Technology is transforming how students in kindergarten through grade
12 are being taught as new ways of e-learning start to become part of
the standard curriculum. With the help of the Internet, mobile devices
and specialized educational software and hardware, today's technology is
empowering educators to bring a new level of interaction, communication
and collaboration to the classroom. The K-12 generation is adept at
using this technology, having grown up in a world steeped in digital
media, so learning comes naturally in the context of interactive
applications and online social networking forums. Here are the top 10
tech trends we're seeing as K-12 educators take advantage of mobile
devices and rich media applications to communicate, inspire and engage
students.
1. Educational games:
Video games challenge kids to explore an imaginative world and engage
with visual information. Educational games use this interactive
interface to impart knowledge and expose students to new concepts. The
new learning format is not only fun for kids, but also takes advantage
of the learning abilities they have developed through gaming. The vast
majority of the K-12 student body is gamers; a 2008 Pew survey found
that 97 percent of children aged 12 to 17 play video games regularly.
Researcher Patricia Marks Greenfield has found that gaming cultivates
skills useful in learning: enhanced visual perception, the ability to
process information quickly and in parallel, the ability to analyze
information and the ability to access information through imagery and
text. Just this month the Bill and Melinda Gates foundation announced
that it invested $20 million in online learning, with a third of that
dedicated to educational video games and tools. Popular educational
games include Civilization and Europa Universalis, which teach history.
2.Interactive whiteboards
(IWB): These large interactive displays bring the blackboard and the
overhead projector into the 21st century. Teachers use the technology to
project images and videos, share a computer screen and write
information through pen and touch technology. Lessons projected on the
whiteboard may be saved for later viewing, aiding students who benefit
from repetition or were absent from the classroom.
3. Classroom management software:
Software designed for the K-12 classroom allows teachers a central
platform for managing the classroom. Standard classroom management
software gives the teacher remote access to all computer workstations in
a classroom, for the purpose of sharing a computer screen, supervising
online activities or monitoring progress. Comprehensive course
management systems go further, offering a platform for managing all
classroom activities. Instructors may use these platforms to record
grades, integrate lesson plans, track student progress and communicate
with parents. Some platforms allow students to access the system,
providing a forum for posting assignments and sharing information with
peers.
4. Computer-adaptive testing
(CAT): Computer-adaptive tests adjust to the student's ability level,
automatically selecting questions based on performance on preceding
questions. The technology uses item response theory (IRT) to select
optimal questions. Research says that compared to static multiple choice
tests, computer-adaptive tests require fewer test items to arrive at
equally accurate scores. Computer-adaptive testing is used by TOEFL and
GRE.
5. Dynamic assessment software:
This adaptive learning software provides teachers with the ability to
create customized learning plans, allowing the teacher to assess each
student's strengths and weaknesses and adjust the learning experience
accordingly. The software may operate as a standards-based assessment
database or as a real-time automated system. The assessment database
allows teachers to record and analyze student performance data over
time. Teachers may customize the standards to reflect their particular
class requirements or adopt state or school district-mandated testing
standards. The adaptive assessment technology is generally a program
that reacts real-time to student performance, identifying trouble areas
and speeding up or slowing down lessons in response.
6. Simulation programs:
Simulations model the real world, allowing students to explore concepts
and solve problems in a fictional environment through role-playing.
Simulators are already commonplace in workforce training, where they are
used to simulate medical procedures for health professionals, flight
controls for pilots and astronauts and more. Teachers can use 3D
modeling and simulation software to "create learning experiences that
are authentic models of real world situations," helping students
contextualize abstract concepts. Simulations allow students to work
through implications of different scenarios and solve problems in an
imaginary environment. Popular simulations include SimCity, which models
urban development, and ChemLab, a virtual chemistry lab.
7. Social networking:
When properly supervised, blogs, online chat rooms and communication
tools such as Twitter and Facebook have a place in the K-12 classroom.
Students connect with each other online, using the web to collaborate on
projects and share ideas in a structured digital environment. At the
Science Leadership Academy in Philadelphia, for example, students use
social media to message each other, share documents and blog. One
assignment, for example, had students write memoirs, upload them onto
the school's network and then turn them into podcasts using GarageBand
software. They posted blogs about the memoirs and shared them on
social-networking site EduSpaces.
8. Mobile devices:
Teachers are using handheld devices in the classroom to connect
students to the web, to e-learning applications and to each other.
Examples include tablets such as iPads, netbooks, smartphones, MP3
players and even GPS and GIS systems. These devices support digital
quizzes and assessments, access to podcasts or online videos,
conferencing and other activities. GPS and GIS, for example, can be used
for teaching astronomy (viewing constellations), geography (mapping
latitude and longitude) and more. Classroom-specific devices such as
"clickers" are among the handheld tech trends in K to 12 education.
These voting devices allow the instructor to gather feedback in
real-time through group assessments, polls and surveys.
9. E-readers and digital books:The
use of e-readers, such as the Kindle, and tablets, such as the iPad, in
the classroom is on the rise, fueling the emerging trend of interactive
e-textbooks. Electronic textbooks enable multimedia features such as
embedded videos, quizzes, highlighting, text-searching features, note
taking and interactive graphics. A biology book, for example, might
allow students to navigate 3D molecules from any angle. One innovator in
the interactive textbook market, Inkling, lets students share and
comment on the texts: "By selecting a piece of text you can leave a note
for others to read and develop a conversation around the text."
Teachers can view and moderate the students' textual commentary,
incorporating it into the lesson.
10. School community networks:
Cloud computing offers an affordable means for schools and school
districts to set up shared networks. Teachers and education specialists
access these networks to share lesson plans and information, upload
documents and communicate with other education professionals. The
community network can also serve as a student information database.
Cloud-based applications eliminate the need for schools to invest in
costly hardware. As educational technology specialist Lynn Reedy
observes, "We don't have to worry about space because the files are all
stored in the cloud and accessible to everyone." Cloud-based networking
applications allow teachers and staff to collaborate and share their
best classroom practices, bridging classrooms, schools and districts.
One recent successful example: the Portland Public Schools moved its staff and student resources to Microsoft's Live@edu cloud computing platform.
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