Education Tech & Tools
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Education Tech & Tools
a lttle of this and little that focused on learning and training with technology
Curated by ghbrett
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10 Specific Examples Of Emerging Educational Technologies

10 Specific Examples Of Emerging Educational Technologies | Education Tech & Tools |

Emergent Educational Technologies from Teach Thought and the New Media Consortium:

"1. Cloud Computing (12 Months or Less)


2. Mobile Learning (12 Months or Less)


3. Tablet Computing (12 Months or Less)


4. MOOCs (12 Months or Less)


5. Open Content (2-3 Years)


6. Learning Analytics [infographic source] (2-3 Years)


7. Games and Gamification (2-3 Years)


8. 3D Printing (4-5 Years)


9. Virtual and Remote Laboratories (4-5 Years)


10. Wearable Technology (4-5 Years)"






















from source: -


#Cloud-computing #mobile-learining #tablet-computing #MOOC #Open-Content #learning-analytics #gamification #3D-printing #virtual-laboratories #wearable-technology #emergent-learning-technology #learning

Via Dr. Susan Bainbridge
ghbrett's insight:

This article is an interpretation of the New Media Consortium's 2013 report series ( ). It presents brief summaries of the 10 emergent technologies within a 1 to 5 year time frame. However, the visible infographic is targeted at section Six - Learning Analytics. There are a number of other comments that go more in depth than I am able, so I'd recommend having a look at them below.

Nevermore Sithole's curator insight, March 29, 9:47 AM
Google Image Search Tips via Educators' Technology
Dr. Theresa Kauffman's curator insight, March 29, 9:58 AM
So exciting to have these engaging tools to consider for improved learning. We are all better when we share resources.
Nevermore Sithole's curator insight, March 30, 2:27 AM
10 Specific Examples Of Emerging Educational Technologies
Rescooped by ghbrett from Distance Ed Archive!

The 7 Most Powerful Ideas In Learning Available Right Now

The 7 Most Powerful Ideas In Learning Available Right Now | Education Tech & Tools |

"These aren’t single tools to “try,” but news ways to think about how learners access media, how educators define success, and what the roles of immense digital communities should be in popularizing new learning models." from: source:

Via Ariana Amorim, Barbara Truman, ghbrett
ghbrett's insight:

This is a good article about shifts from traditional modes of learning and training to come in line with emerging trends in teaching and training. It presents a wholistic concept for how a teacher can combine analog and digital processes and concetps to ensure successful experiences for the learner.

Barbara Truman's curator insight, February 28, 2013 8:12 AM

Many of these principles apply to cross-generational learning that can take place all the time, everywhere if we figure out how to make it so. 

Scooped by ghbrett!

Scratch | Home | imagine, program, share

Scratch | Home | imagine, program, share | Education Tech & Tools |

"Scratch is a programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share your creations on the web.
As young people create and share Scratch projects, they learn important mathematical and computational ideas, while also learning to think creatively, reason systematically, and work collaboratively.

... Scratch is developed by the Lifelong Kindergarten Group at the MIT Media Lab, with financial support from the National Science Foundation, Microsoft, Intel Foundation, MacArthur Foundation, Google, Iomega and MIT Media Lab research consortia." from source:

ghbrett's curator insight, March 8, 2013 2:01 PM

MIT has a tradition of developing introductory programming tools for K-12 and older learners. Scratch is the latest one that I just learned about. At first glance it reminds me some what of Yahoo! Pipes. It's a visually oriented, scripted language. I'll need to play/work with it some to make a better assessment of it as a tool. While the site says this is aimed at teaching students about programing and computational science, I'd say it also is a tool for introducing student to digital animation and new media.