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Top 10 Technology concepts
Cody Kowalenko
Created on November 25, 2024
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Cody Kowalenko ET 520 541 Professor Monosmith
Top 10 Technology
Gamification
Concepts & Resources
My top 10
Blog/Newsletter
AI Tutor
SAMR
1:1 devices
Virtual Reality
Video Learning
Virtual Classroom
Design Thinking
Flipped Classroom
Info
The flipped classroom model is where your in-class activities are flipped with the homework. Students engage virtually with instructional content first, and when they arrive to class they apply their knowledge with hands-on activities. This gives the teachers a way to support each student and the students to work at their own pace.
Flipped classroom
Info
Having students learn through videos allows them to learn abstract or challenging topics easily by breaking them down. It also enhances their learning by making content easier to understand and more motivating. These can be used in any context or subject the students are learning.
Video Learning
Info
A model that stands for Substitution, Augmentation, Modification and Redefinition. A framework on how to integrate technology into your classroom effectively. Teachers want to aim for the redefinition piece of SAMR, but any incorporation of technology is effective if used correctly.
SAMR Model
Info
Consists of five stages: empathize, define, ideate, prototype, and test. To encourage students to think critically and solve problems. It also encourages perseverance when students are faced with tough challenges.
Design Thinking
Info
With Virtual Reality students can take a tour of historical landmarks, meet animals from across the world, or participate in mock interviews to practice for the real thing.
Virtual Reality
Info
Artificial Intelligence Tutors offer one-on-one assistance to students on demand. Students who are struggling and need additional help would benefit from having a personalized tutor at their level. The same could be done to extend students' learning for your high-flyers.
AI Tutor
Info
Virtual classrooms allow students and teachers to be separated by distance but still interact in real-time. They take the place of the traditional face-to-face instruction. Allows for more flexibility for both the student and the teacher.
Virtual Classroom
Info
All students are assigned a personal devices like a laptop or an iPad. This makes sure that all students have equal access to a device at school. It fosters personalized learning because they can go at their own pace using their device.
1:1 Devices
Info
Virtual newsletters are easy ways to communicate with your families. It keeps the school community updated while keeping them connected with the classroom. They also save money, you can easily update them and can be shared to students who are out or sick. I create mine using Google Slides.
Blog/newsletter
Info
Intrinsically motivates students with the use of points, levels, and rewards. Students are still learning content but in an exciting and innovative way. Students can build skills like perseverance and problem-solving while they play and move through the game.
Gamification
Technology in the classroom is important because it allows students and teachers to explore ideas, collaborate, and engage with a variety of learning resources. Classrooms that incorporate technology enable creative thinking for change and innovation that carry students into their futures.
Edutopia. (n.d.). Using video content to amplify learning. https://www.edutopia.org/article/using-video-content-amplify-learning/ Eltick. (n.d.). 1:1 technology. https://www.edtick.com/en/glossary/1-1-one-to-one-technology Immersion VR. (n.d.). VR for education. https://immersionvr.co.uk/about-360vr/vr-for-education/ Interaction Design Foundation. (n.d.). 5 stages in the design thinking process. https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process?srsltid=AfmBOorZfuGjbdPI6msdvwt7uVislis6yZPjMsw4OR-g3Sxnj1zOHbQL Kaltura. (n.d.). Virtual classroom ideas. https://corp.kaltura.com/blog/virtual-classroom-ideas/ PowerSchool. (n.d.). A beginner's guide to the flipped classroom. https://www.powerschool.com/blog/a-beginners-guide-to-the-flipped-classroom/ SchoolStatus. (n.d.). 7 tips for creating a school newsletter. https://www.schoolstatus.com/blog/7-tips-for-creating-a-school-newsletter Study.com. (n.d.). What is gamification in education? Definition, research & strategies. https://study.com/academy/lesson/what-is-gamification-in-education-definition-research-strategies.html Vibe. (n.d.). SAMR model. https://vibe.us/blog/samr-model/?srsltid=AfmBOoqKLgcRFMkDq8KFvryLIidSsEfjRao5GwwwtS281a7ZeBphhNnZ eLearning Industry. (2023, July 31). AI tutors: How artificial intelligence is shaping educational support. https://elearningindustry.com/ai-tutors-how-artificial-intelligence-is-shaping-educational-support
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