Innovative Educational Technologies

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Innovative Educational Technologies by Mind Map: Innovative Educational Technologies

1. Learner is self-directed learning via nodes (content source, people, groups) within network

2. Critical thinking + Creative thinking = Problem solving

3. Mindset

3.1. Fixed

3.2. Growth

3.3. Opinion

3.4. Assumption

3.5. Knowledge

3.6. Emotions

4. Ages evolution

4.1. 20th century

4.1.1. • content • assessment

4.2. 21st century

4.2.1. • 21st assessment • life skills • 21st century content • core subject • learning thinking skills • ICT literacy

4.2.2. 4C:

4.2.3. o Critical Thinker (solving problems) o Communicator( understanding and communicating ideas) o Collaborator ( working with others ) o Creator ( producing high quality work)

4.2.4. Confirmation inquiry

4.2.4.1. The teacher develops a question based on a topic or theme that has already been covered in a previous class.Rather than discover something new, the main aim is to confirm and deepen prior knowledge.

5. Teaching approach

5.1. Project-based learning

5.1.1. 1. Challenging problem or question 2. Sustained inquiry 3. Authenticity 4. Student Voice and Choice 5. Reflection 6. Critique and Revision 7. Public Showcase

6. 4 Pedagogical Theories

6.1. Cognitivism

6.1.1. how information is received, organized, stored and retrieved by the mind

6.1.1.1. • Visual learning • Auditory learning • Digital learning

6.1.1.2. Stimuli - responce - stimuli

6.2. Behaviorism

6.3. Constructivism

6.3.1. klowlwdge is constructed by learners as they attempt to make sence of their experiences

6.3.1.1. learning rather than teaching

6.4. Connectivism

7. Education differences

7.1. Assssment

7.1.1. 20th - Summative

7.1.2. 21st - Formative

7.1.3. Centricity

7.1.3.1. 20th - Teacher centered

7.1.3.2. 21st - Student centered

7.2. Technology use

7.2.1. 20th - Literacy (learning about technology/ learning with technologies)

7.2.2. 21st - Transformative ( learning through technology)

7.3. Teaching methodologies

7.3.1. 20th - Lecture,Stand & Deliver

7.3.2. Project & Problem based learning

7.4. Learning styles

7.4.1. 20th - Read, Write & Auditory

7.4.2. 21st - Visual, Auditory, Kinesthetic & Read, Write

8. Heuristic technique

8.1. Curriculum progress

8.2. Challenging students

8.3. Integrating courses

9. Inquiry-based learning

9.1. Structured Inquiry

9.1.1. Starts with a question posed by the teacher.The teacher is there to guide them through every step, but learners are encouraged to analyze and evaluate the information they collect.

9.2. Guided Inquiry

9.2.1. The teacher provides the initial question and learners decide how to approach it. Having designed their own method of inquiry, with the guidance of the teacher, students will collect, analyze and present their results.

9.3. Open inquiry

9.3.1. Learners are fully responsible for the direction of their research, from defining the questions to analyzing and communicating the results. As complex as this may sound, with the right preparation and support, there’s no reason why primary learners can’t get involved in open inquiry.

10. The Team Roles Model by Dr. Raymond Meredith Belbin

10.1. Action-oriented roles

10.1.1. The completer / finisher

10.1.2. The Implementer

10.1.3. The Monitor/Evaluator

10.2. Social roles

10.2.1. The specialist

10.2.2. The coordinator

10.2.3. Teamworker

10.3. Intellectual roles

10.3.1. Resource Investigator

10.3.2. The shaper

10.3.3. The plant

10.4. all behaviors are acquired through conditioning

11. COIL

11.1. Develop relationships with people in another nation

11.2. Share humaneness

11.3. Function effectively

11.4. Technology support

11.5. Senior leadership buy-in and

11.6. Logistics

12. Google Apps in FLC

12.1. Google Drive

12.2. Google Docs

12.3. Blogger

12.4. Google Translate

12.5. Google Presentations

12.6. Google Spreadsheets

12.7. Google Forms

12.8. Google Drawing

12.9. Google Templates

12.10. Google Calendar

12.11. GMail

12.12. Google Sites

12.13. Google Groups

12.14. Google Plus

12.15. YouTube Video

13. BYOD (bring your own device)📱💻

13.1. MALL📱

13.1.1. .

13.1.2. identifying gaps in knowledge

13.1.3. developing a habit of reflection on language learned

13.1.4. learning to notice (how language is used, how I use the

13.1.5. language)

13.1.6. using language for real purposes in real world contexts

13.1.7. connecting language users (more expert and less expert)

13.1.8. rehearsing, experimenting

13.1.9. developing ability to respond to a context

13.1.10. developing multiple perspectives

13.1.11. learning to learn, developing autonomy

13.1.12. developing digital (mobile) literacies.

13.2. MALL Advantages 👍

13.2.1. Exposure to the target language

13.2.2. Increased engagement

13.2.3. Various vocabulary learning strategies

13.2.4. Different games exercise different skills and result in different effects

13.3. MALL Disadvantages 👎

13.3.1. Low efficiency of studies

13.3.2. A lack of studies on this topic

13.3.3. Not all games are useful for language learning

13.3.4. A lack of game-based learning pedagogy for teachers

14. Artificial Intelligence

14.1. Artificial Narrow Intelligence

14.1.1. Specializes in one area and solving only one problem

14.2. Artificial General Intelligence

14.2.1. Refers to a computer that is as smart as a human across the board

14.3. Artificial Super Intelligence

14.3.1. An intellect that is much smarter than the best human brains in practically every field

15. Artificial Intelligence Technologies

15.1. Natural language generation

15.2. Natural language understanding

15.3. Speech recognition

15.4. Machine learning

15.5. Virtual agents

15.6. Experts Systems

15.7. Decision management

15.8. Deep learning

15.9. Robotic process automation

15.10. Text analytics

16. AI in language learning

16.1. Reduce the time, cost and frustration involved in completing online or app-based courses.

16.2. Test learners on words they are likely to get wrong, rather than words that they are likely to get right.

17. Virtual Reality

17.1. Increase student engagement to improving memory recall of factual information

17.2. support students with learning disabilities.

17.3. can immerse a user in computer- simulated environments in which they can interact.

17.4. acquire cognitive skills related to remembering and understanding facts

17.5. understanding spatial and visual information and affective skills relating to controlling one’s emotions and responses to stressful situations