Innovative Educational Technologies

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Innovative Educational Technologies da Mind Map: Innovative Educational Technologies

1. Critical thinking + Creative thinking = Problem solving

2. Mindset

2.1. Fixed

2.2. Growth

2.3. Opinion

2.4. Assumption

2.5. Knowledge

2.6. Emotions

3. Heuristic technique

3.1. Curriculum progress

3.2. Challenging students

3.3. Integrating courses

4. Inquiry-based learning

4.1. Structured Inquiry

4.1.1. 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.

4.2. Guided Inquiry

4.2.1. 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.

4.3. Open inquiry

4.3.1. 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.

5. COIL

5.1. Develop relationships with people in another nation

5.2. Share humaneness

5.3. Function effectively

5.4. Technology support

5.5. Senior leadership buy-in and

5.6. Logistics

6. BYOD (bring your own device)📱💻

6.1. MALL📱

6.1.1. .

6.1.2. identifying gaps in knowledge

6.1.3. developing a habit of reflection on language learned

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

6.1.5. language)

6.1.6. using language for real purposes in real world contexts

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

6.1.8. rehearsing, experimenting

6.1.9. developing ability to respond to a context

6.1.10. developing multiple perspectives

6.1.11. learning to learn, developing autonomy

6.1.12. developing digital (mobile) literacies.

6.2. MALL Advantages 👍

6.2.1. Exposure to the target language

6.2.2. Increased engagement

6.2.3. Various vocabulary learning strategies

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

6.3. MALL Disadvantages 👎

6.3.1. Low efficiency of studies

6.3.2. A lack of studies on this topic

6.3.3. Not all games are useful for language learning

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

7. Artificial Intelligence

7.1. Artificial Narrow Intelligence

7.1.1. Specializes in one area and solving only one problem

7.2. Artificial General Intelligence

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

7.3. Artificial Super Intelligence

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

8. Artificial Intelligence Technologies

8.1. Natural language generation

8.2. Natural language understanding

8.3. Speech recognition

8.4. Machine learning

8.5. Virtual agents

8.6. Experts Systems

8.7. Decision management

8.8. Deep learning

8.9. Robotic process automation

8.10. Text analytics

9. Virtual Reality

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

9.2. support students with learning disabilities.

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

9.4. acquire cognitive skills related to remembering and understanding facts

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

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

11. Ages evolution

11.1. 20th century

11.1.1. • content • assessment

11.2. 21st century

11.2.1. • 21st assessment • life skills • 21st century content • core subject • learning thinking skills • ICT literacy

11.2.2. 4C:

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

11.2.4. Confirmation inquiry

11.2.4.1. 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.

12. Teaching approach

12.1. Project-based learning

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

13. 4 Pedagogical Theories

13.1. Cognitivism

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

13.1.1.1. • Visual learning • Auditory learning • Digital learning

13.1.1.2. Stimuli - responce - stimuli

13.2. Behaviorism

13.3. Constructivism

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

13.3.1.1. learning rather than teaching

13.4. Connectivism

14. Education differences

14.1. Assssment

14.1.1. 20th - Summative

14.1.2. 21st - Formative

14.1.3. Centricity

14.1.3.1. 20th - Teacher centered

14.1.3.2. 21st - Student centered

14.2. Technology use

14.2.1. 20th - Literacy (learning about technology/ learning with technologies)

14.2.2. 21st - Transformative ( learning through technology)

14.3. Teaching methodologies

14.3.1. 20th - Lecture,Stand & Deliver

14.3.2. Project & Problem based learning

14.4. Learning styles

14.4.1. 20th - Read, Write & Auditory

14.4.2. 21st - Visual, Auditory, Kinesthetic & Read, Write

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

15.1. Action-oriented roles

15.1.1. The completer / finisher

15.1.2. The Implementer

15.1.3. The Monitor/Evaluator

15.2. Social roles

15.2.1. The specialist

15.2.2. The coordinator

15.2.3. Teamworker

15.3. Intellectual roles

15.3.1. Resource Investigator

15.3.2. The shaper

15.3.3. The plant

15.4. all behaviors are acquired through conditioning

16. Google Apps in FLC

16.1. Google Drive

16.2. Google Docs

16.3. Blogger

16.4. Google Translate

16.5. Google Presentations

16.6. Google Spreadsheets

16.7. Google Forms

16.8. Google Drawing

16.9. Google Templates

16.10. Google Calendar

16.11. GMail

16.12. Google Sites

16.13. Google Groups

16.14. Google Plus

16.15. YouTube Video

17. AI in language learning

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

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