This section of the textbook addresses new directions and emerging technologies for IDT. For your final post, reflect on how you might apply each of the following in your current or future position in the IDT field:
- distributed or e-learning environments
- reusable design or learning objects
- rich media
- emerging instructional technologies, such as artificial intelligence, cybernetics, Web 2.0, virtual worlds, electronic games, etc.
When I think of reusable design or learning objects I immediately think of LEGOS, such as simple toy that provide a child with so many possibilities. One day a castle, the next a firehouse and even a dog house. Learning objects have a very broad range from a chart in a book to creating a chart in a word processing program that can be saved and reused. I most definitely apply learning objects in the classroom from the straight forward search engine google to teaching specific software. When I teach Adobe Flash to my students one of my favorite chapters is on objects; creating, storing and the future use of the objects. When reading about this section I kept that concept in mind. Objects that are created in Flash can be very simple such as a sun which can be used as is over and over again, but put into to different settings. As innovations in technology continue to develop so will the learning objects which will provide the student with a richer learning outcome.
Rich Media is another term used for digital interactive media. Digital Interactive Media is one of courses that I teach. Within this course the students learn how to create and use rich media. I love for students to learn new software and applications that allow the student to create motion and interaction. I believe that students these days learn best by making and sharing. I do teach traditional studio classes which are not computer based so students do not get the same experience as the other class. When incorporating rich media in the studio courses I am usually the one who creates or finds it to share. I do find that students also learn better when rich media is used in the right context.
Emerging instructional technologies, such as artificial intelligence, cybernetics, Web 2.0, virtual worlds, electronic games, etc.are just as important to the future as the rich media. I think that all are interconnected with each other. I love games, I'm not much of the virtual world type of person but I know many that enjoy it.
A few years ago I was able to attend a week long training on gaming software. I worked with Run 51 and Unity. I think that was the best training that I had ever attended. I was able to learn the basics to possibly bring back to the classroom. Unfortunately I was not able to actually bring what I learned back to classroom for the students due to lack of funding for the hardware that I needed to upgrade the computers in the lab. Overall it was still an experience that I enjoyed.
As technology continues to emerge more possibilities will be available for teachers to incorporate in the classroom. I found this list of web 2.0 tools that I thought was great! Some of these I currently have students use or I use and others are now on my list.
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