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Thinglink

Thinglink is another application which allows educators to create interactive images, letting students touch and interact with the provided image. Here's an example of the use, parts of a fish: https://www.thinglink.com/scene/1189499502755577858
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Kahoot!

Kahoot can be a good tool for introducing and testing students' skills of grammar and vocabulary. Here's an example for introduction of A1 Level subject "Animals&Zoo". https://create.kahoot.it/share/animals/3f99907f-e907-4452-8f31-3cdddb19b143

Online Course

Hello! For educators, online courses might be a very useful tool as it lets them self-improve themselves, and add their lessons more dimensions by being aware of various techniques and methods. Here's a course which I took very recently, the course let me know how I can use online video to engage students, improve learning and become a cutting edge educator. Make sure you also take a look at the courses and sertificates from Udemy, or, Coursera.

QR Code

QR codes are easy-to-reach portable images which can be used to implement activities, videos and other useful materials for English Language Teaching. Here's an example of the use of QR Code for language taching, subject being "body parts" for A1 students. You, as well as your students can access the link by scanning the code easily through the use of QR code reader applications which can be found from the applications stores freely.

Augmented Reality (AR)

Augmented reality in education will soon affect the conventional learning process. AR has the potential to change the location and timing of studying, to introduce new and additional ways and methods. Capabilities of Augmented Reality technology may make classes more engaging and information more apprehendable. Here's an example of use of AR for language education. The application used for the activity is called HP Reveal, and here is an example for of the use:

Gamification

It can be said that computer games can have extraordinary favorable cons on learning English. Clearly there are diversions that are made for this reason and they help students acquire the English language. In the context of education, the trend of using game elements in non-game contexts, termed otherwise gamification, aims at increasing the engagement and motivation of students, capturing their interest to continue learning and influencing their classroom behavior. Gamification in education can improve motivation and engagement, and it also  modifies the brain’s reward and pleasure center and ameliorates learning. We are at a time where both children and adults spend hours at a time on games. There is evidence that this may have led to changes in the brain functions. Adopting gamification in education to a certain extent may be a healthy initiative to modernize education to go hand in hand with the new digital era.

Applications of Virtual Reality in Education

Virtual Reality is giving a significant leap for various areas of occupations, one of them being "education". I will be mentioning the collobration side of the pros of virtual reality. This is perhaps the most important way VR is being used, because it has implications not only for research and education, but for all of us. Virtual reality is going to change the way we collaborate over distance. The University College of London’s Immersive Virtual Environment demonstrated how interactive virtual avatars can be mapping onto local physical spaces using augmented reality, as has UC Davis. Case Western has been working with Microsoft to prototype collaborative medical applications for the Hololens augmented reality platform. All of the pieces are coming together to see the collaborative promise of virtual reality realized. Application of VR not only facilitates the area of school education, but also as can be seen, areas of medical and military educations.