6 Ed Tech Trends to Watch in 2020 — from campustechnology.com by Rhea Kelly with:

  • Bridget Burns, Executive Director, University Innovation Alliance
  • James Frazee, Chief Academic Technology Officer and Associate VP, Instructional Technology Services, San Diego State University
  • Ernie Perez
    Director, Educational Technology, Digital Learning & Innovation, Boston University

This year’s top issues in education technology reflect the bigger picture of a student’s pathway from individual courses all the way to graduation and career.

Topics include:

1) Workforce Readiness
2) Artificial Intelligence and Chatbots
3) Extended Reality (XR)
4) Video and Accessibility
5) Predictive Analytics and Advising
6) Industry Partnerships

 
 

From DSC:
I wonder if this patent — or these types of technologies — might enable remote learners to select/control more of their preferred viewing angles?!

Apple Seeks Patent For AR/VR Video Recording With Multi-angle Playback — from uploadvr.com by Jeremy Horwitz

Excerpt (emphasis DSC):

If you’ve watched YouTube streams of conventional 2D videos — such as commentaries on games, TV shows, movies, or trailers — you know that the streams are visually flat: video of the content, sometimes with a person’s face superimposed in the corner for added discussion. But Apple appears set to change that paradigm for augmented and virtual reality streaming. A just-published patent application reveals that it’s been working on compositing multiple streams in a way that could let AR and VR viewers watch streamed content from their choice of angles.

 

Modular, stackable learning — What it means and why it will transform learning in the workplace — from linkedin.com by Anant Agarwal

Excerpt:

One example is by unbundling the traditional learning “packages” — Associate’s, Bachelor’s, and Master’s degrees — into more manageable learning chunks that are also tied to real career and life outcomes. This is what we call modular learning, and it’s the foundation of all the programs available on edX. Modular learning enables working professionals to learn new skills in shorter amounts of time, even while they work, and those seeking a degree are able to do so in a much more attainable way. They also earn credentials for the smaller modules of learning, thereby garnering value and positive feedback early in the process of advancing towards full degrees. This early positive feedback also increases motivation for learners to persist towards the full degree, if that is their goal.

 

Things I Learned at Project Voice — from thejournal.com by Bradley Metrock, who produces the Project Voice conference, hosts This Week in Voice
Could 2020 be the year of the voice? These voice experts think so.

Excerpt:

Voice experience of the year for education, with these finalists:

Highlights took this category.

And voice developer of the year, with these finalists:

Bamboo Learning won this award.

Also see:

  • 12 Education Predictions for 2020 — by Dian Schaffhauser
    The learning and innovation in education never stops. Here’s what 12 education technology experts and observers expect for the new year in K-12.
 

 

From DSC:
If you are using a tool like Cisco Webex in your school, consider implementing the idea below.
I’d like to thank Mr. Steve Grant and Mr. Nelson Miller from the WMU-Cooley Law School for their work in implementing/recommending this approach.

If you are using a tool like Cisco Webex, you can use it to share content to displays, laptops, smartphones, and tablets. If the professor starts a Cisco Webex Meeting Center session using their own personal room, the students can then join that meeting via their devices. (To eliminate noise and confusion — as well as to reduce bandwidth — the students should mute their microphones and choose not to send the video from their webcams.)

If you were doing a think-pair-share, for example, and you really liked what a certain pair of students had going on, one of the students could share their work with the rest of the class. By doing so, whatever was going on on that student’s device could be displayed by any projectors in the room, as well as on any other devices that were connected to the Cisco Webex Meeting Room.

“So you could project any student’s work as students proceed with in-class exercises. Projecting student work adds another level of accountability, excitement, and concentration to in-class exercises.” 

*********

Also, using the Cisco Webex Meeting Center in your face-to-face classroom not only opens up that sort of collaboration channel, but, via the chat feature, it can also open up a running backchannel to draw out your more introverted students, or those students who have questions but don’t want to have the spotlight thrown on them. 

*********

 

DC: Precursor to a next gen learning platform…? Another piece is falling into place.

 

The inaugural winners of Training Magazine’s Network Choice Awards — from trainingmag.com
Training magazine reveals the winners of its inaugural crowd-sourced vendor awards program: the 2019 Training Magazine Network Choice Awards.

Categories include:

  • Authoring Tools
  • Custom Content/Program Development
  • Gamification
  • Learning Portal/Learning Management System (LMS)
  • Measurement, Testing, and Assessment

 

 

Below are some thoughts from Michal Borkowski, CEO and Co-Founder of Brainly, regarding some emerging edtech-related trends for 2020.

2020 is coming at us fast, and it’s bringing a haul of exciting EdTech trends along with it. A new decade means new learning opportunities created to cater to the individual rather than a collective hive. There are more than one or two ways of learning — by not embracing all of the ways to teach, we risk leaving students behind in subjects they may need extra help in.

Michal Borkowski, CEO and Co-Founder of Brainly– the world’s largest online learning platform with 150 million monthly users in 35 countries– has his finger on the pulse of global education trends. He was selected to speak at Disrupt Berlin, the world’s leading authority in debuting revolutionary startups and technologies, this year and has some insightful predictions on the emerging trends 2020 will bring in EdTech.

  1. Customized learning via AI
    AI systems with customizable settings will allow students to learn based on their personal strengths and weaknesses. This stylized learning takes into account that not every student absorbs information in the same way. In turn, it helps teachers understand what each individual student needs, spend more time teaching new material, and receive higher classroom results.
  2. Responsible technological integration
    Students today are more fluent in technology than older generations. Integrating tech through digital resources, textbooks, game-style lessons, and interactive learning are efficient ways to captivate students and teach them responsible usage of technology.
  3. Expansive peer-to-peer learning
    Allowing students access to a platform where they can view different student’s educational interpretations, and one specific perspective may help information click, is invaluable. These learning platforms break down barriers, encourage active learning anywhere, and cultivate a sense of community between students all over the world.
  4. From STEM to STEAM
    Science, technology, engineering, and math curriculums have been the major educational focus of the decade, but 2020 will see more integration of classical liberal arts into educational modules, turning STEM into STEAM. Incorporating the arts into a tech-based curriculum enables students to create important connections to the world and allows them to have a well-rounded education.
  5. Options in learning environments
    Who says learning has to take place in a classroom? Advancements in EdTech has provided new and exciting avenues where educators can experiment. Grade and high school level teachers are experimenting with webinars, online tutorials, and other forms of tech-based instruction to connect to students in environments where they are more inclined to learn.

2020 is the year that education forms itself around each student’s individual needs rather than leaving kids behind who don’t benefit from traditional instruction.

 

Coming down the pike: A next generation, global learning platform [Christian]

From DSC:
Though we aren’t quite there yet, the pieces continue to come together to build a next generation learning platform that will help people reinvent themselves quickly, efficiently, constantly, and cost-effectively.

Learning from the living class room

 

Learning from the living class room

 

Learning from the living class room

 

XR for Teaching and Learning — from educause

Key Findings

  • XR technologies are being used to achieve learning goals across domains.
  • Effective pedagogical uses of XR technologies fall into one of three large categories: (1) Supporting skills-based and competency-based teaching and learning, such as nursing education, where students gain practice by repeating tasks. (2) Expanding the range of activities with which a learner can gain hands-on experience—for example, by enabling the user to interact with electrons and electromagnetic fields. In this way, XR enables some subjects traditionally taught as abstract knowledge, using flat media such as illustrations or videos, to be taught as skills-based. (3) Experimenting by providing new functionality and enabling new forms of interaction. For example, by using simulations of materials or tools not easily available in the physical world, learners can explore the bounds of what is possible in both their discipline and with the XR technology itself.
  • Integration of XR into curricula faces two major challenges: time and skills.
  • The adoption of XR in teaching has two major requirements: the technology must fit into instructors’ existing practices, and the cost cannot be significantly higher than that of the alternatives already in use.
  • The effectiveness of XR technologies for achieving learning goals is influenced by several factors: fidelity, ease of use, novelty, time-on-task, and the spirit of experimentation.

XR for Teaching and Learning

 

2019 study of undergraduate students & information technology — from library.educause.edu

Excerpts:

Drawing on survey data from more than 40,000 students across 118 US institutions, this report highlights a number of important findings related to students’ technology preferences, supports, and experiences, with the goal of aiding technology and higher education professionals in improving student learning experiences and success.

But they want to be more than in-class spectators:

  • “I want my professors to stop reading PowerPoint slides word-for-word off of a screen, and to start using the technology at hand to create a different kind of lecture that will engage their students in the learning process.”
  • “I’d love for there to be more interactive polling and questions during class. Even though I don’t like the idea of being in lecture every day, that would keep me more engaged if the instructors were more dynamic with their tech use.”
  • “Integrate [technology] more into lectures. It’s very difficult to sit and watch you talk. Technology can be so beneficial to learning if used in the right ways to enhance and complement lectures. Use collaborative quizzes (Kahoot, etc.), let us research in class, etc.”
  • “Provide more online learning tools such as interactive lectures where people on laptops or tablets can also engage with the material being presented.”

 

Figure 2. Student learning environment preferences for specific course-related activities and assignments

Recommendations

  • Leverage analytics to gain a greater understanding of the student demographics that influence learning environment preferences.
  • Continue to promote online success tools and provide training to students on their use through orientations and advisement sessions.
  • Expand efforts to improve Wi-Fi reliability in campus housing and outdoor spaces.
  • Allow students to use the devices that are most important to their academic success in the classroom.
  • Establish a campus community to address accessibility issues and give “accessibility evangelists” a seat at the table.

 

From DSC:
Well students…you might find that you have a major surprise ahead of you — as a significant amount of your future learning/training will take place completely online. Go ask some folks who have graduated about their onboarding experiences. Then go ask people who have been in the workplace for over a decade. You’ll see what I mean.

 

Top ten podcasts every teacher needs to hear — from wiley.com; with thanks to Emily Liebtag for her posting on Twitter for this resource

Excerpt:

Listening to podcasts is an easy way to dive into a topic that interests you and learn something new from others who share your passion for education.

We’re highlighting the following ten podcast episodes featuring Jossey-Bass authors that you can listen to whenever, wherever to help you master your craft or reignite your love of teaching.

So, take some time for yourself, grab your earbuds, and press play on these…

 

This former Apple designer is taking on Amazon’s Twitch with $146 million and Fox’s backing — from fastcompany.com by Jeff Beer
Caffeine founder and CEO Ben Keighran talks about why live streaming is much more than gaming—it’s the future of TV.

Excerpt (emphasis DSC):

Live-streaming startup Caffeine, started by former Apple designer Ben Keighran, is emerging out of a two-year beta today and aims to overtake Amazon’s Twitch and Microsoft’s Mixer as the world’s leading live broadcasting platform. The official release version features a completely new design for its website and iOS and Android apps that combines editorial, algorithmic, and social connections to make it easier to discover live broadcasting from gamers, entertainers, and athletes, as well as create your own interactive broadcasts featuring live television content.

Twitch is the undisputed king of live-streamed gaming, but Keighran is betting that Caffeine’s more diverse focus to go beyond gaming—into entertainment and sports—will make it a more attractive place for both viewers and creators.

Keighran says another technological difference between Caffeine and Twitch is in its ease of use and quickness. “In just a couple of clicks, you can stream Red Bull 24/7 and be the commentator, you can stream Fortnite in one click, you can create an entertainment stream and talk about the new sneaker you just got, and you can do that all in one place,” he says. “And it’s all in real-time—there’s no delay in the video, whereas on Twitch, there’s up to a 60-second delay.”

 

From DSC:
Hmmm… social interaction. New platforms for streaming live content. Ability to comment and ask questions (i.e., audience interactions). Interactive chats.

Can we add learning-related experiences to the audiences and applications here?

 

 

A somewhat related item:

 
© 2024 | Daniel Christian