Instructional design models help you to visualize the learning path of your students. We will briefly explore two instructional design models, give you some insight into how they differ, and conceptually what an instructional design model can add to the process of turning a F2F (face-to-face) class into an online course.
So you’ve decided to make the leap and convert your face-to-face (F2F) class into an online course. A daunting job, even for the most tech-literate and motivated of teachers. Breaking down this project into smaller steps, and following each one with patience and tenacity will yield a great e-learning course, which will stand you — and your students — in good stead for many semesters to come.
Technology has also begun to play an interesting role in educating ASD students. Artificial Intelligence is changing special education through the development of responsive, social robots have started playing a role in teaching ASD children social skills. While the price tags of such robots are still off-putting, their existence combined with future technological advancements announce a bright future for ASD students.
From the small addition of a mini game to gamifying your entire classroom, gamification uses your students’ natural desire for competition, achievement and status, makes them collaborate, showcases their talents and spotlights their accomplishments. All this results in a richer, more engaging learning experience. What say you? Will you gamify your classroom?
“Self-directed learning” is a major catch-phrase of 21st Century educationalists, and undeniably a critical skill in the labor markets of the future. However, the classroom culture we have created and inherited is not designed around self-direction, and tends more towards compliant consumption. But there are ways to support self-directed learning in the classroom.
While students are looking forward to the summer vacation, the NEO team are looking forward to this year’s edition of the most comprehensive ed tech event in the world: ISTE Conference and Expo. We can hardly contain our enthusiasm at the thought of meeting once again so many beautiful people who take interest in how to integrate technology in education and transform learning and teaching.
The children who go to school today will surely engage with unforeseen technologies in their future. It is schools’ ultimate job to prepare students for the future, so adopting technology in the classroom might not be such a bad idea. Deciding to adopt technology in their schools, choosing the right ed-tech and supporting teachers in using it are the three most important challenges school leaders must overcome.
The e-learning landscape is a continuum of different instructional designs meant to adapt to individual student needs. This is where scenario-based learning (SBL) comes in, when learners are immersed in real-life and situational scenarios which lets them gather skills and information which in essence is learning by doing.
Online education remains a key response to the shortcomings of K-12 education. There can be no doubt that the sheer volume of solutions and opportunities offered by online educational tools cannot be ignored by a society seeking to graduate better skilled, better adapted, creative, critical thinkers. The future of education is most assuredly online. But what of the classroom? Should we still keep it?
As education becomes more and more digital, with increasing number of devices accessing networks, educational institutions face a new wave of threats, like cyber-attacks, cyberbullying, sexting, online radicalization, and even human error breaches. Therefore, all stakeholders of the educational system need take measures in order to ensure all students can develop in a safe learning environment.