Students in 2016 would operate their Virtual Assistants by voice recognition. • The improvement in Artificial Intelligence would allow students to interact through conversations.. • Virtual Assistants would support and determine the individual needs of the learner. • SIRI, GOOGLE NOW and CORTANA are three examples of Virtual Assistants for mobile devices.
  • 8. 3. WEARABLE TECHNOLOGY Three types that would be integrated in education by 2016. • Connected : Person to person eg. A Physical Education teacher can monitor heart rates of active students. • Tailored Eco-system . Person to computer. Eg. A computer can determine whether a Science student is in a dangerous environment. • Co-evolved possibilities: person-as-computer. Eg. Blinking to operate electronic items in the 2016 classroom.
  • 10. 4. LEARNING ANALYTICS. A Field associated with deciphering trends and patterns from educational big data, or huge sets of student-related data. By 2016 Learning Analytics would be used to advance personalized, supportive systems of education.
  • 12. 5. MOBILE LEARNING By 2016 m-learning would allow individuals to engage in learning when interacting with, or creating information, mediated through a compact digital portable device. The connectivity and access to mobile devices in 2016 would allow for integration in all educational pursuits.
  • 14. 6. 3D PRINTING • Students by 2016, will be able to analyze and solve design problems by printing tangible prototypes. • It allows for Hands-on learning through 3D models. • Teachers can create tangible aids and stimulate interaction.
  • 16. 7. FLIPPED CLASSROOMS • Flipping involves changing the focus of the learning from the teacher to the students……. • Students construct their own learning through interaction of online resources.
  • 17. 8. GAME BASED LEARNING
  • 18. 8. GAME BASED LEARNING • The principles of game design would be applied to the learning process. • Learners would be engaged. • It would provide another medium for learners to be assessed. • It would encourage problem solving skills in real life simulations.
  • 20. 9. CLOUD APPS • By 2016, would redesign the teaching/learning process through the widespread availability and accessibility of interactive multimedia learning environments. • They would provide students with digital storage for class notes, papers and projects.
  • 22. 10. AUGMENTED REALITY • A real world environment that is augmented by the use of computer generated inputs. • Inputs that augment reality: sounds, video, graphics, animations and GPS data. • By 2016 would be widely used in education to enhance students’ creativity and design skills.
  • 23. EMERGING TRENDS THAT WOULD AFFECT INSTRUCTIONAL TECHNOLOGY IN 2016 1. Edmodo. 2. Virtual Assistants. 3. Wearable Technology. 4. Learning Analytics. 5. Mobile learning 6. 3d Printing 7. Flipped classrooms. 8. Game based learning. 9. Cloud Apps. 10. Augmented Reality.
  • 24. References 3D Printing for Education http://www.lpfrg.com/applications/3d-printing-for-education Alexander, B. (2014).Gaming the future of higher education http://www.academiccommons.org/2014/07/24/gaming-the-future-of-higher-education/ Brauer, C. (2014). Beyond Siri, Google Now and Cortana: What is the future of virtual assistants? http://thenextweb.com/insider/2014/10/27/beyond-siri-google-now-cortana-future-virtual- assistants/ Delgado, R. (2014). Imagining the Classroom of 2016, Empowered by Wearable Technology http://www.emergingedtech.com/2014/04/imaging-the-classroom-of-2016-empowered-by- wearable-technology/ Educational Technology and Mobile Learning. http://www.educatorstechnology.com/2014/05/awesome-new-flipped-learning-graphic.html Utopia Game-Based Learning http://www.edutopia.org/blogs/beat/game-based-learning Learning Analytics http://www.educause.edu/library/learning-analytics Lepi, K. (2013). The Future of Higher Education and Cloud Computing. http://www.edudemic.com/higher-education-and-cloud-computing/
  • 25. See you in 2016