When we talk about mobile learning apps or m-learning, we mean learning that is done through portable devices such as smartphones and tablets. Mobile learning is one of the hot educational trends for the coming years. Through the power of mobile apps, the traditional way of “going to school” is about to change in a major way. Whether students simply don’t need to bring books (when an iPad will suffice) or skip the idea of a physical presence altogether, the education system needs to recognize and adapt to these sweeping changes if it’s going to emerge with an effective education model in the 21st century.
Virtual reality is well publicised in the world of gaming, with VR products flooding shops and magazines over the past few years. In education, some schools are already trialling VR as a way of offering new and engaging ways of teaching and learning.
Mixed reality (MR) and augmented reality (AR), while less familiar in the education space, has proved to be successful in other areas such as museums and construction. But the technology used in these environments could easily be translated to school and universities. Let's explore the educational possibilities of AR, MR and VR for enhancing teaching and learning.
This group will share on about a wide variety of Web 2.0 tools to use in teaching and learning. Web 2.0 tools provide innovative ways to communicate, present content, and collaborate with others in creative ways. Web 2.0 tools are easy to learn, use, and implement, and many are free. This group will not only discussing on popular Web 2.0 tools like Edmodo, Twitter, Zoom Cloud, and Skype in teaching and learning, but will also look into how to effectively integrate these technologies into classroom practices and create engaging student activities.
Our definition of location based learning is: learning or information that is provided in a certain place. Therefore, students must go to the determined places to learn.
Why games? What can you learn from playing games? How can games change the world? Gamification describes the process of applying game-related principles — particularly those relating to user experience and engagement — to non-game contexts such as education.
The importance of audio visual (AV) technology in education should not be underestimated. There are two reasons for this; one, learning via AV creates a stimulating and interactive environment which is more conducive to learning; two, we live in an audio-visual age which means that having the skills to use AV equipment is integral to future employment prospects. Therefore exposure to AV technology in education is imperative.
Are you new to MOOC? Are you still grappling to come to grips with what MOOC is all about ? MOOCs (Massive Open Online Course) are an important element of today's digital learning trend. They are online courses aimed at large-scale participation and open (free) access via the internet. They are similar to university courses, but do not tend to offer academic credit. A number of web-based platforms (initiatives) supported by top universities and colleges offer MOOCs in a wide range of subjects.
Do you wish to help students with their writing or reflection? Do you wish to help students discover and discuss the very latest in breaking news and issues? Do you wish to help students share scholarly articles and discuss in an academic fashion? Try social media.
Social media are computer-mediated tools that allow people to create, share and exchange information, ideas, and pictures/videos in virtual communities and networks. It can as well be described as "a group of Internet-based applications that build on the ideological and technological foundations of Web 2.0, that allow the creation and exchange of user-generated content". It's depend on mobile and web-based technologies to create highly-interactive platforms through which individuals and communities share, co-create, discuss, and modify user-generated contents.
Gartner defines the Internet of Things (IoT) as "the network of physical objects that contain embedded technology to communicate and sense or interact with their internal states or the external environment." How do we incorporate these smart tools, gadgets, wearables, virtual reality, and emerging technologies as effective instructional tools for enhancing teaching and learning? Is this the silver bullet for education? Let's come together and share your knowledge and learn about the IoT, and discussing strategies for teaching and learning with emerging IOT technologies.
e-Assessment is the use of technology to manage and deliver assessment. This assessment itself could be diagnostic, formative, or summative. The content can vary: from an online multiple choice quiz to a peer-assessment exercise in which students are required to assess each other's work. This group will explore e-assessment role and possibility in facilitating future teaching and learning.
FOLLOW US