Sunday, March 2, 2014

Summation of Impactful Educational Technologies

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/



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