As robotics applications proliferate across multiple sectors, the report authors predict more schools will introduce robotics technologies in order to prepare students for future career pathways. “Robotics competitions are providing learners with opportunities to explore STEM challenges and to apply their skills toward developing solutions to major global issues,” according to the report. “Teachers are also using robots to augment classroom instruction and promote student engagement.”
As schools continue to foster 21st century skills in students in order to prepare them for the demands of a global workforce, K–12 will see the adoption of more makerspaces and research efforts to surface best benefits and practices. Furthermore, the report noted that “makerspaces were initially lauded for their role in stimulating interest in STEM fields,” but now they are often viewed as conduits to STEAM education with more emphasis on the humanities, visual arts, dance, drama and other areas of the arts.
Makerspaces and robotics are expected to establish a prominent space in educational technology in the next year, with virtual reality, artificial intelligence and the Internet of Things not too far behind, according to about 60 education experts whose ideas are showcased in a new report.
Attempts to clearly define personalized learning are commonplace in education now more than ever--and the more conversations we have, the more apparent it becomes that many of us (educators) are unsure of how to define the term, or recognize what it takes to bring it to life. The term is robust, because it has the potential to be different for every learner; so, instead of trying to define it, perhaps it would be more beneficial to take a look at some of the misconceptions running wild amongst the education community, and consider what personalized learning is NOT.
The online higher education market in the US is anticipated to witness rapid growth over the forecast period, owing to the robust ICT (information, communication, and technology) infrastructure, increased penetration of mobile devices, rising adoption of BYOD (bring your own devices), and surging demand for employability skills such as problem solving, critical thinking, and interpersonal skills.
“The demand for educational video games, simulators and other game-based learning devices to learn STEM subjects is increasing because it encourages students to undergo live projects or real-time activities so that they can learn by experimenting. The incorporation of game-based learning in STEM subjects help students to overcome the fear of failure in STEM-related examinations by boosting their confidence.
The number of students across the globe who will access virtual reality (VR) and augmented reality (AR) via head-mounted displays will jump from 2.1 million in 2016 to 83 million in 2021, reports Futuresource Consulting.
As schools struggle to raise high school graduation rates and close the persistent achievement gap for minority and low-income students, many educators tout digital technology in the classroom as a way forward. But experts caution that this approach still needs more scrutiny and warn schools and parents against being overly reliant on computers.
According to a University of Phoenix College of Education survey, nearly all K-12 teachers said educational technology like laptops, SMART Boards and apps, are being used in schools. Unfortunately, the survey also found that nearly one in five of those surveyed feel intimidated by students’ knowledge of tech devices, and only one in four have had significant training in integrating technology into the classroom.
Tim Elmore, president of Growing Leaders, said the trend of younger people feeling more comfortable learning through screens is especially important in the world of education. If schools don't adapt and move to a more blended style of instruction, Elmore said, America's schools could see a growing disinterest in traditional education.