Building bridges for the future through collaborative projects
Coding stimulates computational thinking in the youth. The programs Scratch and LegoNXT make it easier for students to begin learning programming. In order to code, you need many skills such as creativity, problem-solving and of course knowledge in computer science. It promotes complex thinking for the youth, and is therefore being taught in K-12 schools where students collaboratively develop games, and apps, and websites, and model and prototype new products.
Digital divide is unequal distribution of information and technology between economic classes and its affect on students’ education. This affects educational outcomes during this time when digital literacy is essential for success. Equal distribution can support learning, but may not be enough to fix the whole problem. We must also train and design curriculum support for teachers, while also addressing students lack of connectivity at home.
Personalized learning is the range of educational programs and experiences designed to address specific educational backgrounds and desires. Personalized learnings is not currently supported by practices, bu the increasing focus on it is causing the development of new differentiated technologies. Online and adaptive programs make these programs possible, however, they have only recently begun to emerge and are still evolving. It needs to be understood that technology alone is not the whole solution and these personalized learning strategies must use other methods and incorporate faculty in the process.
Virtual reality is computer-generated life-like environments and experiences. This is made up of 3D images that users can interact with either via sensory devices or, more basically, a mouse and keyboard. This has mostly been used for military training, but has implications for educational uses. It is also widely used for video games through a head-mounted display(glasses), made possible by of the technology advances in hardware and software. Virtual reality can authenticate learning simulations in classrooms.
Wearable technology is devices that can be worn by a user in the form of clothing or accessories that are computer-based. These devices can integrate many useful tools that can track many functions in our daily lives such as sleeping or walking., while some may even be able to enable virtual reality. Google Glass is one example and enables users to see information in front of them without disrupting their vision. Smartwatches are another example that allow users to perform tasks through a small screen on their wrists. Quantified self movement now allows wearable technology to even track user's aspirations and provide data as to how they can be accomplished.