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EDT 524 WEB DESIGN

* Flip classroom

*Professional designed instructional videos

* Cloud computing

* 3D planning tools

* Game based learning

* Blended learning environment

* Web 3.0 and Web X

* Mobile learning and social media

Current Treads in instructional Delivery

In a bid to get students ready for the 21st century technological literacy challenge, a far reaching vision
for the effective use of technology in primary, secondary and tertiary education that will help the next
generation of school children to be better educated and better prepared for the evolving demands of
the economic must be in focus.

Instructions are presented to students in many different methods and how it is delivered depends
largely on teacher's instructional goals and strategies. The school,types, policies, technology literary and
the school culture. Current practices regarding instructional delivery in most schools in developing
countries can attest to the fact:

A. Instructions are presented to have students memorize important information, principles and
procedures without giving much attention to real problem solving.

B. Instructions are teacher led and dominated by oral presentation follow by jotting down note on the
chalkboard, while students do the copying and practice using worksheet

C. Teacher textbook and students exercise books along with pen,pencils, rulers, mathematical set and
calculators are the dominant teaching and learning materials.

D. Students worked alone, complete assignment and when help is needed,they consult parents,
teachers or textbook for assistance.

E. The overall focus of the teachers is to complete the curricular content without giving much attention
for students understanding while that of students is to pass test and examination with little or no
attention to mastering of the subject matter.
F. Computers are rearly used even where they are used,their number is beyond students population in
the classroom.

G. Computers are clostered in computer laboratory setting rather than being located in individual
teacher's classrooms.

H. Electricity and internet connectivity are poor,hence discourage teachers in using computers in the
classroom.

The 21ist century technical literary challenge building on the present. It is worth noting that web 2.0
technologies such as wikis, blogs, podcast, bookmarks, and social media sets including Facebook and
Twitter are still yet to be integrated into learning paradigms in developing courses. Indeed the effective
use technology that includes flipped classroom, instructional videos, mobile learning, cloud
computing,3D learning tools,game-based learning and blended learning environment as tools to support
teaching and learning remains ontabed.

Flip Classroom:

This refers to a whre student wil be assigned a informationtive video lectures as home work and give
teachers more time to support student learning journey rather than nearly correcting the student home
work. However, this idea of swapping homework for class work allow class time to be used for hands on
activities and subsequently apply the knowledge thought at the point. The flipped classroom models if
properly adopted in developing countries, class rooms wil become more flexible and student centered
as student move from being the product of teaching to the centre of learning.

2. Professional Designed Instruction Video:

This includes learner, interactive and especially ducumentaty on a specified content area in education
are lacking in the market, although instructional videos can not be replaced professionally, trained
teachers however, the increasing prevalence of teachers generated instructional videos in school wil
shift the teachers roles from being the information source in a more complex role of negotiating lessons
objective with student, providing a different degree for support for different student, monitoring
student progress, and encouraging reflection on classroom activities.

3. Cloud Computing:

This is a practice of using a network of remotes servers hosted on the internet to store, manage and
process data rather than using a local server, thus allows schools to provide student with ease, simple
access to teachers lesson plans and ability to submit there home work or access educational programs
and website that the school subscribed to. It's an open source internet based-tools that do not live on
individual device. This flexibility allows for access to material stored on the cloud at any location.
Student can access home work, assignment, reading and support material anywhere they can connect
with the cloud.
Cloud Computing was increasingly adapted for the cost saving and efficiency it could deliver, and that
the platform of cloud based sharing such as dropped box(Google Drive) is expanding opportunity
available for collaboration in education. This new trend will allows schools to save money and energy,
software support and hardware cost and offers the possibility to revolutionised the structure and
delivering of education. Schools preparing for development currently adapt the benefit of cloud
computing in some form, due to large variety of available applications. Cloud Computing also reduces
cost associated with known cloud technology.

There are three categories of cloud computing that maybe useful to educators:

a. Infrastructure as a service (virtualization): this category discribe virtually machine and storage
capacities.

b. Platform as service: this categories discibes the environment in which the development and the
delivery of application occurs.

c. Software as a service: this category discribe software that is created for specific needs of an
organization.

The innovations in the use of cloud computing for learning are wild ranging and vast influencing student
learning experiences in locations far away from there home country to where educational pioneer who
has created the entire learning facilities are.

4. 3D learning tools: Printing refers to technology that contruct physical object from 3 dimensional
digital content such as 3D modeling software, Computer Aided Design (CAD) tools. Computer Aided
Tomography (CAT). A 3D printer builds a tangible model or prototype from the electronic file, one layer
at a time, through extrusion like process using plastics and other flexible material.

5. Game Based Learning: This is another emerging trend in Educational Technology in the 21st century
because game are positioned in such away that the student will interestingly engaged in learning
without direct instruction without boring. Repative question from testbooks, student generally commit
to games because they are fond in challenging. Game Based Learning often engaging the players
through a narrative or story line that both rewards student progress, and allowed them to develop an
understanding of consequentiality. The journey of progress within a game rewards student for there
achievement while also encouraging them to learn more new concept, experiment, make mistakes and
to be creative with what often real world challenges.

6. Blended learning Environment: This equally have greater prospect for reaching student in the 21st
century. In blended learning, student can access or download recorded lectures and suplimentay
content online, receive alert about cost information and feedback via really simple syndication (RSS) and
the Short Service Message (SSM). Student used instant message to interact with other students,
teaching and administrative staffs. Teachers on there parts can design, developed and share courses
related files inform of (video, audio, text or graphics) via the internet as the main or suplimentay
content. then provide student with course information via SMS to access or download online ( all in
Asynchronous mode).

Web 3.0:

The web is moving from web 1.0 where the web connect information to social software connecting
people through web 2.0, and to the semantic web connecting knowledge through web 3.0. this
submission was made by looking at three different phrases of web development and the affordance for
learning and teaching as enumirated below:

a.Web 1.0 anything can Link to anything (information connectivity via internet)

b.Web 2.0 users perticipation (development of online community and social collaboration)

c.Web 3.0 existing Data reconnected for other smatter uses ( reconnection of knowledge via smart
application and smart users)

These technological affordance have indicated that people are already connected with each other via
internet, the social software is the current practice, the emarging trends is now connecting knowledge
through semantic web of existing data.however, some of the prediction made in connection to
technological developments including emargence of metaweb which wil connect integence through web
x. The technology which enable this innovation include:

1. Distributed cloud computing.

2. Extended Smart Mobile Technology.

3. collaborative, Intelligent filtering.

4. 3D virtualization and Interaction (Wheeler, 2009).

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