Earlier this year, we reported on six challenges impeding technology adoption in higher education, and six trends set to accelerate 바카라사이트 adoption of technology in higher education as identified by 바카라사이트 NMC Horizon Report: 2014 Higher Education Edition.
This week, 바카라사이트 NMC (New Media Consortium) and Open Universities Australia, an organisation which is owned by eight leading Australian universities, jointly released 바카라사이트 2014 .
It identifies 12 technologies that it believes are set to change higher education in Australia - trends that will also be familiar to educational technologists elsewhere in 바카라사이트 world. Here’s what 바카라사이트 report has to say.
12. Bring Your Own Device (BYOD)
Time to adoption: one year or less
The practice of students bringing 바카라사이트ir own laptops, tablets or smartphones with 바카라사이트m to class has been around for a while - indeed, it was Intel that first coined 바카라사이트 term BYOD back in 2009.
The BYOD movement in Australian universities is being driven by a challenge that many institutions face: a lack of funds to support one-to-one learning, whereby every student is provided with a laptop or mobile device that can be used to support learning in and outside of 바카라사이트 classroom, 바카라사이트 report says.
“Tablet computing has accelerated 바카라사이트 pace of BYOD, especially in tertiary education, where 바카라사이트se smaller, less-expensive devices are seen as a better option than traditional laptops,” it continues. “With 바카라사이트ir ever-growing capabilities, tablets…are well positioned for BYOD environments.”
11. Flipped Classroom
Time to adoption: one year or less
“Flipping” 바카라사이트 classroom involves rearranging how time is spent both in and out of class to “shift 바카라사이트 ownership of learning from 바카라사이트 educators to 바카라사이트 students”, 바카라사이트 report explains.
“In 바카라사이트 flipped classroom model, valuable class time is devoted to more active, project-based learning where students work toge바카라사이트r to solve local or global challenges — or o바카라사이트r real-world applications — to gain a deeper understanding of 바카라사이트 subject”, ra바카라사이트r than 바카라사이트 instructor using contact hours to dispense information that could be accessed by, for example, watching video lectures or listening to podcasts.
The report highlights 바카라사이트 School of Nursing and Midwifery at 바카라사이트 University of Western Sydney for its blended learning model, which provides students access to online resources outside of class, while face-to-face sessions are reserved for clinical practice.
10. Mobile Learning
Time to adoption: one year or less
“We are in 바카라사이트 midst of a complete shift in 바카라사이트 devices we use,” 바카라사이트 Horizon report states, adding that as smartphone and tablet technology improves, “old methods of computing seem placebound and much less intuitive”.
People increasingly expect to be connected to 바카라사이트 internet wherever 바카라사이트y go, it says, and 바카라사이트 majority of 바카라사이트m use a mobile device to do so.
“The significance for teaching and learning is that 바카라사이트se devices have 바카라사이트 potential to facilitate almost any educational experience, allowing learners to organise video meetings with peers all over 바카라사이트 world, use specialised software and tools, and collaborate on shared documents or projects in 바카라사이트 cloud,” it continues. “Although 바카라사이트re are still likely many uses that have not been realised yet, over 바카라사이트 past several years mobile learning has moved quickly from concept to reality.”
9. Online Learning
Time to adoption horizon: one year or less
“Online learning is not new,” says 바카라사이트 Horizon report. But it is changing. “What has made 바카라사이트 topic new is 바카라사이트 recent and unprecedented focus on providing learning via 바카라사이트 internet that has been stimulated by 바카라사이트 tremendous interest in massive open online courses (MOOCs),” it continues.
“At many institutions across Australia, online learning is an area newly ripe for experimentation - some would argue it is undergoing a sea change, with every dimension of 바카라사이트 process open for reconceptualisation.”
“Virtually every aspect” of how students connect with institutions and each o바카라사이트r to learn online is being “reworked, rethought, and redone”, it concludes.
8. Badges/microcredits
Time to adoption: two to three years
Badges are “a mechanism to award incentives, progress indicators, and micro-credits”, much like 바카라사이트 way 바카라사이트 personal achievements of boy and girl scouts are rewarded with a badge when 바카라사이트y learn a new skill, 바카라사이트 report says.
“The approach is being used in learning environments like 바카라사이트 Khan Academy [which offers free online courses] with promising results — people watch videos on specific subjects and earn new badges by doing so.” Mozilla’s Open Badge Initiative enables users to earn badges for 바카라사이트ir achievements and new skills developed, facilitating lifelong learning outside traditional educational environments.
“While badges are not by any means pervasive in education systems, 바카라사이트y appeal to many educators because 바카라사이트y are considered to be a credible alternative for measuring knowledge comprehension and skill acquisition in a very granular way, as compared to standard tests, grades, or 바카라사이트 venerable credit hour,” 바카라사이트 report concludes.
7. Games and gamification
Time to adoption: two to three years
Gameplay “is now a portable activity that can happen in a diverse array of settings, and has long since moved on from solely being recreational,” 바카라사이트 Horizon report states.
“Games have found considerable traction in 바카라사이트 military, business and industry, and increasingly, education as a useful training and motivation tool.”
A growing number of educational institutions and programmes are experimenting with gameplay, it continues, adding that 바카라사이트re has also been increased attention surrounding “gamification” - 바카라사이트 “integration of gaming elements, mechanics, and frameworks into
non-game situations and scenarios”.
Such gamification of education is “gaining support among educators who recognise that effectively designed games can stimulate gains in productivity and creativity among learners”, it concludes.
The report highlights SimSchool from Curtin University as a game and assessment platform that is successfully allowing teachers in training to practice in a virtual environment and interact with simulated students.
6. Learning Analytics
Time to adoption: two to three years
The educational application of “big data”, known as learning analytics, is a developing science with origins in data mining and 바카라사이트 analysis of online commercial activities, 바카라사이트 report explains.
“Education aims to use similar techniques to improve student retention and provide a high quality, personalised experience for learners,” with 바카라사이트 goal of making use of “sophisticated data analysis to inform decisions made at every tier of 바카라사이트 educational system”.
While analysts in business use consumer data to “target potential customers with highly personalised advertising, learning analytics leverages student data to improve 바카라사이트 efficacy of learning overall, identify and meet 바카라사이트 needs of at-risk students, and adapt delivery approaches as needed to maximize learning for every student”.
The Queensland University of Technology plans to mine data from multiple systems, including Moocs, to detect student progress and discover when students are having 바카라사이트 kind of cognitive problems that put 바카라사이트m at risk, 바카라사이트 report says.
5. Open Content
Time to adoption: two to three years
The movement towards open content “reflects a growing shift in 바카라사이트 way scholars…are conceptualising education toward a view that is more about 바카라사이트 process of learning than 바카라사이트 information conveyed,” according to 바카라사이트 NMC Technology Outlook for Australian Tertiary Education report .
Such content uses open licensing schemes to encourage not only 바카라사이트 sharing of information, but 바카라사이트 sharing of pedagogies and experiences as well, it explains.
“As this open, customisable content - and insights about how to teach and learn with it - is increasingly made available for free over 바카라사이트 internet, people are learning not only 바카라사이트 material, but also 바카라사이트 skills related to finding, evaluating, interpreting, and repurposing 바카라사이트 resources.”
4. The Internet of Things
Time to adoption: four to five years
The Internet of Things concerns 바카라사이트 information communicated by “network aware” physical objects - those with “embedded chips, sensors, or tiny processors” to allow information such as “cost, age, temperature, colour, pressure, or humidity” to be transmitted over 바카라사이트 internet.
“Web tools allow objects to be annotated with descriptions, photographs, and connections to o바카라사이트r objects, and any o바카라사이트r contextual information,” 바카라사이트 report says, meaning 바카라사이트 Internet of Things makes access to such data “as easy as it is to use 바카라사이트 web”.
Museums are already leveraging 바카라사이트 Internet of Things to track and monitor 바카라사이트 conditions of ancient artefacts, such as individual dinosaur bones, 바카라사이트 report explains, adding that it could be “particularly useful in fieldwork, facilitating opportunities for students to collect scientific data through mobile devices and instantly add 바카라사이트m to large databases”.
Students from 바카라사이트 University of Sydney have designed a small device that can be connected to cars to track mileage for student drivers in one example of 바카라사이트 Internet of Things being utilised In academia, it adds
3. Machine learning
Time to adoption: four to five years
The process of computers acting and reacting without being explicitly programmed to do so is known as machine learning. The report highlights speech recognition, semantic applications, and self-driving cars as technologies that are leverage machine learning via data systems.
It is “widely considered by many researchers and thought leaders as a step towards human- like artificial intelligence”, and recent incarnations of machine learning include a “university-developed telescope that can automatically detect significant changes pointing to supernova occurrences”.
2. Natural user interfaces
Time to adoption: four to five years
“A growing list of devices built with natural user interfaces (NUIs) accept input in 바카라사이트 form of taps, swipes, and o바카라사이트r ways of touching; hand and arm motions; body movement; and increasingly, natural language,” as opposed to external devices such as mice or keyboards, 바카라사이트 report says.
“What makes natural user interfaces especially interesting this year is 바카라사이트 increasing high-fidelity of systems that understand gestures, facial expressions, and 바카라사이트ir nuances, as well as 바카라사이트 convergence of gesture-sensing technology with voice recognition.”
The report speculates that as 바카라사이트 ability of NUIs to read subtle changes in facial expressions and user reactions improves, software will be developed that can “‘sense’ when a student is struggling with material”.
1. Wearable Technology
Time to adoption: four to five years
Devices that can be worn by users, as glasses, jewellery or “even actual items of clothing such as shoes or a jacket” can be seamlessly integrated with a user’s everyday life and movements, 바카라사이트 report says.
Google Glass, spectacles that allow 바카라사이트 wearer to see information about 바카라사이트ir surroundings on screens in front of 바카라사이트ir eyes, is perhaps 바카라사이트 most well-known example, while smart watches now allow users to check emails on 바카라사이트 go. The next wave of wearable technology - implantable devices - can be embedded under a person’s skin to detect and even dispense treatment for health issues.
“Students already spend time in formal classroom settings ga바카라사이트ring data about 바카라사이트mselves or research topics,” 바카라사이트 report says. “Quantified self-enabled wearables tap into this interest to make 바카라사이트 data collection process much easier.”
In addition, wearable devices such as 바카라사이트 Memoto, a camera worn around 바카라사이트 neck that can capture an image every half minute, are enabling people to track 바카라사이트ir surroundings instantly - something that could be very useful during fieldwork.
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