Activity 13: Significant new technologies
| Technology | How long used for educational purposes | |
|---|---|---|
| by the OU | by me | |
| Cloud computing | Google Apps in | Dropbox 2011 |
| Mobile/cell phone | OU Anywhere Spring 2013 | |
| Open content | Introduced Open Learn programme in ?? | |
| Tablet computing | Devices supported in same way as mobiles. Various different filetypes now made available. | never |
| Game-based learning | Not used | Usually include competitive element in tutorials. But not an achievement based system. |
| Learning analytics | Early stages several large research projects | Unable to access enough data to make meaningful analysis of own student's progress. |
| New scholarship | Discussed at senior level 2007 | n/a |
| Semantic applications | One research fellow found working in this area via KMi | n/a |
| Augmented reality | First appeared for discussion 2006. | n/a |
| Collective intelligence | First discussed at strategic level 2007, appears frequently in modules and research from 2010 | n/a |
| Smart objects | Discussions appearing 2013/14 | n/a |
| Telepresence | KMi stadium 1995 | n/a |
Technology
|
How long used for educational purposes
| |
|---|---|---|
by secondary school
|
by me
| |
Cloud computing
| Google Apps in 2009 | Dropbox 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 2011 | n/a |
Game-based learning
| Supported another teacher in implementing his MA thesis in form of achievement based website to apply gbl theory to science curriculum | aware 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 | |
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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