Trends for 2018-2019

As technology continues to advance, there are many trends for future use in the classroom. One of these uses is gamification. Gamification is the application of game-like principles to drive interaction and interest. Gamification gives learning meaning in that students attach a purpose to the learning. Another trend is device mesh. Device mesh refers to the increasing and diverse ways people access and use technology. Because of the Cloud, work can be saved on one device, then opened on another. This will allow students to learn in ways that are best for them wherever and whenever they want. A third trend in technology is personalized learning. Personalized learning allows students to combine face-to-face learning with technology assistance as well as collaboration. Coding, coding programs, and programming is another top trend in technology in education. Coding activities are on the rise and also stimulates computational thinking. Augmented reality and virtual reality allow students to have virtual experiences without leaving the classroom. Virtual and augmented realities are changing education, going beyond gaming, with more content being developed. A final trend is data mining. Data mining is collecting data to answer questions about how learning takes place. This data driven process allows educators the ability to predict a student's future learning behavior. These trends in educational technology push toward a more mobile way of learning and a move toward game play which results in higher engagement in learning activities. As technology continues to change and advance, so will approaches to teaching and learning.

Resource: 29651_ITinspired_Education_Whitepaper_052018.pdf

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