Monday, February 1, 2016

#4. Article Read: 10 Most Engaging Uses of Tech

Video/audio feedback engaged with visual and auditory learners while keeping the timeframe in creating such feedback to about the same amount as writing it down. Digital portfolios provide the sense of creating something for people to experience and see other than the instructor. Blended learning aloud for students to learn self-paced and with a group of other students while the teachers can help those who are really struggling in the course. Social Media and game learning can provide learning activities on and off campus. Visual Literacy can be used to make students learn through visual aspects of technology such as Instagram. Collaboration tools can enhance students' behavioral and cognitive engagement as well as the design thinking method that makes students self-driven and student-led projects. By reaching individuals and groups with technology, teachers can provide interactive images and assignments through QR codes and annotations. Tracking progress is helping instructors have a better understanding of how their students are learning the concepts and using the knowledge gained into applications.

There are many points of views that the author makes about these methods that I can agree with. I do mind that the social media would probably be one of the least favorable uses in education due to the overwhelming amount of freedom outside sources have to affect students. Using QR codes to present assets for the students is a creative way to peak their interest in the subject. I find the blended learning format to be more of a gamble than a positive method of learning. Some people have a difficult time communicating with others and that could bring problems within the groups that could affect the ones not directly causing the problems.

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