Summation
of Impactful Educational Technologies
In week one, Linda
Ansley opened up the discussion by introducing the idea of incorporating
tablets and multimedia technology in the classroom. Tablets are best described as wireless
computing devices. Being fairly new to embracing technology and
all it can do, I was intrigued to conduct further research. Today’s millennial learners require different
tools to learn and interact with the world in a dynamic and meaningful way. With so much access to technology it only
makes sense to include technological tools in the classroom as it will take
learning to a new level. By incorporating tools in the classroom that are
frequently used outside of the classroom, learners will be more proficient at
navigating through resources. In addition, use of tablets and enabling access
to social media and other multimedia devices, encourages connection,
collaboration with colleagues, and sparks innovative ideas which increase
shared learning (Barseghian,
2013). Learners can customize their learning by downloading apps that
best support them (Briggs, 2013).
In relation to digital citizenship, all nine themes apply to the use of
tablet and multimedia use in the classroom. Digital access, digital commerce, digital
communication, digital literacy, digital etiquette, digital law, digital rights
& responsibilities, digital health & wellness and digital security
(self-protection) are elements that both teacher and student should be aware
of. Instructors have a duty to ensure that students are familiar with these
themes, know how to identify potential issues when they arise, and be amply
prepared on how to address them. In turn, students have to be accountable and
want to be a responsible member of the digital world just as they are here in
our day to day society.
The next technology is italki.com, a technology
introduced to the class by Kemal Bosnak. Italki emerges from Hong Kong and helps learners to connect
with other language learners around the world or become more proficient in a
specific language by employing an online teacher. This technology is a great
resource to me as an instructor as I will be working with English Language
Learners and this tool will be another resource that they can tap into for
additional support outside of the classroom.
Digital access, digital communication, digital
rights and responsibilities, and digital etiquette apply to using this
technological resource.
The final and perhaps most interesting technology
was introduced by Jean Bradford regarding the use of augmented reality as a means to enhance
the adult learning experience. Gaming, simulations and virtual environments
have been used to prepare adults for real life scenarios in the field of
medicine, science, and the military. Professionals in the field state that
while virtual simulations are not intended to replace training, it serves as a
means to enhance the learners training experience. I recently watched the movie
Gravity with Sandra Bullock and
George Clooney. Bullock’s character was put into a position to drive a space
aircraft which she had only trained for in a simulation. Bullock was frightened
and felt she would not be able to successfully fly the aircraft since she had
only flown the aircraft in an augmented environment. In the end, Bullock had no
choice but to apply the skills she’d gained from her virtual training or face
the perils of death.
Although this is only a movie, this illustration
points to the many different ways in which simulated games can allow learners
to gain hands on experience, to encounter emotions similar to those they would
in real life circumstances, and are challenged to employ and or develop skill
sets pertinent to the situation. The aim
for most simulations and virtual games as it relates to education is to provide
the most relevant and realistic levels of training to best equip participants (Tozer,
2013). Research in the field further
shows that humans want to interact with computers in the same way they do with
human beings therefore augmented reality include software applications similar
to human social and emotional behaviors and emotions (Kessler,
et. al., n.d.). This added component contributes to the impactful learning
experience that adults encounter when they engage in gaming, simulation, and
virtual reality.
Digital access, digital
communication, digital literacy, digital etiquette, digital law, digital rights
& responsibilities, digital health & wellness and digital security are
the themes that apply to this technology.
As an adult educator, I believe
that virtual gaming and augmented life can help prepare learners for life,
work, and social situations they will encounter. The virtual world allows users
to employ an avatar who they can use to explore different aspects of life
without causing harm to their human counterpart. This means that the avatar is
safe to make mistakes as well as encounter victories all of which the user can
benefit from. These are tools that can be used in the classroom to better equip
learners prior to having to apply the skills in a real life scenario.
It’s been a great eight weeks and I have learned a lot from
engaging with you all.
Until next time,
TechGirl is signing off!
References:
Barseghian, T. (2013). How Tablets Can
Enable Meaningful Connections for Students and Teachers. Retrieved fromwww.blogs.kqed.org/mindshift/2013.
Briggs, S. (2013). InformED. 10 Emerging Educational Technologies
and How They Are Being Used Across the Globe. Retrieved fromwww.innovationexcellence.com/blog/2013/07/29/10.
Kessler, H et. al. , (n.d.). SIMPLEX- Simulation of personal
emotion experience. Intech: open science open minds. Retrieved from http://www.intechopen.com/download/get/type/pdfs/id/5187
Tozer, J. (March, 2013) Virtual gaming- military
training. Armed with science. Retrieved from http://science.dodlive.mil/2013/03/13/virtual-gaming-military-training/