Unit 3

This week I read the Horizon Report for 2017 K-12 Edition: Important Developments in Educational Technology for K-12 and I have learned a couple of rising new form on how technology would supposedly supplements some of our one on one daily engagements and embracement of using technology as an alternative means to teach. Surprisingly I adopted few key takeaway that there are list of seven categories that helps to illustrate and organize technologies into pathways of development that are or may be relevant to learning and creative inquiry. Which are Consumer technologies, Digital strategies, Enabling technologies, Internet technologies, Learning technologies, Visualization technologies and Social media technologies. At least one example of these categories are consistent, relevant and very supportive educational technology used in our daily teaching and learning in our school systems. However, new technologies are added within these categories in almost every research cycle and collectively, the categories serve as lenses for thinking about technology innovation. The goals are enlisted a short term Relevance for Teaching, Learning, or Creative, Makerspaces and Robotics. Mid Term Analytics Technologies, Virtual Reality while the Long term was addressed as an Artificial Intelligence and The internet of things.

The challenges in this reading elaborates the Solvable which were referred to be Authentic Learning Experiences and Improving Digital Literacy. Difficult challenges are Rethinking the Roles of Teachers and Teaching Computational Thinking. The Wicked challenges are The Achievement Gap and Sustaining Innovation through Leadership Changes.

I have also learned that the movement and creativity in education are very paramount that mobile technology gives students freedom opportunity from experiencing the old model way of teaching that allows teachers to lecture from the front of a classroom that is laid out in rows of desks. Nowadays, teachers have been elevated to coaches and guides in today’s modern pedagogy that supports them to blend learning, project-based learning and small-group instruction in same content. Students seems to be more engaged and they perform even better as the school furniture and technology are mode of transform that helps create a significant collaborative environment. Especially when classroom designs prepares advance student-centered learning experience that are more flexible, very active mobile and fun intriguing.



Horizon Report for 2017 K-12 Edition: Important Developments in Educational Technology for K-12


Technology Implementation Three


Unit 3 Technology Implementation.docx

Individual ISTE Standards-based Evaluation 3


UnitThree_ISTE_StandardsBasedEvaluationTemplate(2)(1).docx