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Multimedia Applied to ELT, Game-Based Learning, vs., important for…
Multimedia Applied to ELT
4th Industrial Revolution
Artificial Intelligence
Made up of:
a data set
a learning algorithm
a prediction
Computer systems capable of imitating human behaviours and performing intelligent tasks
Smart technologies and factories
Digital Transformation
Digital Identity
Information used by computer systems to represent an external agent (person, organization, etc.)
Digital Literacy
Set of digital behaviours, skills, practices and identities needed to effectively reach your goals online
Media literacy
Digital scholarship
Learning skills
ICT literacy
Career and identity management
Communications and collaboration
Information literacy
Digital Footprint
Personal information permanently stored in big data systems
Collected from the trail we leave behind when we use the Internet
Likes, dislikes, comments, reactions, interactions, emails, online purchases, searches
Targeted for advertising and valuable for companies
21st Century Learning Skills
Critical Thinking
make research-based decisions
choose resources
tackling real-world problems in class
Creativity
Collaboration
Communication
Evaluating
Analizing
Robotics
Big data and predictive analysis
Augmented reality
Automation
Cyber-physical systems
Machine learning
The Internet of Things
Changing Role of Teaching through Technology
Transmedia Storytelling
Narrative
Oral
Written
Transmedia component
Gamification
Application of game mechanics in a non-game context
Quests
Points
Competition
Rewards
Teams
Levels
Flipped Classroom
Type of blended learning focused on student engagement and active learning
Outside class
Lectures
In class
Collaborative activities, projects and group interactions
Types:
Standard Inverted
Discussion-Oriented
Demonstration-Focused
Faux-Flipped
Group-Based
Virtual
Flipping the Teacher
Online Teaching
Blended Learning
Multiple modes of delivery
Technology-enhanced
F2F (lectures) + LMS (for support)
Flipped + F2F
X time on campus + X time online
Hybrid
F2F reduced + online
Development of 21st century skills
Flexibility for students
Assessment
Different methods
Authentic
Teachers
Critical thinking
Create online learning environments
Communication
Bear group of students in mind
Choice of teaching method
Managing workload
Choosing media
Selecting
SAMR model
Substitution
Augmentation
Redefinition
Modification
Innovating Pedagogy
Multisensory Learning
Social Justice Pedagogy
Esports
Engaging with Data Ethics
Learning from Animations
Offline Networked Learning
Game-Based Learning
using games to teach specific skills or achieve a specific learning outcome
vs.
important for teachers to:
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