K+12, Higher Education
Education vertical had long been adapting technologies to ease up a task that facilitates the back office, faculty, and students in one way or another.
The use of projection technologies to the adaption of high-end computers for automation has been the trend and with more and more innovations coming up, new models of e-learning facilitated by different technologies are grooming and accordingly the content is also being updated.
The other technologies which are catalyzing e-learning are the exposure of students to internet, media, and use of BYOD devices where information is just a click away.
Information and communication technologies (ICTs) have brought about a paradigm shift in education. Online educational methodology and tools like massive open online course (Mooc), modular object-oriented dynamic learning environment (Moodle), videoconferencing, virtual laboratories, screencasts, e-mail, forums, search engines, blogs, podcasts, vodcasts, wikis, vokis, high-tech 3D graphics, e-Groups, learning dialogue videos, learning-by-doing videos, digital game/toy-based learning and flipped-classrooms with associated pedagogy of active learning have quickly emerged as the backbone of effective education in this century. In fact, blended learning is the necessity of the 21st century.
ICT will become a strong catalyst for a sea change among many educational practices. There is a need to shift from teacher-centered classrooms to student-centric classrooms for outcome-based education. Using technology, teachers can create student-friendly environments for in-class as well as out-of-class learning.
Considering the above when we analyze the trends will impact the education vertical the most we should under the basic concept of educational technology (Edtech). Some of the definitions of Edtech are listed below:
The Association for Educational Communications and Technology (AECT) defines educational technology as “the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources.”
Edtech, or education technology, can be broadly defined as the use of technology to make the teaching and learning process far more simplified, easy to observe, and most of all be more student-friendly. From the most simplistic use of technology like audio-video tools to moving on to cloud technology and MOOC, Edtech has evolved drastically over the past few decades.
With digital content being the rule of the day, technologies like AI, VR, and IoT are being hugely employed by the K-12 Edtech companies to design the curriculum and educational tools like gaming simulators, etc. for students that assist students to learn things in a simplified way as compared to the blackboard learning.
In continuation to the above, the technology trends and tools are listed with brief profiling of all of the above.
Technologies that will be adapted in Education Vertical
- Artificial Intelligence (AI) – will be primarily used for task automation, designing smart content and teaching personalization.
- Virtual Reality (VR) – will be primarily used for experimental learning and providing an independent learning route.
- Gamification – will be primarily used for simplifying the learning processes with the use of games and videos.
- Learning Analytics – will be primarily used for analyzing the existing data which will aid task like performance monitoring, etc.
- Immersive Learning – will be primarily used for corporate training.
- Smart Learning Environment (SLEs) – will be primarily used promoting personalized education system for skill enhancement.
- Digital Course Materials – with embedded AV in the content it is becoming the most important tool for smart class and BYOD learning.
- Game Theory – will be primarily used for synchronizing the teaching processes.
- Mobile Technology and IoT – will be primarily used for IBMS, Campus safety, BYOD connect.
- STEAM – will be primarily used to instill critical thinking among the students.
Having overviewed the technologies that will be used to develop tools and methodologies let’s analyze the tools and methodologies which will be the used to deliver education in K-12 and Universities.
- Digital games and toys – will be primarily used to enhance the thinking skill and creativity of the learners.
- Simulation software – will be primarily used to facilitate learners by creating 3D, animated and interactive models of modules that will ease learning and facilitate enhancing the analytical tools of the students.
- Flipped classrooms – will be primarily used to enhance student interactions and enhance problem-solving, decision making and conceptualization skill of learners.
- Moocs and Moodle – will be primarily used to create dynamic courses that extend learning anytime, anywhere. Its peer grading feature allows learners to grade and assess their own and other course members’ work as a group.
Having analyzed the technologies and tools the focus should be on designing campuses which are ready to use these technologies. We at Telecom and Management consultants focus on innovations and technology integration which facilitate students to ease the learning process and enhance their skills. We recommend the following for the creation of an IT-enabled education campus.
- Creation of a Converged communication back which is upgradable and scalable to handle upcoming technologies.
- Promote mobility for any time, anywhere learning in the campus using BYOD’s.
- Use Collaboration and Videos tools for better faculty and student engagement.
- Back office automation.
- Enhance campus security using access control, surveillance with analytics.
- Create an interactive, immersive and digital environment in the classroom using smart classroom tools.
- Promote distant learning for student exposure.
Having studied the technologies and tool the above deployments for IT-enabled education campus will lead to a better tomorrow that will help to create campuses with a futuristic vision that will enable tutors to facilitate students with the modern education innovations.
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