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The challenges facing the educational industry are complex and innumerable.Even in the
year of 2018, hundreds of millions of students around the world will be enrolled in institutions
with skyrocketing tuition costs, unequal distribution of resources, outdated teaching models, and
an education system that will not adequately prepare them for their future careers. In many cases,
students will be struggling to pay off student loan debts for their rest of their lives. This however,
it is the bright side of the story for the students to be fortunate enough to stay in school.
According to UNESCO’s statistics, over 260 million children and youth were out of school in
2016 due to poverty, gender discrimination, political instability, and other factors.
With education being predicted to be one of the biggest industries poised for digital
disruption in the coming decade, it provides a glimmer of hope that digital transformation of the
industry will provide long-awaited solutions to the woes of global education. To see if this is the
case, this report will be dedicated to studying the challenges that traditional learning
environments face and explorehow the role of technology and digitalization can play in
transforming education and learning for students and educators around the world.
For the purpose of our report, digitalization will be defined as the “interconnectivity of
billions of online connections among people, business, processes, devices, and data that can
promote business and economic activity.” Education on the other hand will be defined by the
New Oxford American Dictionary’s definition or the “process of receiving or giving systematic
instruction, especially at a school or university.” As such, this report will only focus on
examining students and educators’ educational experiences and will not explore other topics
related to educational quality such as classroom safety and bully prevention.
The format of this report will be broken down into three main sections. The first section
will zero in on the challenges that the traditional educational system faces and will also provide
an overview of the evolution of education throughout history. The second section of this report
will explore specific technological developments such as AI, machine-learning, and AR/VR that
are currently transforming our education system and examine the opportunities and limitations of
these technologies. The report will then end with a summary of our findings as well as a
suggestions and a policy recommendation for how we can potential utilize digital technologies to
transform educational systems throughout the world.
I. Evolution of Education Throughout History
As seen from the evolution of educational systems that many of the instructional methods
and philosophies surrounding education have remained largely unchanged for much of the last
century. This is extremely problematic in today’s society not only because of the mismatch
between the education system and the career demands of our time but because much of the
traditional educational methods are now outdated and not conducive for active and efficient
learning. Here are some of the key challenges that traditional educational environments currently
face:
a. Inadequate career preparation:
Since our current education system is still highly dependent on lecture-based classes, it
nurtures a very limited range of skill sets. Critical skills that are required for success in the 21st
century such as critical thinking, creativity, collaboration, cross-cultural communication, and
problem solving skills are not effectively taught to students prior to starting their careers.
c. Lack of customization:
Traditional teaching styles still operate on a “one shoe fits all” type of system. While
there are a variety of learning styles ranging from visual, kinesthetic, to nonverbal traditional
teaching methods expect educators to be able to reach all learning styles in the same way and
also sets up an unfair grading system that marks all students on the same basis regardless of their
unique learning styles and needs.
With the rise of social media and digitalization, people’s attention spans have drastically
shortened. According to the New York Times’ new article titled, “The Eight-Second Attention
Span,” a survey of Canadian consumption of content concluded that the average person’s
attention span has fallen to 8 seconds –shorter than the attention span of a gold fish. Despite this,
traditional teaching methods have not yet fully adapted to accommodate the shortening attention
span of their students.
e. Unequal access:
Traditional educational systems have proven to be extremely costly in our day and age.
Learning institutions have become increasingly commercialized where schools are forced to
invest in more infrastructure and facilities to attract fee-paying student which amounts to
skyrocketing operational costs. With high costs and rising tuition fees, access becomes even
more restricted.
References:
1. Egan, Timothy. “The Eight-Second Attention Span.” New York Times, 22 Jan. 2016,
www.nytimes.com/2016/01/22/opinion/the-eight-second-attention-span.html.
2. Gray, Peter. “A Brief History of Education.” Psychology Today, Sussex Publishers, 20 Aug. 2008,
www.psychologytoday.com/us/blog/freedom-learn/200808/brief-history-education.
3. Kim, Anthony. “Why Traditional Schooling Can't Prepare Students for the Modern Workplace.”
Entrepreneur, 28 June 2016,
www.entrepreneur.com/article/279365.
4. “Out-of-School Children and Youth.” Data for the Sustainable Development Goals, UNESCO
Institute for Statistics,
http://uis.unesco.org/en/topic/out-school-children-and-youth#slideoutmenu.
5. Strauss, Valerie. “The Biggest Problem with Traditional Schooling.” The Washington Post, 13
June 2012,
www.washingtonpost.com/blogs/answer-sheet/post/the-biggest-problem-with-traditional-
schooling/2012/06/12/gJQAhMqlYV_blog.html?utm_term=.985b00b5bce2.
Chapter Two: E-learning
The term "e-learning" has only been in existence since 1999, when the word was first
utilized at a CBT systems seminar. Other words also began to spring up in search of an accurate
description such as “online learning” and “virtual learning”. However, the principles behind e-
learning have been well documented throughout history, and there is even evidence which
suggests that early forms of e-learning existed as far back as the 19thcentury.
Before the launch of Internet, distance courses were being offered to provide students
with education on particular subjects or skills. In the 1840′s Isaac Pitman taught his pupils
shorthand via correspondence. In 1924, the first testing machine was invented. This device
allowed students to tests themselves. Then, in 1954, BF Skinner, a Harvard Professor, invented
the “teaching machine”, which enabled schools to administer programmed instruction to their
students. It wasn’t until 1960 however that the first computer based training program was
introduced to the world. This computer based training program (or CBT program) was known as
PLATO-Programmed Logic for Automated Teaching Operations. It was originally designed for
students attending the University of Illinois, but ended up being used in schools throughout the
area.
The first online learning systems were really only set up to deliver information to
students but as we entered the 70s online learning started to become more interactive. In Britain
the Open University was keen to take advantage of e-learning. With the internet the Open
University began to offer a wider range of interactive educational experiences as well as faster
correspondence with students via email etc.
With the introduction of the computer and internet in the late 20th century, e-learning
tools and delivery methods expanded. The first MAC in the 1980′s enabled individuals to have
computers in their homes, making it easier for them to learn about particular subjects and
develop certain skill sets. Then, in the following decade, virtual learning environments began to
truly thrive, with people gaining access to a wealth of online information and e-learning
opportunities.
By the early 90s several schools had been set up that delivered courses online only,
making the most of the internet and bringing education to people who wouldn't previously have
been able to attend a college due to geographical or time constraints. Technological
advancements also helped educational establishments reduce the costs of distance learning, a
saving that would also be passed on to the students - helping bring education to a wider audience.
In the 2000′s, businesses began using e-learning to train their employees. New and
experienced workers alike now had the opportunity to improve upon their industry knowledge
base and expand their skill sets. At home individuals were granted access to programs that
offered them the ability to earn online degrees and enrich their lives through expanded
knowledge.
E-learning programs can take many different forms. Here are just a few examples:
1. Active learning
2. Bite-size learning
3. Blended learning
4. Distance learning
5. Online training
6. Rapid e-learning
V. What are the eLearning tools you need?
ELearning is all about using electronic technologies for educational curriculum outside
the boundaries of traditional classroom and, of course, it is gaining popularity especially among
the younger generation over the past decade. Nowadays, obtaining a degree or a certificate for a
course opted has become very easy. You don’t need to actually sit and take a lecture at the MIT;
instead, all you need is an internet connection to access any lecture of your favorite
professor online. The broad-band of eLearning varies from distant
education, learningonline, computerized electronic learning, and many others which makes it
more appealing to the public.
But what about the future of eLearning?
VII. Current eLearning Trends
a. Gamification
Learning through gaming has been popularized in the recent years. The key objective
behind gamification of education is that it is fun and more appealing to the general. Studies have
shown video games boost hand-eye coordination and enhance general IQ and brainpower.
Games increase a person’s ability to switch between tasks and incept multiple ideas at
the same time for problem solution. Serious games often contains points, badges, and
leaderboards driving learners to attain best ASAP for accomplishing levels that are key
lessons or topics.
b. Cloud-based systems
Most of the learning management systems are switching over to cloud-based systems.
Often managers of large industries use cloud-based corporate training.
Cloud-based systems increase the trend of eLearning reducing appreciable training cost
online.
[How do cloud-based systems reduce appreciable training costs online?]
c. Big data
It is the Big Data produced during learning content interaction by learners. It gives
advantages in realm of eLearning to both learners and developers.
The data is collected via Content Management Systems (CMSs), Learning Management
Systems (LMSs) and other media like social networking sites, which enables learners
to interact with learning programs.
d. Wearable technologies
Oculus Rift, Apple Watch, Moto 360, and Google Glass are few of the brainstorming
innovations which are flourishing in the eLearning industry.
The learner interacts with the subject in a multi dynamic way. The concept behind such
technology is to make the learner immerse within learning subjects with 3D and real-time
simulation of eLearning games. Thus, virtual reality will create a deluge over conventional
educational system.
The conventional education system gives an idea of an environment where the Teacher is
the supreme authority and students are their subjects. However, most of the adults who need to
enhance their educational backgrounds find the campus experience difficult.
Often people look forward to educate themselves further, but retrieve back giving up the
idea. ELearning provides great future aspects to those people, offering the following features:
a. Economic
Opting for educational courses might be expensive, while eLearning provides affordable
and free online based certificate and degree courses, distant education, and learning contents.
b. Dream institution
The learner gets the opportunity to choose from a wide variety of subjects and courses.
They get to study as per their preferred time and flexibility, get academic assistance or
assignment help online, they can give their exams online, etc.
d. Time management
The learner can practically take the courses at a convenient time with customized options
of their choice. Time management is essential for candidates with existing jobs who find it quite
difficult to take out time for studying.
It’s safe to say that the educational system is already heavily influenced by digital trends.
With the Internet being part of people’s everyday needs, most of them rely on it for completing
all kinds of tasks. Learning is not an exception.
Online learning and distance learning programs are changing the entire concept of
education. Before we go any further, let’s explain the main difference between e-learning and
distance learning: location. When a student is engaged in a distance learning program, they are
not in direct contact with the instructors and peers. As for e-learning, it can be practiced in
a traditional classroom, too.
1. Personalized Learning Is Now Possible
2. We’re Getting Valuable Data
3. Educational Technology Transforms the Way We Learn
4. Part-Time Studies Are Getting More Common and More Effective
5. Learning Goes Mobile
6. Online Learning Leads to Improved Collaboration
7. It Brings Gamification in the Learning Process
8. Online Learning Is Becoming Normal Learning
9. Academic Projects Are Getting Easier
10. No Time Restrictions
11. Everyone Has Access to Education
12. Online Learning Imposes the Need for Self-Motivation
13. Educational Institutions Are Changing
14. Free Learning Opportunities!
15. It’s Easier for Students to Decide What They Want to Study
c. Disadvantages:
1. No self-discipline
2. No face-to-face interaction
3. Lack of flexibility
4. Lack of input from trainers
5. Slow evolution
6. Lack of transformational power
1. Technical problems
2. Cost of and access to the Internet
3. Time and support for studies
4. Personal motivation
5. Technical skills
6. Academic skills
7. Social interactions
8. Administrative/instructor issues
XI. Conclusion
16. ELearning is a broader term that covers not just online education but all kinds
of tools that are used either online or offline through the digital devices for the
purpose of learning.
17. The landscape of eLearning is rapidly changing with the constant
improvement in technology; everyone is one way or another reaping its
benefits.
18. ELearning is used in educational institutes, corporate sector, healthcare,
hospitality, services and government operations.
References:
1. The Economic Times: https://economictimes.indiatimes.com/definition/e-learning
2. http://www.derekstockley.com.au/elearning-definition.html
3. eLearning 101 concepts, trends, applications: https://www.talentlms.com/elearning/
4. Advantages of eLearning in Education: https://www.eztalks.com/elearning/advantages-of-
elearning-in-education.html
5. How E-Learning and Distance Learning Change the Education Landscape:
https://www.hastac.org/blogs/oliviaryan/2017/12/04/how-e-learning-and-distance-learning-
change-education-landscape
6. Benefits of eLearning: https://elearningindustry.com/9-benefits-of-elearning-for-students
7. Carr, S. (2000). As distance education comes of age, the challenge is keeping the students. The
Chronicle of Higher Education, 23, page A39,
http://chronicle.com/free/v46/i23/23a00101.html
8. Knowles, M. (1984) the Adult Learner: A Neglected Species (3rd Ed.). Houston, TX: Gulf
Publishing
9. 25 eLearning Tools You Need Now: https://www.learnupon.com/blog/25-elearning-tools-need/
10. Education and the Future Of eLearning: https://elearningindustry.com/education-future-of-
elearning
11. Morgan, C. K., & Tam, M., (1999) Unravelling the complexities of distance education and
student attrition. Distance Education, 20 (1), 96-105.
12. Moore, J. L., Dickson-Deane, C., & Galyen, K. (2011). ELearning, Online Learning, And
Distance Learning Environments: Are They The Same? The Internet and Higher Education, 14(2),
129-135
13. Noesgaard, S. S., & Ørngreen, R. (2015). The Effectiveness Of eLearning: An Explorative and
Integrative Review of the Definitions, Methodologies, And Factors That Promote eLearning
Effectiveness. Electronic Journal of eLearning, 13(4), 278-290
14. Farrell, G. et Shafika, I. (2007). Survey of ICT and education in Africa: A summary report, based
on 53 country surveys. Enquête sur les TICs et l’Éducation en Afrique. Washington: DC :
infoDev / World Bank.
15. Pelgrum, W.-J. et Anderson, R.-E. (dir.). (2001). ICT and the emerging paradigm for lifelong
learning, An IEA educational assessment of infrastructure, goals, and practices in twenty-six
countries (2e édition)
http://www.iea.nl/fileadmin/user_upload/Publications/Electronic_versions/SITESM1_ICT_Emer
ging_Paradigm.pdf.
16. Pelgrum, W.-J. et Law, N. (2004). Les TIC et l’éducation dans le monde, tendances, enjeux et
perspectives in http://unesdoc.unesco.org/images/0013/001362/136281f.pdf.
17. OCDE. (2001). Cyberformation, les enjeux du partenariat. Paris: OCDE.
18. Balanskat, A., Blamire, R. et Kefala, S. (2006). A review of studies of ICT impact on schools in
Europe, (EUN). European Schoolnet in the framework of the European Commission’s ICT cluster.
19. Alwani, A. E. S. et Soomro, S. (2010). Barriers to effective use of information technology in
science education at Yanbu Kingdom of Saudi Arabia. Dans S. Soomro (dir.), E-learning
experiences and future (35-47) in http://cdn.intechopen.com/pdfs-wm/10062.pdf.
20. Kulik, J. (1994). Meta-analytic studies of findings on computer-based instruction. Dans E. L.
Baker and H. F. O’Neil (dir.), Technology Assessment in Education and Training (p. 9-33).
Hillsdale, NJ: Lawrence Erlbaum.
21. Machin, S., McNally, S. et Silva, O. (2006). New technology in schools: Is there a payoff? (IZA
Discussion Paper No. 2234) in http://ftp.iza.org/dp2234.pdf.
22. Karsenti, T. (dir.) (2009). Intégration pédagogique des TIC : Stratégies d’action et pistes de
réflexion. Ottawa : CRDI (Centre de recherches pour le développement international), in
http://crdi.crifpe.ca/karsenti/docs/livre.pdf.
23. OCDE (2011a) : The Nature of Learning: Using Research to Inspire Practice, OCDE, Paris.
Chapter Three: Virtual Classrooms
There is no concrete definition of what a virtual classroom is, but the most logical one is
simply that it is an online classroom environment facilitated via specialized video conferencing
applications. The participants, of course, include one or multiple instructors and students.
However, a classroom or class does not always need an active instructor to supervise students; in
this setting, they can proceed at their own pace, with the instructor only around to evaluate the
students; sometimes there is no instructor at all. This type of virtual classroom is called an
unsupervised virtual classroom, which is characterized by ready-made learning materials that
students can follow without the aid of an instructor, essentially a self-paced tutorial course where
the exams can be automated after every activity. This is the most common form of virtual
classroom, where students just read a PowerPoint presentation or watch a video tutorial. This
makes YouTube, by association, the most widely used virtual classroom thus far (even if it is not
considered as one). The second type of virtual classroom is the supervised or instructor-led
classroom. This conforms more to a traditional classroom definition. There is at least one active
instructor present and the lesson is carried out in real time at a specific time and date, with the
students being in attendance virtually through a video conferencing application. Here, students
and teachers can truly interact and actively participate in class. [1]
One of the first easy observations regarding digital technology and education is that
online schools and classes are becoming widely available. Even free online classes called
“MOOC’s” otherwise known as Massive Open Online Courses are becoming widely popular.
Online courses and full online programs are making it possible for learners young and old to
unite from all over the world at any given moment, and to have easy access to a course or
program from home.
Check the backpack of many high school and college students, and you will find that
physicals textbooks are slowly being replaced with iPads and various forms of devices connected
to online media. With the fast paced development of online media, e-books, e-readers, and
learning programs developed for iPads, iPhones, and smartphones, the textbook is becoming
“extinct” in some areas. You can forget the time when your backpack was loaded down with a
stack of textbooks, because learning is going online.
c. Mobile Learning
A combination of the result of the sharp and sudden increase in the availability of online
courses and programs, and the wide availability of online resources and books, you can now
study from your phone. MOOC’s such as the well-known “Future Learn” MOOC allow you to
access your course(s) from your smartphone. Just open the course, plug in your headphones, and
follow the content and the classroom discussions! Whether you are riding the subway or taking a
bus or a train you can instantly connect to the world full of learners and learning.
Due to the increase in the presence of technology in the classroom, teachers now have
more ability to personalize lessons, instructions, and projects for each group or child. By using
devices and programs to distribute classwork and assignments, teachers can personalize lessons
and focus on the work of each student. Individualized lessons can be provided to each student,
and learning tools enable students to work, perform, and excel at their own pace. Teachers can
also now provide feedback, grades, and reports directly to students through online platforms, and
online school portals and log-ins. [3]
The increase of digital technology has also affected the availability and access to diverse
teachers and instructors for students worldwide. One student can be present in a multi-cultural
online classroom with teachers with origins from South Africa, England, Brazil, Spain, Russia,
and Poland all at the same time. Teachers from different backgrounds and countries all bring
their own unique perspectives, cultures, and languages to the table of learning.
With an increase in access to online learning, whether part or full instruction is provided
online, increased opportunities for students to collaborate together from a variety of places
becomes possible. Student bodies, in turn, can be made up of students from all over the globe,
with every continent represented. Diverse student bodies also increase diversity in ways of
thinking and contributions to class discussions and projects. Inside and outside the classroom
students can work together through online platforms and portals to exchange ideas. Students can
express ideas and communicate through programs provided by their schools, and also informally
through social media programs such as Facebook, Twitter, and Pinterest. Peer-to-Peer learning
has become increasingly popular as students share their ideas with each other through online
discussions and share documents through programs such as Google Docs. Teachers are
encouraging and setting up classrooms that inspire and sometimes require peer-to-peer
discussions
Another change that is occurring due to the rise of digital technology is the increase in
data-driven instruction and results. Although some teachers are being forced to use online
grading tools and devices, analysis tools are also becoming more precise. These devices and
grading tools can provide more accurate results regarding student performance, but can also
result in a teacher’s limited ability to judge a student’s performance based on the content of their
writing, classroom performance, and other contributions.
For many years, schools and universities have had to change the way they work and teach
in order to fit in with technology.Software like PowerPoint, for example, which has long been
used as an education tool, wasn’t designed for education. Nonetheless, it has been a staple tool in
education settings, used as a way to present information in template, bite-size formats.
But this isn’t always a good thing. [4, 5]
The use of digital technologies sees some teachers and students presenting information
using templates, which means much of the individual character of teachers’ practices can be lost.
Research shows that software such as PowerPoint can homogenize and sanitize the way teachers
present information to their students.Only more recently are we seeing technology being
designed and utilized specifically for education contexts, and it’s changing the way students
learn and understand things.
One of the limitations of eLearning has historically been the lack of immersion. Virtual
Reality (VR) and Augmented Reality (AR) could change that. The most recent forms of
technology to enter the educational landscape is Augmented Reality (AR).Unlike virtual
environments, in which the real world is obscured and the user is immersed in a fully digital
experience, AR overlays digital information on real world objects utilizing the camera on a
mobile device such as a tablet or smart phone. In some educational uses of AR, three-
dimensional images, video, audio or text are “triggered” to appear by a printed imageInstead of
learning about history, geography, or biology out of a textbook, students can be transported to
another part of the world, or get up close and personal with animals and plants by using VR and
AR. Aside from making learning more exciting, VR and AR are beginning to see use in training
medical personnel to perform surgeries and other procedures. With these tools, theoretical online
study can be much more effective than using just photos and diagrams.
V. AI
ADVANTAGES DISADVANTAGES
SELF-DISCIPLINE – it’s
ACCESSIBLE – virtual learning is essential that you have the motivation
accessible to anyone who has a computer, tablet or necessary to sit and do the course. This
smartphone. type of learning is more difficult for those
who are prone to procrastination
IMPERSONAL – because there is
LOCATION – you can take part in an
no actual human communication
online course from any location where you can get
involved, the virtual environment can feel
a Wi-Fi signal.
a little lonely.
ISOLATION – there are no other
FLEXIBLE – virtual learning can usually
students with whom to discuss the course
take place at a time that is convenient for the
so the types of classroom discussions that
student. There is no longer any need to be in a
can lead to understanding of the subject
classroom at a specific time on a specific day.
do not happen.
AFFORDABLE – because you can learn SOLO LEARNING – if you need
from the comfort of your own home it means that clarification on a topic, it’s not instantly
there are no travel costs involved in virtual available as it would be if a teacher were
learning. present whom you could ask. You can
still ask for clarification in a virtual
learning situation, but the answer may be
delayed due to online availability of the
person who could answer your question.
TECHNOLOGY ISSUES –
Technology problems are always
frustrating, but if they take place when
you’re in the middle of attending a virtual
CONVENIENT – you can study at your
class, they can be extremely disruptive. A
own convenience which makes this type of
virtual classroom is only as good as the
learning preferable for those with young families,
technology behind it. If the learning
those with full time jobs and those who have other
software doesn’t work well with your
responsibilities that require input at specific times
computer, or your Internet connection
or places.
fails in the midst of a lesson, you may
end up spending more time working with
the software or repairing your connection
than learning the material.[8]
The most remarkable challenge faced by VC remains the internet availability. Therefore,
at this scale, the government should invest more in the infrastructures involved in the internet
connection and make it priority of their policies and development goals so do international
organizations and NGOS. The implementation of virtual classrooms can be performed step by
step steadily and continuously with clear time limit for geographic expansion above an area.
VII. Conclusion
References:
1. Virtual Classroomhttps://www.techopedia.com/definition/13914/virtual-classroom.
2. "ICT Facts and Figures 2005, 2010, 2014". https://www.itu.int/en/ITU-
D/Statistics/Pages/facts/default.aspxTelecommunication Development Bureau, International
Telecommunication Union (ITU).
Chapter Four: Digital Textbooks and Academic Software
The technology base of the laboratory works are both well-known programs and software
package developed and currently been worked on to bridge the gap between the education
software shortfalls. In addition to the practical experience in the use of software packages,
students obtain experience in conducting comparative studies of traditional and neural network
methods for solving control problems.
A neural network is a computer program that tries to simulate the way a human mind
works–more specifically, by simulating neurons themselves.
In your brain, there are hundreds of billions of tiny cells called neurons, each of which
is connected to maybe tens of thousands of its brethren in complicated, ever-changing webs.
This charming interactive story is a great primer on how they work, but put (very) simply,
neurons are how we learn. Each neuron represents a different idea, memory, or sensation.
When two neurons fire at the same time, they link together, creating a mental association.
Neural networks are the key to making computers more like humans, and automating
the human brain’s problem-solving and creative capabilities. Combine them
with conversational interfaces, and neural networks can make true artificial intelligence
finally possible—a revolution that would have a knock-on effect in the way we pretty much
do everything. Designers in the future won’t just use neural networks; neural networks may
very well be designers themselves.
The development of digital learning skills in school curricula challenges designers of
educational software. A useful starting point of research in this domain is the study of literacy,
both in its traditional and new forms (Tyner, 1998). It is a powerful background for research on
the interaction of learners with educational software platforms. A “platform” is a particular
software package, designed for educational use.
3D printing is the biggest prediction that's already started to make a huge impact. It is
projected to become a significant classroom technology tool in future K-12 schools, which may
be largely due to the expected increase in 3D printers (more than 500% from 2013-2018).
“To be able to draft something with 3D CAD software and then physically output it is a
tremendous complement to these programs,” says Pete Basiliere, research vice president at
Gartner. “3D printers in the schools help students think creatively. It’s a whole new medium with
a new range of possibilities.”
Makerspaces are community centers that have been revamped with classroom technology
tools. Also called digital fabrication labs or innovation labs, this new trend didn’t make
Horizon’s 2014 list at all, but has popped up under the “one to two years” category in 2015.
The projected growth of markerspaces will be largely due to the impeding adoption of 3D
printers in schools that will need dedicated workspaces for classes experimenting with hands-on
technologies.
Gamification has declined in popularity recently and probably won't hit mainstream
status anytime soon. This is mostly due to the concepts being too hard to integrate and the lack of
tools to help make it any easier.
However, a possible substitute to gamified learning would be Digital Badges, which have
made it onto this year's list and is pegged to hit mainstream adoption within four to five years.
These are digital images of a “badge” that a teacher may award a student upon
completion of certain tasks. These digital badges can be collected and even shared on social
media. Think beyond boyscouts and look at them as an accomplishment in a subject, activity, or
workshop. These Digital Badges would follow a student through to college applications showing
a history of their progress.
Programs like these help demonstrate the power wireless technology in the classroom and
how through Wi-Fi we can help create a more interactive and more personalized experienced for
every student.
The biggest surprise may be the elimination ofIoT in this year’s list. However, it may not
have entirely disappeared, but rather been absorbed by wearable technology, a trend that has
been a constant in the list over the past two years.
According to the 2014 report, “the potential of the Internet of Things is still largely being
explored through research efforts.”
Cloud computing was in last year’s “near term” list but has dropped off this year. This
could be a sign that the cloud has already reached mainstream status and that it is no longer
considered a trending tech for the future.
The growth of Chromebooks, powered by Google’s cloud-based Google Apps for
Education suite, is just one example of how cloud computing has become a vital technology for
education. The report also mentions some cloud-based platforms like Qino that are now aiding
K-12 students to keep track of their assignments.
(The NMC is a regulatory body you've probably heard of. They set the standards for your
education, to make sure you have the right skills and qualities to nurse. They also set out how
you will need to work and behave as a practicing nurse or midwife.)
Adaptive Learning
Makerspaces Technologies Wearable Technology
As we follow these trends and watch others become accepted as mainstream standards we
also begin to realize just how much the education market continues to become more dependent
on wireless technology in the classroom to optimize learning in K-12 environments
As an educational setting, the traditional classroom fails to meet the learner’s need for
suitable skills to learn with educational software.
III. How Has Digital Textbooks/Academic Software Changed The Way We
Learn?
Traditional textbooks are still being sold by the millions. Yet, with the rapidly growing
tablet market can Ebooks be a new and more cost effective way of learning? Many would argue
the pros of these interactive learning tools are as vast as their
availability.
Never out of stock and no wait on shipping: e-Books are available instantly and can
save on time running to stores and waiting in line.TTS (Text-To-Speech) have multiple functions
that can enhance the learning experience. Some examples include helping students with dyslexia,
reading challenges, or visual impairments. It can also reduce eye strain, improve foreign
language learning and promote listening skills.
Environmentally friendly: Schools will not have to constantly buy new physical copies
of textbooks as curriculum changes and updates are needed, e-Books are a more cost effective
way of obtaining your full reading curriculum, e-textbooks on tablets cost on average 50-60%
less than print textbooks
Storage space is reduced: Tablets can hold hundreds of textbooks on one device, plus
homework, quizzes, and other files, eliminating the need for physical storage of books
More benefits of e-books: They come with font flexibility making reading easier. You can
check out library books on your e-reader, and e-Books help students better prepare for a world
immersed in mobile technology.
New classroom technology is connecting with students by speaking the language they are
used to, while also teaching them proper digital citizenship. It speaks the language of the future of
our society as a whole. Secretary of Education Arne Duncan and Federal Communications
Commission chair Julius Genachowski said on Feb. 1, 2012 that schools and publishers should
"switch to digital textbooks within five years to foster interactive education, save money on books,
and ensure classrooms in the US use up-to-date content."
The percentage of K-12 classrooms with Internet access has increased from 51%
in 1998 to 98% in 2012 and 40% of elementary school teachers use computers
during in-class instruction. E-Booksare a trend following suit with so many
advantages.
IV. What Limitations Or Challenges Stand In The Way As We Work Towards A
Digital Transformation Of Global Education?
VI. Conclusion
References:
1. https://www.classoos.com/what-are-the-benefits-of-using-the-classoos/
2. https://www.fastcompany.com/3058665/neural-networks-explained
3. https://www.universities-colleges-schools.com/the-advantages-of-e-textbooks
4. https://www.securedgenetworks.com/blog/whats-trending-in-k-12-classroom-technology-no.-4-
might-surprise-you
5. https://www.securedgenetworks.com/blog/9-Benefits-of-e-Books-That-Make-Them-Valuable-
Classroom-Technology
6. http://bruegel.org/wp-content/uploads/2018/07/Work-in-the-Digital-Age.pdf
Chapter Five: Collaboration Platforms
Collaboration platforms is one of the main characteristic of web 2.0 which can briefly be
define as the adaption of digital technologies by students, teachers, entrepreneurs and innovators
and practicing it to support learning and education as well engagement and self-direction.
Education and learning collaboration platforms are successfully growing and gaining a huge
momentum in the wide spreading use of education and learning resources.
Collaboration platform is currently taking place mainly in two forms, face-to-face (F2F)
collaboration where students, teachers and learners collaborate by being in the same location
while the lecture is going on and online collaboration where the participants take part in remote
collaboration on the lecture contents via online platforms. Base to our brief definition, we offer a
list of characteristic for the purpose of understanding what collaboration platform contains,
summarized as the following:
Education and learning collaboration platforms are the next-generation
technology.
Education and learning collaboration platforms tend to be software as service
offerings, base in a public or private cloud on multi-tenant designs.
It support and interoperate with multiple learning and social applications, and
not just as extensions to the enterprise system, but as a core design
consideration.
Collaboration platforms are designed around the learner, giving a sense of
identify that is maintained throughout the learning lifecycle. Learners are not
just pre-defined roles with access levels within each course, but central actors
in the system design.
It is social in nature, supporting connection between learners and
customization of content based on learners needs.
Collaboration platforms allow for the discovery of instructional content, user-
generated content, and of other learners.
Online collaboration can be further categorized into two groups – synchronous and
asynchronous collaboration. Synchronous and F2F learning and education collaboration
platforms activities are both have no different. In synchronous collaboration platforms the
discussions and lectures on lecture content occur at the same time with the expectation of the
participation of all the learners and the teacher while in asynchronous collaboration platforms,
the learners participates in the discussion with their peers on the lecture content uploaded by the
teacher, interact with their peers, deliver peer feedback, and reflect on the status on the status of
their own learning plans and outcomes. Asynchronous online collaboration has grown to be more
popular learning type because of the lower cost of the learning tools, requirement of minimal
hardware, and it is used at student’s pace.
F2F collaboration platforms has undeniable impact on learning experience, some studies
have found that the students consider online collaboration more autonomous than F2F
collaboration platform due to the equal opportunity it presents to all the students for expressing
opinions or asking questions about certain contents. Beside this, online education and learning
collaboration platforms provides the students with an opportunity to foster certain diligence and
deliberation about their peer’s contribution (e.g. feedback or questions) about lectures while
they are developing their own comments.
The uses of these collaboration platforms have offer learners and professional with a
flexible time and location, with the ongoing development of the digital technology learning could
take place in a variety of different places, both physical and virtual. Learning and education is
going to be more flexible combine with an options, choosing when and where to study and learn
and as for the education providers the challenges will be on the preparation and integration of
materials and services because of the fundamental changes in learning environment and the
development in information and digital technology.
VII. Conclusion
References:
1. Marie-Noelle Bessangnet, Lee Schlender & Robert Aiken., (2005). Using e-collaboration to
improve management education: three scenarios. JISTEM. Journal of information systems and
Technology Management. (Online) Vol.2 no.1.
2. Paivi Hakkienen., (2002) History and development of collaborative learning and E-learning in
Europe: Lessons Learned. Keynote address at the Asia-Europe Classroom. 2nd International
Teachers’ Conference Tampere, Finland 11-14.
3. European Commission. Education and Training. Collaborative platforms.
http://ec.europa.eu/education/initiatives/collaborative-platforms_en
4. What is learning platform? https://mfeldstein.com/what-is-a-learning-platform/.
5. Islam, A.T., Flint, J., Jaecks, P. et al. Int. J. Educ. Technol. High Educ. (2017) 14: 29.
https://doi.org/10.1186/s41239-017-0067-9.
6. Kanita Bose. 2003. An E-learning Experience: A written analysis based on my experience with
primary school teachers in an e-learning pilot project. Vol 4,No 2.
Chapter Six: Tackling Learning Disabilities and Special Needs
Audible
Kurzweil 3000
PXC 550 Wireless
SuperTalker Progressive Communicator
Snap&Read Universal
Co:Writer Universal
Mathtalk
Spanish Talking Calculator
Inspiration
Ginger
WatchMinder
Conversor Personal FM Assistive Listening Device with TV Amplifier
TrackerPro
MobileConnect
Individuals with learning disabilities are unable to perform certain actions compared to
their age group. However, learning disability affects in individuals could decrease by using
assistive technologies.
c. Gamification of learning:
d. Benefits:
e. Effectiveness:
References:
1. Kapp, Karl (2012). The Gamification of Learning and Instruction: Game-based Methods and
Strategies for Training and Education. Pfeiffer. ISBN 978-1118096345.
2. Shatz, Itamar (2015). Using Gamification and Gaming in Order to Promote Risk Taking in the
Language Learning Process (PDF). MEITAL National Conference. Haifa, Israel: Technion. pp.
227–232. Retrieved 4 August 2016.
3. Pavlus, John (2010). "The Game of Life". Scientific American. 303: 43–44.
4. Klopfer, E.; Osterweil, S.; Salen, K. (2009). Moving learning games forward (PDF) (Report). The
Education Arcade / Massachusetts Institute of Technology.
5. Lee, J.; Hammer, J. (2011). "Gamification in education: What, how, why bother?" (PDF).
Academic Exchange Quarterly. 15 (2).
6. Li, Cen; Dong, Zhijang; Untch, Roland H.; Chasteen, Michael (2013). "Engaging computer
science students through gamification in an online social network based collaborative learning
environment". International Journal of Information and Education Technology.
7. Gooch, Daniel; Vasalou, Asimina; Benton, Laura; Khaled, Rilla (2016-01-01). Using
Gamification to Motivate Students with Dyslexia. CHI Conference on Human Factors in
Computing Systems. CHI '16. New York: ACM. pp. 969–980.
Appendix: Special need tools- smart toy, gamification
III. Gamification
Gamification is the craft of deriving all the fun and addicting elements found in games
and applying them to real-world or productive activities. It is a design process that optimizes for
the human in the system, as opposed to pure efficiency of the system.
A misconception is that gamification does not involve games. It is simply absorbing the
fun elements in a game (Game Mechanics or Game Design Techniques) into real-world
applications.
a. Why gamification?
Games have the amazing ability to keep people engaged for a long time and develop their
creative potentials. However, classic games these days are simply focused on entertaining. With
integrating gamification with education, the more time you spend, the more productive you
would be.
b. Game elements
These elements comprise of points, leader boards, direct competitions and badges, which
could basically found in educational application.
Progress bar: Learner feel accomplished and get them to come back for daily usage
Leader board: Learner can compete head-to-head in a challenge. It incentivizes students
to learn material and practice as everyone wish to see his or her name on leader board
Experience point: Learner progress towards level of mastery
Badge: tracking progress and encourage perseverance
Gamification in language learning software
c. Smart toy
SMART: a knowledgeable embedded conversational agent like Siri or Alexa, who can
listen to, answer questions about the things children are curious about, engage in conversations,
and even tell jokes.
INTERACTIVE: can read and understand sentimental state of children and response by
displaying facial expressions or even moving
EDUCATIONAL: tells stories and embodies educational games that teach children about
people, places, and concepts
HELPFUL: a parent helper who help kids maintain daily routines.
The rate of brain development in children is the fastest in the first five years of their lives.
By third grade, children who are struggling to read proficiently are 4 to 6 times are more likely to
not graduate from high school on time, making early reading experiences extremely crucial for
their development.
While traditional “parents read, children listen” is commonly used, the dialogic reading
method has been proven to be more successful in preparing children for school. Research shows
the dialogic reading, which is one sort of consistent and supportive relationship between
caregivers and their children, contribute to more balanced social, emotional, cognitive, and
linguistic development. This popular method focuses on encouraging conversation between the
caregiver and the child, allowing the child to assume the role of a storyteller.
While parents and caregivers often don’t have sufficient time to practice dialogic reading,
smart toys with AI technology are able to play parents or companion roles to use the dialogic
reading technique to make reading a more enriching experience for the child.
Besides, an average 4 years old child asks in a day most of which being “why”. Adult are
able to have their question answered with Google search engine, but child has no other mean
than parents to answer their curiosity. By the build-in intelligence, smart toys with
conversational capabilities are able to answer questions and deliver quality contents that could
inspire creativity.
References:
1. https://tophat.com/blog/gamification-education-class/
2. https://en.wikipedia.org/wiki/Smart_toy
3. https://yukaichou.com/gamification-examples/top-10-education-gamification-examples/
4. https://www.kickstarter.com/projects/702843172/woobo-a-smart-companion-for-curious-kids
5. https://blog.woobo.io/effective-reading-tips-for-a-more-meaningful-story-time/
Chapter Seven: Entrepreneurial education
It is a function of innovation;
It is a function of fostering leadership;
It is an organizational building function;
It is a function of high achievement;
It involves creation and operation of an enterprise;
It is process of creating value for customers by exploiting untapped
opportunities;
It is strong and positive orientation towards growth in wealth, knowledge and
employment;
It is concerned with attitudinal change, risk taking abilities and turning idea in
to actions.
As a quite new global direction in the education, entrepreneurial education meets all the
challenges of a young discipline: defining of terms, educational scopes, educational objectives
and targets, targeted audience, and educational methodologies and teaching staff. One set of the
opposing opinions regarding entrepreneurial education refers to the the idea of nature or nurture:
is entrepreneurship something that can be taught or is it a personality/character trait that one
must be born with in order to be successful? Can entrepreneurial goals be achieved and enhanced
through education and training, or certain people are 'born' to be entrepreneur or to act
entrepreneurially (Fayolle et al, 2008).
Based on answers to questions regarding whether entrepreneurship is teachable, who
should teach it, how to measure the success of a program and the relationship between
entrepreneurship education, Seelig (2005) concludes for the USA, Europe, Asia and Latin
America:
The study conducted by Corduras Martinez et. al. (2010) looks at various aspects of
entrepreneurship education and training. The study was conducted in 38 countries which the
researchers categorized into three categories according to their level of economic development:
The key drivers for the development of entrepreneurship education are sensitivity to
changes in the broader socio-economic and political environment, rapid development in rural
areas and rural enterprises after, demand for management programs to ensure better management
of millions of firms, either state owned or newly created collective firms, growing hype of the
Internet economy especially the dot.com start-ups, growing perception of entrepreneurship
education being an integral part of competence and capability in students, and of course the
impressive economic growth which had released the entrepreneurial spirit and endeavour in
China (Li, Zhang and Matlay, 2003).
Finally, Li, Zhang and Matlay (2003) in a survey of 26 top business schools in China
identified that in terms of modules, the emphasis was on functional management skill with
strategic management, human resource management, organizational behaviour, financial
management, marketing, and accounting being the main priority, and six universities offered
venture programmes and five concentrated on entrepreneurship modules.
III. How Has Entrepreneurial Education Changed The Way We Learn?
After experiments in the EU, several conclusions have been made regarding the role of
governmental bodies in the entrepreneurial education (www1)
V. Conclusion
They show that the entrepreneurial training is only effective if there are adequate
infrastructure, economic stability or market and technological readiness, and thus economic and
social contexts must be considered when developing entrepreneurship education and training
policy.
In order to further develop entrepreneurial education, the governmental bodies should:
References:
1. Corduras Martinez, A. Levie, J. Kelley, D.J. Saemundsson, R.J. and Schott, T. (2010). A Global
Perpective on Entrepreneurship Education and Training, GERA.
2. European Commission. (2006). Entrepreneurship Education in Europe: Fostering Entrepreneurial
Mindsets through Education and Learning. Brussels. Retrieved on September 24, 2018 from
http://ec.europa.eu/enterprise/policies/sme/files/support_measures/training_education/doc/oslo_re
port_final_2006_en.pdf.
3. Fayolle, A. and Gailly, B. (2008). From craft to science: Teaching models and learning processes
in entrepreneurship education. Journal of European Industrial Training, vol. 32, no.7, pp. 569 -
593. Retrieved on September 24, 2108 from
http://www.emeraldinsight.com/doi/pdfplus/10.1108/03090590810899838.
4. Gautam, M.K. et al. (2015) ENTREPRENEURSHIP EDUCATION: CONCEPT,
CHARACTERISTICS AND IMPLICATIONS FOR TEACHER EDUCATION. Shaikshik
Parisamvad (An International Journal of Education). 5:1 (21-35).
5. Kuratko, D.F. & Hodgetts, R.M. (2004). Entrepreneurship: theory, Process, Practice. (Mason,OH:
South-Western).
6. Li, Jun, Yuli Zhang, and Harry Matlay.(2003). Entrepreneurship Education in China. Education +
Training 45 (8/9) : 495-505.
7. Mason, Cordelia. (2011). Entrepreneurship Education And Research: Emerging Trends And
Concerns.
8. Peterka, S.O. et al. (2015) Challenges of evaluation of the influence of entrepreneurship
education. Economic Review – Journal of Economics and Business. 12:2 (74-86)
9. Seelig, T.L. (2005). “Entrepreneurship Education Around the World”. Paper presented at REE
USA 2005, Standford University, Oct. 26. 2005.
10. www1: Reflecting on the Impact of Entrepreneurship Education.
11. www2:
https://guests.blogactiv.eu/2017/11/27/reflecting-on-the-impact-of-entrepreneurship-education/
Chapter Eight: Moving Forward/Plan for the Future – Leslie and Team
What are the greatest obstacles that stand in the way of change? What is the role of
governments, policy, international organizations, and the private sector in addressing these
obstacles?
Forward-thinking educational institutions are now seeing the power of technology to
transform the learning environment, merging the physical with the virtual, and realizing better
student outcomes. These institutions understand the current change dynamics and are moving
rapidly to innovate and transform their business models, acknowledging the evolving role of
faculty, understanding the requirements of the students of the future, and examining their
educational delivery methodologies.
Education institutions, like all service organizations in the digital information era, must
seek every means to enhance quality of service delivery and drive efficiency and cost-savings. In
other words, the journey for the digital transformation in education should lead to a broader
vision that enables constant innovation and enhancement of teaching and learning; it must also
improve the operational efficiencies of administrative and management services for students,
educators, and the community.
Those leaders who are still of the mind that only modest incremental shifts are necessary
could miss the next generation of teaching and learning.