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Mapa mental

INNOVATIVE EDUCATIONAL TECHNOLOGIES

Оксана Стеценко Inglês

INNOVATIVE EDUCATIONAL TECHNOLOGIES

Conteúdo do mapa

INNOVATIVE EDUCATIONAL TECHNOLOGIES

  1. 1

    • ICT-based learning (Information and communication technology)
      • LEARNING THEORIES
        • BEHAVIORISM
          • All behaviors are acquired through operant conditioning: stimuli, response, stimuli
          • METHODS
            • lecture
            • drill and practice
            • rote learning
            • multiple choice tests
          • Learner is passive: learns via external processes
        • COGNITIVISM
          • how information is received, organized, stored and retrieved by the mind
            • focus on the mental process
            • VISUAL LEARNING
            • AUDITORY LEARNING
            • DIGITAL MULTIMEDIA
              • mediums to communicate information
          • Learning is an internal process; Short & long term memory
          • METHODS
            • Lecture
            • Mind Maps
            • Multiple choice & essay assesment
        • CONSTRUCTIVISM
          • knowledge is constructed by learners as they attempt to make sense of their experience
          • MARCI DRISCOLL PRESCRIPTIVE PRINCIPLES
            • learning in complex, realistic and relevant environments
            • social negotiation
            • use of modes of representation
            • ownership in learning
            • self-awareness of the knowledge construction process
          • METHODS
            • Discovery
            • Collaborative group work
            • Scaffolding
            • Self-guided learning based on personal experience
            • Peer grading
          • Learner builds on personal experience Active & Social
        • CONNECTIVISM
          • Learner is self-directed Learning via nodes: CONTENT, PEOPLE, NETWORK
          • METHODS
            • Self-directed quest for content
            • Sharing of content
            • Spontaneous learning groups
            • Creates knowledge collaboratively
      • GROUP GROWTH
      • INDIVIDUAL GROWTH
    • 4C'S OF 21st CENTURY SKILLS
      • Critical thinker
        • Solving problems
      • Communicator
        • Understanding and communicating ideas
      • Collaborator
        • Working with others
      • Creator
        • Producing high quality work
    • EDUCATIONAL TECHNOLOGY
      • study and ethical practice of FACILITATING LEARNING and IMPROVING PERFORMANCE by creating using and managing apropriate technological processes and resources
  2. 2

    • MINDSET
      • COMPONENTS
        • knowledge
        • opinions
        • assumptions
        • emotions
      • TYPES
        • FIXED intelligence can't be developed
        • GROWTH intelligence can be developed
  3. 3

    • HERUISTIC TECHNIQUE
      • is approach to problem solving or self-discovery that employs a practical method that is not guaranteed to be optimal, perfect or rational, but which is nevertheless sufficient for reaching an immediate, short-term goal.
    • IBL (iNQUIRY BASED LEARNING)
      • is an approach to learning that emphasizes the student’s role in the learning process. Students are encouraged to explore the material, ask questions, and share ideas.
      • natural way to learn a second language
      • encourages children’s natural curiosity
      • INQUIRY-BASED TEACHING STRATEGY
        • PROBLEM STATEMENT
          • Determine what is to be investigated, formulate hypothesis
        • DATA COLLECTION
          • Gather information
        • ANALYSIS
          • Examine
          • Discuss
          • Provide explanations
        • CONCLUSIONS
  4. 4

    • TEAM
    • READING
      • Authentic texts
    • Listening
      • Podcasting
      • GRAASP
    • WRITING
      • Google Docs
    • SPEAKING
      • Speak English Pro: American Pronunciation
      • English Pronunciation Practice for Beginner
      • VoiceThread
  5. 5

    • COLLABORATION
      • Collaborating Learning Tools
        • Web 2.0
          • Wiki
            • platform for provision of collaborative writing
          • blogs, podcasts, and social networks, online discussions
            • encourage online participation
            • English learners interpret their reading and compose their responses
            • Blogging: students obtain innovative, critical, communicative and collaborative skills
        • Benefits
          • Students construct knowledge together
      • Collaborative Online International Learning (COIL)
    • Concepts of Collaborative Learning
      • the success of one student directly implies the success of other students
        • promoting social interactive skills
      • common goal
      • no view of competition among their peers
  6. 6

    • MOBILE PEDAGOGY
      • Mobile Assisted Language Learning (MALL) language learning that is assisted or enhanced through the use of a handheld mobile device
        • TEACHER as consultant, facilitator, and moderator of the content in the Internet era
        • includes both technical and pedagogical challenges
      • helps teachers and learners conduct inquiries into changes
      • Students capture and share language data: new expressions or pronunciations
      • Devices are instruments to pose questions and seek answers
      • Devices offer a supportive environment
      • BYOD / BYOPC being allowed to use one’s personally owned device, rather than being required to use an officially provided device
        • CONS
          • distracting for students
          • students may not be able to afford having his own device
          • additional training for instructors
          • opportunity for cheating
          • status symbol
          • possibility of theft
        • PROS
          • individualized learning
            • student driven learning
          • increased student involvement
          • collaborative learning
          • variety in learning assignments
    • MOBILE LEARNING THEORIES
  7. 7

    • ARTIFICIAL INTELLIGENCE
      • in the 50s with the Dartmouth Summer Research Project on Artificial Intelligence at Dartmouth College in the U.S.
        • Alan Turing; Herbert A. Simon;
        • chess supercomputer Deep Blue by IBM; Garry Kasparov in a match in 1996
      • branch of computer science that deals with automating intelligent behavior
        • OBJECTIVE is to use machines to emulate and simulate human intelligence and the corresponding behavior
          • enhance language learning with the use of language bots, machine translation, and personalized textbooks
      • KINDS
        • Symbolic or symbol-manipulating AI
          • works with abstract symbols
        • Neural AI
          • in the late 80s.
            • artificial neurons and their connections, like a reconstructed brain.
              • NEURAL NETWORKS can gather experience and grow
          • bottom-up method
      • 3 TYPES
        • ATRIFICIAL NARROW INTELLIGENCE (ANI)
          • MACHINE LEARNING
        • ARTIFICIAL GENERAL INTELLIGENCE (AGI)
          • MACHINE INTELLIGENCE
        • ARTIFICIAL SUPER INTELLIGENCE (ASI)
          • MACHINE CONSCIOUSNESS
      • METHODS AND TOOLS
        • MACHINE LEARNING
          • DEEP LEARNING
          • 3 LEARNING PROCESSES
            • SUPERVISED
            • NON-SUPERVISED
            • REINFORCEMENT
        • Detect, identify, classify objects on pictures/videos
        • CHATBOTS in customer service
        • OPINION ANALYSIS in marketing / opinion surveys
        • SEARCH ALGORITHMS Google
        • WORD PROCESSING check grammar, spelling of a text
        • SYNTHESIZING SPEECH
          • SIRI
          • CORTANA
          • ALEXA
          • GOOGLE ASSISTANT
        • RESEARCH PROJECTS
          • IBM’s Watson AGAINST 2 PEOPLE; first public debut in 2011 on the quiz show Jeopardy
            • Watson has replaced roughly 30 employees
        • NATURAL LANGUAGE PROCESSING
          • Text generation
          • Question answering
          • Context extraction
          • Classification
          • Machine translation
        • ROBOTICS
        • PLANNING
      • BENEFITS FOR TEACHERS
        • conversational fluency or confidence in communicating across cultures
        • personalised learning experience
        • Focuse students on focusing on the skills and capabilities
  8. 8

    • VIRTUAL REALITY
      • a technology that can immerse a user in computersimulated environments in which they can interact
      • develop a multitude of experiences
      • ACTIVITIES
        • virtual field trips, emergency services, medical practice, education of students with special educational needs and collaboration and cooperation
      • communication, problem-solving and spatial cognition tasks; social interaction, communication and the sharing of ideas and experiences
      • APPS
        • Google Expeditions
      • Theory of VR affordances in learning
        • Situational Cognition Theory (SCT) is an educational theory that helps to explain the effectiveness of VR learning environments
      • ADVANTAGES
        • Provides Outstanding Visualizations That Aren’t Possible In The Traditional Classroom
        • Creates Interest
        • Increases Students' Engagement
        • Doesn’t Feel Like Work
        • Eliminates The Language Barrier
      • DISADVANTAGES
        • Deteriorates Human Connections
        • Lack Of Flexibility
        • Addiction To The Virtual World
        • Quite Expensive
  9. CREATED BY OKSANA STETSENKO, PR-61

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  • INNOVATIVE EDUCATIONAL TECHNOLOGIES
  • INNOVATIVE EDUCATIONAL TECHNOLOGIES
  • INNOVATIVE EDUCATIONAL TECHNOLOGIES
  • INNOVATIVE EDUCATIONAL TECHNOLOGIES

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Mapa Mental sobre INNOVATIVE EDUCATIONAL TECHNOLOGIES, criado por Оксана Стеценко em 24-03-2020.
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