In the Instructional Technology Program, every course mandates the use of a technological skill for the culmination of a final project. Despite not having an educational background, I have set out to challenge myself by delving into the utilization of technologies that are new to me in the realm of education. For instance, I am focusing on honing my skills in video production, graphic editing, coding and website development. While these three skills are commonly used in daily life, the key lies in understanding how to effectively and appropriately employ these technological skills.
Source: https://virtual-reality.co.za/embracing-the-future-the-transformative-role-of-virtual-reality-in-education/
Introducing a whole new concept in educational technology: a ‘standalone’ Virtual Reality headset complete with a unique student-friendly interface, gesture controls, embedded educational resources and simple-to-use teacher controls. ClassVR is a groundbreaking new technology designed to help raise engagement and increase knowledge retention for students of all ages. VR refers to interactive content (images or videos) which enables the viewer to explore the entire 360 degrees of a scene. Indeed, It's quite difficult to implement VR in a classroom teaching but in a few lessons I integrated VR in my classroom teaching. I learned about VR and still I am in the process of learning, and keep exploring the applications of VR in a classroom teaching and learning.
Source : https://montanadigitalacademy.org/course-catalog/scratch-coding/
Coding is, without a doubt, one of the most straightforward ways for children to boost their problem-solving skills. One 2014 study found that coding games may help boost middle schoolers’ grasps on computational learning. I also advocate that coding teaches creativity. Research by a team of UC Berkeley psychologists suggests that creativity tends to decrease as we age. The adage is true — adults tend to be less creative than children. By the time we reach our sunset years, we have effectively “unlearned” one of the most important skills in life.
Scratch is a high-level, block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16. I introduced Scratch in my classroom teaching so that my learners can do whatever they think and want. By the help of coding they develop creativity, problem-solving skills, increase computational thinking, learn more about digital literacy, and improve their communication and confidence skills.
Screencastify is an extension used to record the user’s screen while allowing the user to provide a voice-over. This has become increasingly useful considering the increased interest in distance learning. Educators are able to record their screens/give lectures that turn into videos that learners are able to watch, pause, and/or replay.
https://www.youtube.com/watch?v=XWq9gPcxFTI
Google workspace is playing a very important role in the teaching and learning process. By the help of Google workspace all my Instructional Design projects were successful and learners performed very well. With the help of Google workspace I performed the following tasks effectively.
Communication
Easy communication tools lay the foundation for a solid learning environment. Gmail, Meet, and Chat connect educators and learners together easily.
Collaboration
A consistent challenge in remote or hybrid learning models is enabling collaboration between educators and learners. In my several Instructional design projects learners shared different types of resources like project documents, research materials, presentations by the help Google Workspace that includes Docs, Slides, Sheets, Drive, and Forms to promote working together whether together or apart.