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Top online gradebooks for teachers and schools. How to host a virtual open house for your school. Top 7 online learning resources for kids and adults. The 5 best online teaching platforms for virtual learning. On the software, though, we were spot-on.
You predicted that developers would create apps that are truly device-agnostic. Did that happen? We are moving from native apps to web-based apps, and that means those apps are device-agnostic, so an iPad or Android or Chromebook can use all the same software. The [bring-your-own device] strategy is now much more viable than it was in That enabled the development of device-agnostic software. Teachers use that regardless of whether they have desktops or laptops, Chromebooks; they can use Kahoot!
Have we made any progress? But the predominant mode of teaching, even now, is still direct instruction.
The opportunities are incredible right now because of the technology. To put that burden on teachers, to take this curriculum and make it into projects or think up projects, is unrealistic. Are we living in that fully collabrified world yet? For the same reason! Collaboration is not an easy thing to do, but if you give teachers lessons that are designed to be collaborative, then they will have the students do it.
What about the technical capacity to collaborate, though? The demand was missing. If the teachers had curriculum that required kids to collaborate, then teachers would demand that the software does it and would put pressure on software developers to develop that functionality.
I am very wrong. We believe that teachers will use these digital resources when they see it as real curricula. Last year, we started the Center for Digital Curricula, with funding from the college of engineering at the University of Michigan. Teachers are free to make any changes they want. Technology and 1-to-1 [computing] will be available faster because schools are seeing the need for it. All these companies are doing their own thing, not playing with each other. All Topics. About Us. You can revoke this access at any time through your LinkedIn account.
Sign In with LinkedIn. Already have an account? Login here. The truth is, education is changing right now. Technology and expanded knowledge of the learning process have already resulted in a metamorphosis of the classroom and of teaching methods. There will be even more changes in the future. Here are some of the changes that have already become commonplace in the classroom: Online posting of grades and assignments.
Group projects completed through collaborative software. Assignments completed online and uploaded through classroom portals. Students using cloud storage instead of flash drives or paper to store their work. Teachers, parents, students, and administrators communicating via social media platforms designed specifically for education. The layout of the classroom will change immensely. Forget about neat rows of chairs and desks from which students focus intently on the teacher delivering a lecture and demonstrating concepts on the whiteboard.
Seating arrangements in the future will be flexible so that they are appropriate for the task that students are working on, and there will also be more focus on the comfort of the students. Here are just a few things that will become more commonplace in the classroom of the future: Standing desks for students who have difficulty maintaining focus while sitting.
Accommodation for students who need more movement. Private workstations will be available for individual tasks while collaborative workspaces will be available for group projects. Interactive projectors and other technology will replace interactive whiteboards. Students will be given more autonomy on how and where to sit. Moving walls will make spaces more adaptable. Virtual and augmented reality will change the educational landscape. Imagine this: A student opens a book to what appears to be a page with a picture of the earth on it.
Then, the student puts on a pair of special glasses and a three dimensional images pops out at them. Picture a student walking through an art gallery and scanning a code next to a picture using a special app on their cell phone and then being able to watch a video of the artist speaking about their own work. This is all possible today because of a technology known as augmented reality. Apps and other educational devices act upon trigger images to create an augmented learning experience.
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