2. 2. The flipped classroom
3. BYOD
4. The power of apps
5. Tablets
6. Gamification
7. Learning analytics
8. PLEs
9. Augmented reality
10. Towards a total learn
immersion?
30. Access to social networks
Newspapers, periodicals, e-books Web search
31.
32. Para ver esta película, debe
disponer de QuickTime™ y de
un descompresor mpeg4.
Students are able to explore elements from the periodic table
by using the touchscreen to rotate 3D images.
50. Para ver esta película, debe
disponer de QuickTime™ y de
un descompresor mpeg4.
51.
52. Benefits
1. Merging significant educational content with play.
2. Active learning engagement.
3. Achieving personal meaningful goals.
4. Boosting collaboration, communication, problem solving and digital literacy
5. Presenting real world problems to help critical thinking.
6. Safe places to learn from failure .
53.
54. Learning in 3 dimensions,
maybe 4?.
Jane Hart
Founder ofLearning
the
Center for
& Performance
technologies
58. Learning analytics
Measurement, collection, analysis and reporting of
data about learners and their contexts, for
purposes of understanding and optimising
learning and the environments in which it occurs.
60. Data Analytics in the classroom
1) Real-time feedback for teachers to achieve optimal
learning practices.
2) Evaluating program effectiveness and keep the focus on
student learning results.
3) Pinpointing areas of needed change and uncovering the
root cause of problems that otherwise are invisible.
65. 1. Students determine the style and pace at which they learn.
2. Students are in charge of the learning process.
3. Shift control over effective learning.
4. Use of learning analytics to measure student learning.
66.
67. Each student has his own blog that develops into an electronic
portfolio PL environment. Web-based tools are used to connect,
collaborate, create, and share with both local and global
audiences.
70. Digital software + live surroundings that
generate scenes in real time, augmenting
what you see to connect you with the
digital and physical world.
71.
72.
73.
74.
75. Para ver esta película, debe
disponer de QuickTime™ y de
un descompresor mpeg4.
80. Para ver esta película, debe
disponer de QuickTime™ y de
un descompresor mpeg4.
Time-to-adoption: four to five years
81. The Horizon Report 2012
Providing insight into the
technologies that are most likely
to make a significant impact,
based on the consensus
opinions of the self-nominated
advisory board.
Digital Literacy is less about tools
and more about thinking