ED403-Reflection on Session 3-eLearning Trends in Higher Education – WEEK 5

This week the discussion was based on how eLearning trends and practices such as Learning analytics, BYOD and mLearning, VR and AR, and Makerspaces influence the future of higher education. We had to choose at least one eLearning application and integrate it into our own teaching and learning practices. The course I teach is mostly competency based therefore I thought of integrating BYOD in my class.

Learning analytics is the measurement, collection, analysis and reporting of data about learners and their contexts, for purposes of understanding and optimizing learning and the environments in which it occurs.

Bring Your Own Device (BYOD) and mLearning

The name says it all. Bring your own device (BYOD) involves allowing students to bring their own devices, especially tablets and other suitable personal devices such as android mobile phones , into classrooms to support improving student learning outcomes. It has been a norm that the school provides the learning device e.g. Desk top computers etc. Now BYOD enables students to have their own devices to assist them learn better. Many BYOD suitable devices may be more capable and up to date than some school computers. Schools in various countries are implementing BYOD because of its’ potential to deliver benefits to learning.

 Benefits of BYOD

– BYOD can promote greater participation from all pupils in the classroom

-Learners look after their own device

-Class assignments cab be finished at home

-Students are more comfortable with their own devices

BYOD works really well in my DTE 603 Crown and Bridge class especially when the students are learning how to carve each tooth. Students are supposed to carve all the anatomical features of each tooth in the mouth. Students use their own devices to watch u tube video as to how the anatomy of each tooth is defined by carving on the models provided. Even I personally have learnt a lot by using this idea. I personally believe that PICs are in the right direction as far as these e learning analytics are incorporated in teaching and learning field in higher education. The only problem which may be faced is the internet connection for all the devices. All the higher educational bodies should now allocate funds to cater for these issues.

 Virtual Reality (VR)

Virtual reality (VR) is a computer-generated scenario that simulates a realistic experience. The immersive environment can be similar to the real world in order to create a lifelike experience grounded in reality. It also refers to the use of computer technology to create a simulated environment. When you view VR, you are viewing a completely different reality than the one in front of you. Virtual reality may be artificial, such as an animated scene, or an actual place that has been photographed and included in a virtual reality app.

A good example is:

 

Medical training

VR technology has many useful applications in the medical field. Simulated surgeries allow surgeons to practice their technical skills without any risk to patients. Numerous studies have shown that physicians who receive surgical training via VR simulations improve dexterity and performance in the operating room significantly more than control groups. Through VR, medical students and surgeons have the ability to view and experience complex surgeries without stepping into the operating theatre.

Augmented Reality (AR):

Augmented reality is an enhanced version of reality created by the use of technology to add digital information on an image of something.AR is used in apps for smartphones and tablets. AR apps use your phone’s camera to show you a view of the real world in front of you, then put a layer of information, including text and/or images, on top of that view.

Makerspace

A makerspace is a collaborative work space inside a school, library or separate public/private facility for making, learning, exploring and sharing that uses high tech to no tech tools. Makerspace is a relatively new method of teaching students in a space where they can get hands-on experience working with concepts they recently learned. The point of the space is to make, create, and invent new things. There are many advantages to giving students a place to apply concepts, and those benefits are true for all areas and fields of study.

Reference

1.http://www.pdsttechnologyineducation.ie/en/Technology/Advice-Sheets/Bring-your-own-Device-BYOD-for-Learning.pdf

2.https://en.wikipedia.org/wiki/Virtual_reality

3.https://learningenglish.voanews.com/a/augmented-reality-versus-virtual-reality/3844772.html

4.https://www.makerspaces.com/what-is-a-makerspace/ http://www.thetechedvocate.org/10-reasons-to-create-makerspaces-in-your-school/

Regards

Ajay

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