Thursday, March 6, 2014

Block 1 Activity 13



Activity 13: Significant new technologies


TechnologyHow long used for educational purposes
by the OUby me
Cloud computingGoogle Apps in Dropbox 2011
Mobile/cell phoneOU Anywhere Spring 2013
Open contentIntroduced Open Learn programme in ??
Tablet computingDevices supported in same way as mobiles. Various different filetypes now made available.never
Game-based learningNot usedUsually include competitive element in tutorials. But not an achievement based system.
Learning analyticsEarly stages several large research projectsUnable to access enough data to make meaningful analysis of own student's progress.
New scholarshipDiscussed at senior level 2007n/a
Semantic applicationsOne research fellow found working in this area via KMin/a
Augmented realityFirst appeared for discussion 2006.n/a
Collective intelligenceFirst discussed at strategic level 2007, appears frequently in modules and research from 2010n/a
Smart objectsDiscussions appearing 2013/14n/a
TelepresenceKMi stadium 1995n/a


      Technology
      How long used for educational purposes
      by secondary school
      by me
      Cloud computing
      Google Apps in 2009Dropbox 2011, GA 2006
      Netvibes 2007
      Mobile/cell phone
      Used for GCSE movie making project 2011. Web dev for mobiles incorportated into BTEC IT in 2010. AppInventor inc. in BTEC IT programming unit in 2011.1995
      Open content
      Shared teacher resources informally since start. Aware of formal projects since 2004.2004 for work
      Tablet computing
      Explored as part of BYOD evaluation 2011n/a
      Game-based learning
      Supported another teacher in implementing his MA thesis in form of achievement based website to apply gbl theory to science curriculumaware of ideas from 2008, not implemented
      Learning analytics
      Data analysis of student performance increased steadily from leadership only in 2004 towards whole school usage by 2012.First used in 2005.
      New scholarship
      As form of Action Research, project undertaken to encourage teachers to do and publish research in 2004/5 to own website.Own AR first done in 2011. Literacy & ICT study.
      Semantic applications
      n/a
      Augmented reality
      n/a
      Collective intelligence
      n/a
      Smart objects
      n/a
      Telepresence
      n/a

      "From the table above, decide which three technologies (that are not already being used) you would like your organisation to adopt, and justify your suggestions. If you are working for an organisation that already uses all the technologies listed, suggest other new technologies that would be useful. If you are not currently working for an organisation, think of an organisation you know well and choose three technologies you would like them to adopt, justifying your choices."

      I am having a problem simply selecting currently un- or under-utilised technologies for the OU because my first instinct is to reject the premise of the question. I would like the technologies we already use to be perfected and for their pedagogical use to be studied and analysed but more importantly improved and disseminated before adding yet more to the pot.

      Useful table linking technologies to learning theories by fellow student. I would add gamification to the connectivism box simply because of the use of various social media, especially chat, that can be ongoing in games and provides the learning space.

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