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8 TRENDS IN CLASSROOM TECH INTEGRATION Presented By: Rachel Quetti, Editor, K- 12TechDecisions Panel Participants: Dr. Nancy Allen, Dr. Evan Lieberman,

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Presentation on theme: "8 TRENDS IN CLASSROOM TECH INTEGRATION Presented By: Rachel Quetti, Editor, K- 12TechDecisions Panel Participants: Dr. Nancy Allen, Dr. Evan Lieberman,"— Presentation transcript:

1 8 TRENDS IN CLASSROOM TECH INTEGRATION Presented By: Rachel Quetti, Editor, K- 12TechDecisions Panel Participants: Dr. Nancy Allen, Dr. Evan Lieberman, Charles Cooper

2 MOBILE DEVICE INTEGRATION

3 The Benefits: Students have greater access to online content Students can continue learning after school hours Levels the playing field for students The Challenges: Management Security Cost

4 REAL-WORLD EXAMPLE: L.A. Unified School District’s $1.3 billion failed iPad initiative

5 Key Takeaways Have a plan Know how to use mobile devices to enhance learning

6 INTERACTIVE TECHNOLOGY

7 The Benefits: Helps to create an active learning environment Engages students in learning Increases collaboration The Challenges: Installation Training Multi-device integration

8 Key Takeaways Consider hiring an integrator Ensure teachers are trained BEFORE implementation Consider existing technology in classroom

9 EDUCATIONAL APPS

10 The Benefits: Easily accessible Inexpensive Easy to install/download The Challenges: Choosing wisely Classroom control Privacy

11 Key Takeaways Know what you’re purchasing Know what device-monitoring technology is out there

12 WEB-BASED LEARNING

13 The Benefits: Allows for personalized/blended learning Provides access to 24/7 learning Provides insight to student progress The Challenges: Network Bandwidth Privacy Teacher’s role adjusts

14 Key Takeaways Understand how to guide the learning process Make sure there is a balance of web learning and active learning

15 GAME-BASED LEARNING

16 The Benefits: Engaging Fulfilling Motivating The Challenges: Selection Balance

17 Key Takeaways Utilize game-based learning when it makes sense Set expectations, goals

18 EXPERT ADVICE: “You have to think carefully about the design and selection of games and make sure that they teach the things that you want students to learn. There has to be good game design and game mechanics. There have to be rewards systems, characters, pieces or something else to pull you in.” - Kristen DiCerbo principal research scientist at the Pearson International Center for Digital Data, Analytics and Adaptive Learning.

19 3D PRINTING

20 The Benefits: Inspires STEM learning Increases creativity Creates excitement and engages students in learning The Challenges: Expense Students need to be learning and not just “doing”

21 REAL-WORLD EXAMPLE: At Sabine Pass Independent School District (ISD) in Texas, teachers used a 3D printer to create dinosaur bones that students then had to put together to build a T- Rex.

22 Key Takeaways Schools need to provide ongoing professional development to help teachers best utilize 3D printers in the classroom Make 3D printing meaningful

23 LECTURE CAPTURE/VIDEO

24 The Benefits: Provides more options for students to catch up on work Enhances student engagement Expands learning opportunities The Challenges: Extra work for teachers Can be a passive experience for students

25 Key Takeaway Create active and engaging learning activities in class to supplement videos

26 TELEPRESENCE ROBOTS

27 The Benefits: Supports distance learning Makes students feel present in the classroom Improves interaction, communication and collaboration The Challenges: Still a very new concept Expensive Connectivity isn’t always reliable

28 REAL-WORLD EXAMPLE: Seventeen-year-old Hunter Raymond, a student at Medford Vocational Technical High school, invented a telepresence robot called Richbot 3000 to help his teacher, Richard Cormio, who was battling cancer.

29 Key Takeaway Telepresence robots are still very new to education; there is still a lot to be discovered about how they can improve learning.

30 The Final Takeaway Technology should be used as a tool to help enhance learning and not considered the ultimate solution or problem-solver. “Don’t have false expectations. Computers are a tool. They’re like a golf club. I can take a set of golf clubs and I can’t do anything with them because I’m terrible at golf. But you give those clubs to Tiger Woods; he’s trained and knows how to use them. Then, they’re awesome.” –Rich Nichols, director of Technology at Perry Community School District

31 Let’s hear from you! http://padlet.com/rquetti1/8trendsinclassroomtechintegrati on http://padlet.com/rquetti1/8trendsinclassroomtechintegrati on Share your best practices for successfully integrating technology into the classroom.

32 Any Questions?

33 Don’t forget to complete the session evaluation! Access online at www.tceasurveys.org or the TCEA 2016 app www.tceasurveys.org


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