Technology applies current knowledge for some useful purpose. It uses evolving knowledge to adapt and improve the system to which the knowledge applies. Using technology, teachers can create environments in which students actively engage in cognitive partnerships (Hooper & Rieber, 1995).
In Hooper & Rieber's article "Teaching with Technology", they emphasized the importance of using technology in today's classrooms so as to optimize the class‘ engagement as well as efficiency. Then pointed out a melancholy phenomenon that although education has witnessed a multitude of both technology and innovation over the past 50 years, the educational system has scarcely changed during that time. But what about the before-and-after within the 50 years of the hospital OR room or the dentist's office?
old classroom
new classroom
old O.R. room
new O.R. room
old dentist's office
new dentist's office
If you walk slower than others, you will fall behind, regardless that you are walking forward. As we can see from the pictures. Compared to the vintage classroom, today's classroom has fancy chair-table sets and new type of "blackboard". This new form of multimedia took place of the traditional blackboard, helps the teaching in terms of time saving and clarity in display. However, are we satisfied with it? Is this enough that we can accept the change within 50 years' development, compared with the huge differences of O.R. room and the dentist's office?
I believe it's a big "No". Then how can teaching with technology facilitate deeper, more meaningful, cognitive processing? Effective technology-based teaching is more likely the result of teachers' abilities to design lessons based upon robust instructional principles than of the technology per se (Savenye, Davidson, & Smith, 1991). Hooper & Rieber then draw a conclusion that guidance for designing effective technology-based classrooms should be grounded in the literature on effective pedagogy in general.
Three principles to guide effective teaching:
Principle 1: Effective learners actively process lesson content.
Principle 2: Presenting information from multiple perspectives increases the durability of instruction.
Principle 3: Effective instruction should build upon students knowledge and experiences and be grounded in meaningful contexts.
Idea and product technologies must be united and teachers must venture beyond Familiarization and Utilization and into the Integration, Reorientation, and Evolution phases of technology use, all of which might contribute to the effectivity.
Educational Technology, should be acting as a king of lion, leverage the teaching to a higher level, rather than being a lamb, always led by a shepherd.
Reference:
Hooper, S., Rieber, L. (1995). Teaching with Technology, In A.C., Ornstein (Ed.), Teaching: Theory into Practice, (pp.154-170). Needham Heights, MA: Allyn and Bacon.
Wednesday, May 20, 2015
Monday, May 11, 2015
Wednesday, May 6, 2015
Augmented reality in education: opportunities and challenges
Let us see some data first.
In middle school in the U.S:
- 70 percent of
middle school students use laptops for learning;
- 66 percent use
desktops;
- 47 percent use
smart phones;
- 25 percent use
small tablets;
- 23 percent use
larger tablets;
- 17 percent use
basic e-book readers; and
- 12 percent still
use netbooks.
In high school in the U.S:
- 75 percent of
high school students use laptops for educational purposes;
- 65 percent use
desktops;
- 60 percent use
smart phones;
- 19 percent use
full-size tablets;
- 17 percent use
small tablets;
- 16 percent use
basic e-book readers; and
- 10 percent use
netbooks.
(Referred David Nagel, Report:
Students Use Smart Phones and Tablets for School, Want More, 2013)
Some may call an “unsurprising” that more than 70% of middle school
students use laptops and approximately 50% of the students own smartphones, so we
might think about one question: why not schools and teachers begin to utilize
these ubiquitous technology devices in the classroom? Would the use of these
devices are going to detract students from the learning process or from
contributing to future workplace skills?
Well, I say “almost yes”.
Now it’s time for students to obtain a new experience — augmented reality
(AR)
What is augmented reality (AR)?
Wu et al (2013) summarized that
as a bridge of virtual and real worlds, augmented reality creates a reality
that is enhanced and augmented, through which allows learners to visualize
complex spatial relationships and abstract concepts, experience phenomena that
is not possible in the real world, interact with two- and three-dimensional
synthetic objects in the mixed reality. It helps develop important practices
and literacies that cannot be developed and enacted in other technology-enhanced
learning environments.
Google Glass is probably the most famous AR cutting-edge devices, and one vivid
example of the AR applications that is allowing you to get instant digital
facts of your surroundings according to the use of GPS. As a technology readily
available now, augmented reality holds great potential in education. Imagine
how boring and abstruse a traditional geography lesson would be at school if
the children could only be exposed to watch a text book or view some video of
the lesson. However, with augmented reality technology like a 3D Solar System
Model or Galileo talking directly to them, and they were able to interact with
this augmented information. Teachers wouldn’t have a headache when teaching
some phenomenon such as autorotation, revolution and retrograde motion.
Children tend to learn better in the lesson if they see
it from “a bigger picture”.
Augmented reality is a trend that is worth following as new apps and
technologies are developed to make learning innovative, interesting and fun by scaffolding
students’ curiosity to transfer complicated science learning to visually
obtained design solutions. For example, AR allows students to add digital
content to printed material, geographic locations and objects. Then using a smart
device or tablet, they can scan an object and the digital content will appear
immediately. The digital information can range from a link to a website, an
invitation to make a phone call, a video, a 3D model or any other supported
digital information.
Despite
the fact that has been shown how AR systems can improve the learning in several
education stages, there are still criticisms of AR. Will AR be widely used in
education? Unlike Virtual Reality, which aims at replacing the perception of
the world with an artificially created one, Augmented Reality has the goal of
improving the user’s perception of the surrounding world, complementing
reality, rather than completely replacing it. So, augmented reality has the
potential to break into the education in following years, not as replacement
but as helpful tool for teachers and students. I believe we should be
embracing these opportunities.
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