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BAB 7 (Emerging Technologies in Education.

Augmented Reality, Virtual Reality, Mixed


Reality, IoT)

● What is Virtual Reality (VR)


- "VR is tech that makes a fake world feel real, letting you explore and interact
like you're really there."
- VR typically involves wearing a specialized headset that covers the user's
eyes and often their ears as well, providing them with an immersive experience.

● VR categories
1. Non Immersive Virtual Reality
- "It's like a fake world on the computer where you still know what's
happening around you in real life. Video games are a good example
of this kind of VR where you're not completely lost in the virtual world."
2. Semi Immersive
- This VR gives you a taste of the virtual world mixed with the real one.
It's great for learning and training using fancy computer graphics and
big screens, like those flight simulators pilots use to practice
3. Fully Immersive Virtual Reality
- This VR feels super real—it's like you're really there, with sights,
sounds, and sometimes even smells. Think of those car racing games
where you feel the speed and driving skills for real. Originally for fun stuff
like gaming, now it's getting used more in other areas too

● VR in education
1. Virtual field trips - explore historical sites, museums, landmarks, and natural
environments
2. Anatomy and science education- Students can explore the human
body, molecules,
3. Historical and cultural reenactment- students can step into historical
events, experiencing them firsthand
4. Language learning - facilitating language acquisition through real-world context

● What is Augmented Reality (AR)


- AR is when digital stuff, like sounds, videos, or pictures, gets put on the
real world around you. It's like adding a cool layer of virtual stuff to what
you see and hear
- AR is typically experienced through devices such as smartphones,
tablets, smart glasses, and headsets.
- This allows users to see both the physical world and the digital elements
simultaneously.
● Ar in education
1. Interactive textbook - Students can scan images with an AR app to access
(video, animation)
2. Virtual field trip
3. Anatomy and science
4. Geography and maps
5. Historical

● What is Mixed Reality (MR)


- MR is a technology that merges elements of both VR and AR to create
a hybrid environment where physical and digital objects coexist and
interact in real time.
- enables users to experience virtual content while still being aware of and interacting
with their physical surroundings.
- For instance, imagine wearing MR glasses that let you see and interact with virtual
objects in your living room while still being aware of and interacting with your
real-world surroundings.

● Internet of Things (IoT)


- The Internet of Things, or IoT, is like a web of connected devices—things like
gadgets, sensors, and software that talk to each other over the internet,
sharing information

● Application with IoT


- Smart Home- Device control lighting, heating, security system
- Healthcare - monitor vital
- Agriculture- monitor soil conditions, weather patterns

● Iot in classroom
- Smartboard, tablet, collaboration among students using tablet
- Gather data on students learning, preferences
- Wearing smartwatches and fitness tracker (monitor students physical activity)
- Online resources, virtual classroom

● What is game-based learning


- an educational approach that integrates games into the learning process
to enhance engagement, motivation, and learning outcomes.
- using actual games, whether digital or non digital, as a central

● Examples of game-based learning


- Educational video game (specific designed games that teach academic)
- Simulations (real-world scenarios)
- Board games (traditional board games exp: a history themes board game)
- Escape room activities (solving puzzles for exp)

● What is gamification?
- Gamification means making non-game stuff more like games. It's about adding
fun game-like features to things to get people interested and motivated. The aim
is to make tasks or activities more enjoyable and rewarding by using the tricks
that make games so engaging
- involves elements such as points, badges, leaderboards, challenges, rewards

● Gamification in Classroom
- Points system - Assigning points for completing different tasks
- Badges - A badge is an award given in the form of a virtual object or a pinned
image on your profile.
- Leaderboards

● Technology with gamification elements


- Duolingo
Kahoot

BAB 8 (Issues and Challenges in Technology Integration for Teaching and Learning)

● Intellectual property rights are the rights given to persons over the creations of
their minds

● Cyberlaw
- There to protect consumers from online frauds. They exist to prevent
online crimes including credit card theft and identity theft.
- Cyber crimes against property ( hacking, virus)

● Plagiarism
- Plagiarism is presenting someone else's work or ideas as your own,
with or without their consent, by incorporating it into your work without
full acknowledgement.
- Although Plagiarism is not a criminal or civil offense, plagiarism is illegal if it
infringes an author's intellectual property rights, including copyright or
trademark. For example, the owner of a copyright can sue a plagiarizer in federal
court for copyright violation
- consequences of plagiarism vary by institution and severity, common
consequences include: a lower grade, automatically failing a course,
academic suspension or probation, or even expulsion

● Plagiarism : when you don’t say where you got it from


● Copyright infringement: when you take it without permission
● Both: when you take it without permission and pass it off as your work (This is illegal)

● Online confidentiality / privacy


- Internet privacy : the protection of sensitive and personal information
- Internet ethics : the acceptable behavior while using the internet
- Online security: is protecting students from inappropriate material online and
protecting student and teacher from threat

● Cyberethics
- A code of behaviour on the internet
- Being a good digital citizenship

● Teachers can employ several strategies to reduce the likelihood of plagiarism:

- Education and Awareness: Teach students about plagiarism, its forms, and
how to properly cite sources. Explain the importance of originality in academic
work.
- Clear Expectations: Clearly outline expectations for assignments, including
citation styles and the necessity of original work. Provide examples of
proper citation and paraphrasing.

- Use Plagiarism Checking Tools: Utilize online tools like Turnitin, Grammarly,
or other plagiarism checkers to analyze students' work for similarities with
online sources.

- Encourage Critical Thinking: Encourage critical analysis and personal


interpretation rather than relying solely on existing material. Assign tasks
that require personal reflection or creativity.

-Discuss technology integration challenges for learners of different academic abilities, special
educational needs.

1. Diverse learning styles and needs


This is because technology integration should accommodate the students’ different
learning and needs. For example, some students learn better with visual aids while other
students may learn better with auditory or kinesthetic learning styles. Thus, teachers must
learn and know how to implement a variety of technologies to cater to different learning
styles and needs because the student who needs more time to process information may
feel rushed and overwhelmed which will impact their learning outcomes.

2. Digital Literacy Gaps


This is due to the fact of varied technology exposure. For example, students may come
from different socio-economic backgrounds which affect their exposure to technology.
Hence, some of the learners may lack basic digital literacy skills that make it challenging
to fully participate in technology-integrated lessons. In this case, teachers can teach
essential digital skills, including basic computer operation, internet navigation and the use
of common software tools.

3. Accessibility and inclusivity


Physical Accessibility: Some learners with special needs may have physical limitations
that hinder their ability to interact with certain technologies.
● Hardware and Input Devices: Some learners with physical disabilities may face
challenges using standard input devices like keyboards or mice. Customizable
input devices, such as alternative keyboards or adaptive switches, might be
necessary.
● Interactive Whiteboards: Interactive whiteboards and touchscreens can be
challenging for students with motor difficulties. The challenge involves finding
alternatives, such as touch alternatives that require less dexterity or
voice-activated options that allow students to interact without physical touch.

Digital Accessibility: Ensuring that digital content, websites, and learning platforms are
accessible to individuals with various disabilities, including those with visual or auditory
impairments.
● Screen Readers: A screen reader is a software program that allows blind and low
vision individuals to read the content on a computer screen with a voice
synthesizer or braille display.

Blind or visually impaired learners may use screen readers to access digital
content. Ensuring that educational materials, websites, and learning platforms are
compatible with screen readers is crucial for their accessibility.

● Closed Captions: Providing closed captions for video content is essential for
students with hearing impairments. This includes not only lecture content but also
multimedia resources used in educational materials.
Screen Readers and Text-to-Speech:

Challenge: Screen readers and text-to-speech technologies are essential for learners with visual
impairments. However, not all digital content is designed to be compatible with these
technologies, leading to barriers in accessing information.

Elaboration: Educational materials, websites, or applications that lack proper coding for
compatibility with screen readers may not convey information effectively to students who rely on
these tools. This includes issues such as missing alt text for images, improperly labeled form
fields, or complex layouts that are challenging for screen readers to interpret.

Captioning and Subtitling:

Challenge: Learners with hearing impairments may face challenges if digital content, such as
videos, lacks proper captioning or subtitling.

Elaboration: Inaccessible video content can create barriers for students who are deaf or hard of
hearing. Proper captioning not only provides access to spoken information but also enhances the
learning experience for all students, including those who may benefit from text-based
reinforcement.

Navigation and User Interface Design:

Challenge: Complex user interfaces and navigation structures can pose challenges for learners
with cognitive disabilities or motor impairments.

Elaboration: Students with cognitive disabilities may struggle with complex navigation systems,
and those with motor impairments may face difficulties interacting with small buttons or
touch-sensitive controls. Clear and intuitive user interface design, along with options for
customization, is essential for accommodating diverse needs.

-Discuss the challenges of emerging technology for teaching and learning in terms of
organisational support, teacher preparedness, student readiness, technological infrastructure,
skill training.

Skill training- Rapid Technological Advances: The fast-paced nature of technological


advancements means that skills become outdated quickly. Continuous training programs are
essential to keep teachers and students abreast of the latest developments.
Resource Allocation: Allocating resources for ongoing skill development may be challenging for
educational institutions, especially when faced with competing priorities.

s:Continuous Professional Development: Establish ongoing professional development


programs for teachers to keep them updated on emerging technologies and effective integration
strategies. This could include workshops, online courses, and collaborative learning communities.
Collaboration with Tech Experts: Foster partnerships with technology experts and industry
professionals to provide insights into the latest technological trends and offer specialized training
sessions for educators.

Organisational Support- Budget Constraints: Implementing new technologies often requires


significant financial investment. Many educational institutions, particularly those with limited
budgets, may struggle to allocate funds for the necessary hardware, software, and training.
Resistance to Change: Educational institutions, with established routines and traditions, may face
resistance to change. Implementing new technologies requires a cultural shift, and some
stakeholders may be reluctant to embrace these changes.

Teacher Preparedness- Lack of Training Opportunities: Teachers may not have access to
adequate training programs to develop the skills required for integrating emerging technologies
into their teaching methods. Continuous professional development is crucial but may be
overlooked or underfunded.
Generation Gap: Teachers from older generations may find it challenging to adapt to rapidly
evolving technologies, leading to a digital divide in the teaching workforce.

Students Readiness-
Access Disparities: Not all students have equal access to technology outside of the classroom.
Disparities in internet connectivity, device availability, and digital literacy skills can create a divide
between students who can fully engage with technology-enhanced learning and those who
cannot.
Differing Learning Styles: Students have diverse learning styles, and some may struggle to adapt
to technology-driven educational methods. The one-size-fits-all approach may not cater to the
needs of all learners.

Technologies Infrasturcture- Inadequate Infrastructure: Some educational institutions may lack


the necessary technological infrastructure to support emerging technologies. Insufficient internet
bandwidth, outdated hardware, and inadequate software can hinder the effective implementation
of technology in the classroom.
Data Security and Privacy Concerns: As technology becomes more integrated into education,
concerns about the security and privacy of student data increase. Institutions must prioritize
robust data protection measures to ensure the confidentiality of sensitive information.

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