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New Technologies Applied to Education, By: Julissa Arauz - Coggle Diagram
New Technologies Applied to Education
Virtual Platforms and Digital Environments
Types of Learning Management Systems (LMS)
Classification by licensing
Commercial (Blackboard, Brightspace, Schoology)
Open source (Moodle, Chamilo, Canvas open source)
Essential requirements
Accessibility, security, compatibility, interoperability, adaptability
Pedagogical value
Teacher’s design and facilitation
Evolving pedagogical ecosystem
Classification by structure and functionality
Asynchronous learning
Synchronous learning
Contexts: school, university, corporate
Cloud-based platforms
Instructional Design in Virtual Environments
Strategic pedagogical process
Planning, structuring, organizing
Considering asynchrony, student autonomy, technological mediation
Best practices
Modular structures
Variety of formats (text, audio, video, infographics)
Differentiated evaluation
Formative, summative, self-assessment
Authentic evidence
Design components
Needs analysis
Learning objectives and content selection
Didactic sequencing and digital resources
Activities for active participation
Hybrid Education and Blended Models
Definition and characteristics
Integration of face-to-face and virtual spaces.
Flexible, coherent, student-centered model
Common hybrid models
Station rotation
Lab rotation
Flex model
Flipped classroom
Benefits
Adaptation to diversity and learning paces
Inclusion and continuity
Greater student engagement and comprehensive evaluation
Implementation challenges
Technological infrastructure
Teacher training
Organizational culture
Digital divide and student support
Interaction and Communication in Digital Environments
Types of communication
Synchronous (videoconferences, chats)
Asynchronous (forums, messages, emails)
Active teacher role
Facilitator, dialogue promoter, collaboration encourager
Clear rules and trust-building
Interaction tools
Collaborative whiteboards, polls, wikis, blogs, messaging
Learning Assessment in Virtual Platforms
Purpose and challenges
Guide teaching and learning, provide feedback, adjust interventions
Capture valid and reliable evidence
Academic integrity and equity
Technical controls and ethical culture
Equal access to resources
Artificial Intelligence in Education
Key Concepts of Artificial Intelligence
Definition and scope
Systems performing human-like tasks (reasoning, learning, language, perception)
Adaptation and improvement without direct human intervention
Ethical and pedagogical considerations
Limitations, biases, critical understanding
Responsible and humanistic integration
Fundamental concepts
Machine learning: supervised, unsupervised, reinforcement
Deep learning
Artificial and deep neural networks
Natural language processing (NLP)
Application in education
Personalized learning
Administrative automation
Academic behavior pattern detection
Real-time feedback
Adaptive learning paths
Virtual Assistants and Intelligent Tutors
Definition and functions
Natural language interaction
Personalized support and knowledge management
Virtual assistants
Answer questions, manage tasks, reminders, platform guidance
Examples: Siri, Alexa, Google Assistant, Cortana in education
Intelligent tutors
Simulate human tutor behavior
Analyze responses, adapt difficulty, personalized explanations
Examples: Carnegie Learning, ALEKS, Squirrel AI
Challenges
Privacy and student rights
Avoiding bias replication
Maintaining human dimension and irreplaceable teacher role
Personalization of Learning through AI
Benefits for teachers
Analytical dashboards for informed decisions
Identification of differentiated attention needs
Risks and precautions
Over-automation and fragmented learning
Reinforcement of stereotypes and limiting opportunities
Personalized learning features
Flexible, tailored itineraries
Instant and continuous feedback
Encouragement of self-regulation and motivation
Ethical Risks and Algorithmic Biases
Ethical and political decisions in design and implementation
Education and society shaped by AI
Needs and strategies
Ethical AI literacy for educational actors
Transparency, regulation, responsible technology development
Interdisciplinary dialogue spaces
Negative impacts
Discrimination and unequal opportunities
Privacy violations, especially for minors
Erosion of teacher and student autonomy
Educational Data Analysis and Decision Making
Practical applications
Identifying at-risk students
Adapting materials and strategies
Evaluating effectiveness and detecting patterns
Responsibilities
Data protection and privacy
Informed consent and ethical use
Avoiding reductionist views of learning
Creation of Digital Educational Resources
Design of Multimedia Didactic Materials
Design objectives
Stimulate motivation, comprehension, retention
Address diverse learning styles and paces
Design process
Pedagogical planning: objectives, content, organization
Selection of formats and technological tools
Tools for teachers
Canva, Genially, Powtoon, Prezi, Book Creator
Design principles
Instructional and graphic design: visual balance, hierarchy, readability, segmentation, color codes
Accessibility: textual alternatives, subtitles, audio descriptions, simple navigation
Usability: ease of use, intuitive navigation, fast loading
Production of Educational Videos and Podcasts
Common principles
Accessibility, inclusion, copyright respect
Pedagogical integration with activities and assessment
Educational videos
Combination of images, text, narration, music, animations
Clear purpose, brief structure, clear language
Technical aspects: audio, lighting, recommended duration (10-15 min)
Educational podcasts
Audio format for deepening topics, storytelling, interviews
Fosters listening comprehension, concentration, flexibility
Voice clarity, sound quality, coherent script, editing
Student participation in content creation
Augmented and Virtual Reality in Education
Virtual reality (VR)
Fully digital immersive environments via headsets
Simulated experiences: museums, ecosystems, archaeological sites
Pedagogical value
Experiential, active, contextualized learning
Multisensory stimuli and adaptations for learning difficulties
Augmented reality (AR)
Overlay of digital information on physical environment
Enrichment of printed materials with interactive layers
Examples: 3D models, visualization of complex concepts
Accessibility and Usability in Digital Resources
Accessibility
Use by people with physical, sensory, or cognitive disabilities
Text alternatives, subtitles, transcripts, keyboard navigation
Compatibility with assistive technologies
Usability
Clear structure, understandable instructions
Easy navigation, visual and functional coherence
Avoid cognitive overload and frustration
Integration from initial design
International standards (WCAG)
Pedagogical justice for full inclusion
Quality Evaluation of Educational Resources
Participatory process
Involving teachers and students
Use of rubrics with clear indicators
Evaluation dimensions
Pedagogical: alignment with objectives, competency development, active participation
Content: accuracy, currency, reliable sources, copyright respect
Technical: stability, compatibility, ease of use, platform integration
Accessibility and usability
Aesthetic and visual design: harmony, readability, clear structure
Educational Innovation with Emerging Technologies
Disruptive Technologies and Their Impact on Education
Definition and examples
Radical transformation of models and practices
AI, augmented/virtual reality, blockchain, big data, IoT, cloud computing
Pedagogical impact
Personalized, adaptive, student-centered learning
New academic management and credentialing methods
Redesign of pedagogical models
Flexibility, interdisciplinarity, competencies for a changing world
Ethical and social considerations
Critical evaluation and equity in implementation
Teacher training in technical and ethical aspects
Makerspaces, Robotics, and Computational Thinking
Makerspaces
Physical/virtual spaces with tech tools and diverse materials
Interdisciplinary, creative, collaborative learning
Educational robotics
Building and programming robots
Development of logical thinking, planning, teamwork
Platforms: Arduino, Lego Mindstorms, Micro:bit
Computational thinking
Logical problem-solving using programming concepts
Transversal skills for personal and professional life
Mobile and Ubiquitous Learning
Benefits
Continuity, autonomy, self-regulation, time management
Mobile learning (m-learning)
Flexibility, portability, adaptability
Use of smartphones, tablets, laptops, smart devices
Access to digital resources anytime, anywhere
Ubiquitous learning
Invisible integration of technology in environment
Use of sensors, augmented reality, geolocation, adaptive environments
Challenges
Access to technology and connectivity
Teacher training and responsible use policies
Learning Networks and Virtual Communities
Learning networks
Open, dynamic ecosystems of people, resources, platforms
Horizontal, distributed, continuous learning
Virtual communities
Digital spaces for collaboration, sharing, co-creation
Platforms and formats: forums, social networks, Moodle, Edmodo, Discord
Conditions for effectiveness
Rules of conduct, respect, culture of dialogue
Active teacher role as mediator and facilitator
Future Trends in Digital Education
Personalized learning with AI
Adaptive systems and real-time learning analytics
Competency-based learning
Practical skills and immersive environments (AR, VR, remote labs)
Educational metaverse
3D interactive persistent environments with avatars and simulations
Expansion of mobile and ubiquitous learning
Hybrid, flexible scenarios, microlearning, MOOCs, digital badges
By:
Julissa Arauz