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From learning analytics tools providing students with instant feedback on their work to virtual reality facilitating field trips to faraway lands to 3D printers filling makerspaces, the classroom looks quite a bit different than it did just five years ago. Learning Analytics Tools Provide Real-Time Feedback. Content Subtype.
Playing against another human (not robots) inspires students to try harder to prove they know their stuff. AdaptiveLearning with Percentile Scoring: Zapzapmath games are now integrated with an adaptivelearning feature. Note to Zapzapmath folks: This is an excellent addition.
Augmented Reality (AR) for Art and Design: Use AR applications to overlay digital elements on students’ physical artwork or designs, allowing for interactive presentations and enhancing creativity in art and design classes. Furthermore, technology cultivates digital literacy, equipping students with skills needed in the digital age.
The video is part of Impero’s work to support schools in keeping students safe online and promoting good digitalcitizenship. The company has partnered with advocacy organizations to produce white papers at the 2017 and 2016 DigitalCitizenship Summits and provides online monitoring software to schools.
The increasing potential to “start a business” that is entirely social and digital (which impacts the idea of a “job,” for example). Adaptivelearning platforms and learning algorithms. New demands for digitalcitizenship. Robotics in the classroom. Ease of publishing (e.g.,
“Fake news,” “robots coming for our jobs,” “the new economy,” “surveillance capitalism,” “personalization,” “the cult of innovation,” and so on – these are all narratives intertwined in the power of major technology companies, platforms, data, and algorithms.
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