Tuesday, 16 July 2019

Module 2


INTRODUCTION
Figure 2.0
Module 2 about classroom technology tools and trends which involves in classroom learning. We live in an era where technology itself often includes practical application of technological solution in software development to teaching, learning and challenges in a creative inquiry. The use of new technological tools for education in engaging and meaningful ways, it is necessary to understand the trends driving technology adoption in the education environment. Teacher can take their classrooms to the next level, innovate and know which technologies to keep on their radar by using the classroom technological tools and trends. In this module, I would like to share about Interactive Whiteboard, Augmented Reality, Virtual Reality, Bring Your Own Devices (BYOD) and Coding as new literacy.


MAIN POINTS
Firstly, I would like to share about 21st century tool that an educator can use in their classes, which is Interactive Whiteboard method or known as the smartboard method. It has brought significant improvements in the education sector by simplifying the learning processes nowadays compared to previous generations of education. An interactive whiteboard can be in form of a standalone touchscreen computer or a connectable apparatus with a Touch Pad used to control other computers from a projector. The benefits of using interactive whiteboards in classroom affect both the students and teachers positively in the short and long run of teaching and learning. Student will engage more, brainstorm and pique their interest to explore every subject in-depth because the teaching and learning session become more digestible and fun. Whether it is learning vocabulary, pronunciation or exploring a research, the students will find the lesson engaging if it integrates text, images, videos or audio files. Other than that, using interactive whiteboard is easier for the educator to structure lessons and to improve students understanding. For an example, in Figure 2.1 shown below.


Figure 2.1


Besides that, Augmented Reality is also one of the visualization technologies that can be used in any classroom. Augmented reality in education will affect the conventional learning process. Augmented reality has the potential to change the location and timing of studying, introducing new and additional ways and methods of learning. The capabilities of augmented reality technology may make classes more engaging and informative. Augmented reality that has animated content in classroom lessons could catch the student’s attention in our dynamic day and age, as well as motivate them to study. For example, fun facts, historical data about sites or events, visual 3D models, would give students a wider understanding of topics. For an example, in Figure 2.2 shown below.

Figure 2.2


Virtual Reality (VR) is an interactive computer graphic. It is about learning through experience. This method can be used find out how your youngest students can benefit from immersive 360 environments. This can be used to enhance and complement the real-world exploration but in a safer and contained situation without the risk of endangering the student’s life. Ensuring students are engaged, motivated and challenged throughout their school career is a key priority for educators. See how virtual and augmented reality can unlock the full potential of giving students new ways to experience learning and even create their own media or platform. Through VR this can also help the students to learn through experiences. They will be immersed in their learning by watching real world by using VR tools. Other than that, the students can learn it by doing it through VR. For example, to do experiment. The students can learn to do experiment using VR. That is how VR apply in learning. For an example, in Figure 2.3 shown below.


Figure 2.3


Next will be about BYOD method which stands for Bring Your Own Devices. This is an approach in which students and staff can bring their own smartphones, tablets, and other mobile devices into the learning environment. BYOD would enhance and improve the students learning outcomes instead of using traditional teaching and learning methods. There are a lot of benefits by using their own devices in classroom. Students are already familiar and comfortable using their own devices in classroom. Students are already familiar and comfortable using their own technology so they can focus solely on learning with them than learning how to use the device. Other than that, students will be more organized with all their notes and assignments that are all in one place. For an example, in Figure 2.4 shown below.


Figure 2.4


Lastly, I would like to share about 21st century trend which is Coding as new literacy. It is defined as teaching the students to create and make something using codes. With coding, students can explore, share resources and strategies. Coding includes activities, games, and apps, for teaching kids programming skills and computer science concepts. Coding enables students to create their own projects. Coding education also can be beneficial for students who aren’t necessarily interested in pursuing computer programming but would like to gain a better understanding of technology and how it’s shaping our world. The ability to code computer programs is an important part of literacy in society today. When people learn to code, they learn important strategies for solving problems, designing projects and communicating ideas. For an example, in Figure 2.5 shown below.
Figure 2.5


DISCUSSION
For my discussion, in this module 1 have learned more about the technology that can be used towards the students in the classroom. The advancement of technology makes it easier for students to comprehend in the learning and teaching process. Teachers can make information easily accessible to the students using the current technology which will make their work easier and less complex. The students will be more exposed to higher order thinking skill that is being focused in the government currently. So, there are many functions of technology that we can apply in teaching in classrooms. This enables us to teach our students in the classroom with the advanced technology that we have. For an example, IWB and BYOD. IWB is where we can used hybrid whiteboard with the technology nowadays. This is can help the teacher to teach and makes some exercises using Smart Note. The teacher can also do fun activities such as games for students to play using BYOD. Devices are valuable tools that support knowledge which they can using them as a platform to gain knowledge.

No comments:

Post a Comment