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Chapter 8

 Emerging Technologies in Learning

 

10 technologies and approaches that have the potential to improve higher education and enhance student learning and achievement;

 

  • Computerized Grading,

  • Electronic Textbooks

  • Simulation Technology,

  • Gamification

  • Flipped Classrooms,

  • Active Learning Classrooms,

  • Massive Open Online Courses,

  • Collaborative Distance Learning Environments,

  • the Active Learning Forum platform,

  • and Learning Management Systems

 

Current Issues in Learning:

 

  • students are disengaged from the learning process and that traditional lecture-based courses do not encourage student immersion, interaction, or critical thinking

  • teachers are equally disengaged from the learning process, with insufficient value placed on teaching, pressures to assign overinflated grades, and incentives to teach content only, not critical thinking skills.

  • recent graduates feel unprepared for the “real world” and ill-equipped with the skills required to be competitive in today’s job market

  • need to better engage both teachers and students in classroom learning

 

Simulation Learning:

 

 

Game Learning:

 

  • Gamification is based on the theory that students will be more engaged with the learning process and will ultimately achieve greater academic success if learning is based on gaming concepts such as competition, incentives, and goal attainment.

            http://www.learn4good.com/games/puzzle/onlinemindgames.htm

 

Flipped classroom- Short video lectures are viewed by students at home before the class session, while in-class time is devoted to exercises, projects, or discussions

Active Learning Classrooms (ALCs) are designed to foster interactive, flexible, student-centered learning experiences, and operate using central teaching stations and student-provided laptops.

 

Online Learning Environment:

 

  • MOOCS-Massive Open Online Course

    • vimeo.com/70811271

    • www.edx.org/

    • More than 35 million people have enrolled in online courses in the last four years, and 2015 enrollments doubled from 2014.

    • Today companies offer most of their content for free, as a trial or free offering – and then they charge for higher-end content, accreditation, or a more complete integrated offering.

  • Youth need viable alternatives to traditional learning pathways that help them succeed in a constantly changing world

  • vimeo.com/59098372

 

Connected learning is a transformative pedagogical approach that provides unique opportunities to knit together academics, passions and interests in ways that meaningfully advance learning and opportunities.

 

How does this connect to Mass Communications?

 

 

Create a Learning Game using Zaption.com-Directions on this page

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