Friday, February 15, 2013

5 Technology-based Learning Tools for the Classroom

by Tyler Kuckleman
CTE Web Developer


The digital revolution brought about many additions in the form of technologies available to teachers for use in supplementing traditional classroom teaching. Here are four promising technologies gaining traction in the modern classroom, and one that might!

Cloud Computing


Cloud Computing is defined as "a style of computing where massively scalable IT-enabled capabilities are delivered as a service to external customers using Internet technologies." What this means in practical usage is that organizations now have the ability to leverage highly-available digital services without the need to invest in computing infrastructure, ongoing maintenance and support personnel. Could Computing allows for a higher degree of collaboration and persistency among online users, with the idea that anyone can be allowed to view and/or contribute to the same resource material over time.

Examples: Google Docs, Microsoft Office 365, iCloud, Salesforce, Amazon Web Services, Dropbox and similar file sharing services, Mobile applications

Applications for the classroom:

- Brainstorming ideas with emphasis on group input and reconciling individual viewpoints

- Projects, essays and presentations where peers are allowed to collaborate and where access to the same material is vital to the success of the group

- Providing classroom resources and feedback that are available anytime, anywhere (persistent online storage)

Tablets, Smartphones and Apps


Tablets and smartphones have come a long way in terms of adoption, usability, and speed since their introduction in the early 2000s. Standard features now include dual-core processors, high-definition (HD) displays, HD cameras and near field communication (NFC) for sharing photos and data in close proximity with similar devices. In addition, the advent of high-speed, 4G communications and all-day battery life allows many tasks traditionally designated for personal computers (PCs) to be performed on-the-go using mobile devices.

Mobile applications, or "Apps," are what enable tablets and smartphones to really shine when it comes to their usefulness in everyday life, providing functionality including emailing, personal banking, mapping and thousands of more uses. Both Apple's iOS App Store and Google Play now have in excess of 700,000 apps apiece (albeit with a good amount of duplication across the platforms).

Applications for the classroom:

- Real-time interaction and feedback in the form of classroom response systems

- Replacing physical textbooks with their digital equivalents viewable with an eReader app or targeted reader device

- Apps including graphing calculators, language instruction, music notation, flash cards and many others to assist in learning classroom material

iTunes U and Learning Management Systems (LMS)


The days of paper instructional handouts and take-home quizzes for students are disappearing. Digital content repositories of assignments and other material have replaced many physical means of disseminating classroom resources to students. This direction has numerous advantages, such as in ease of use, a reduction in waste and instant feedback provided by online systems. Two systems for creating a "digital classroom" are:

- iTunes U

Available through the iTunes store or iTunes U app, iTunes U allows for teachers to provide learning materials online, making them structured and searchable for consumption by students. Students are able to download resources such as videos, audio files, presentations and documents to their iTunes library for offline use. Because sharing privacy is a concern, an iTunes U course allows an administrator or instructor to control what content is visible to users.

- Learning Management Systems (LMS)

A more complete solution to creating a digital classroom than iTunes U, learning management systems are all-in-one solutions that provide the utility to teach an entire course online. They include classroom aspects such as quiz generation and test-taking, discussions and grading. All the added functionality comes at a cost over cloud managed systems like iTunes U; LMS's generally require a higher investment from institutions in the form of employee training and maintenance. Also, some of the learning systems require payment in licensing fees (e.g., Blackboard Learn) while others are free and open source (e.g., Moodle).

Social Networks: Facebook, Twitter


Social networking websites and tools have taken the world by storm since the introduction of Friendster and Myspace early last decade. Social networks and social media combined now reach nearly 80 percent of internet users in the U.S.

With Facebook's expansion to allow everyone to create an account, teachers, parents and students have a means of sharing information that was virtually impossible without the service. Along with Facebook, the micro-blogging service Twitter perpetuates a community in which users are constantly exchanging the latest information.

Applications for the classroom:

- Being able to reach students and provide guidance beyond classroom hours

- Providing the latest class updates to students in the form of assignment due dates, announcements, career opportunities, etc.

- Catering to the interests of students and fostering strong teacher student relationships by knowing more about one another

- Maintaining constant feedback and encouraging discussions for better classroom awareness

Augmented Reality (AR)


A lesser known technology than the previous four, augmented reality makes it easy to visualize abstract concepts in real-world surroundings. Limited examples of the technology's potential are available today, such as the ability of a smartphone to visualize digital objects overlaying the environment or its use in video games to bring characters to life in a person's living room (Nintendo's 3DS).

What's Next for AR?

It's just the beginning for AR applications, and there are many possible future applications:

- Glasses or contacts to show users more information about surroundings, such as viewing objects that are normally obscured (e.g., in navigation)

- Aiding professionals in visualizing solutions to problems (e.g., during mechanical repair)

- Display or "augment" current situations by targeting the user's interests (think of the personalized advertising in the 2002 movie "Minority Report")

Applications for the classroom:

- Aurasma - Mobile application that produces digital representations of objects in an overlay and could allow students to discover more information or uncover clues relating to their surroundings

- Visualizing future stages of a project, the possible pathways to completion and being able to share them with and encourage input from others

References


Arkansas, State of. (2012). Using iTunes U in the Classroom Training Module.

http://adepodcast.arkansas.gov/docs/QuickStart/Training%20Module-iTunesU-in-the-Classroom.pdf

Bates, Laura. (2012). Bringing Augmented Reality to the Classroom.

http://www.fractuslearning.com/2012/10/24/augmented-reality-classroom/

Curtis, Anthony. (2013). The Brief History of Social Media.

http://www.uncp.edu/home/acurtis/NewMedia/SocialMedia/SocialMediaHistory.html

Pang, Les. (2009). Applying Cloud Computing in the Classroom.

http://deoracle.org/online-pedagogy/teaching-strategies/applying-cloud-computing.html

Yogesh. (2012). TOP 7 ANDROID APPLICATIONS FOR ONLINE EDUCATION.

http://ftechblog.com/top-7-android-applications-for-online-education/

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