Teacher. Graphic Designer. Influencer. Astronaut. Whatever dreams and ambitions young people have, it is almost impossible to think of a career where they will not need to be creative or solve problems with technology, or harness the art and science of interpreting “big data”.
Young people are digital natives, having been surrounded by tech in all areas of their lives, but we need to be equipping them with the skills and competencies to use it safely, effectively and creatively.
Likewise, the way that we teach can benefit immensely from the introduction and adoption of tech. Technology can enhance the “traditional” pedagogies used in the classroom to support the skills development and knowledge acquisition of our young people – making teaching and learning both fun and engaging.
The classroom of the future and its digital pedagogies will enable synchronous and asynchronous learning, redefining the classroom from one with four physical walls. Disruptive technologies such as AR and VR will provide immersive learning experiences, bringing avatars into the classroom and enabling virtual school trips to anywhere in the world, or beyond.
AI and machine learning will redefine assessment and support adaptive learning, whilst “big data” and data science will help make teaching more effective with learning analytics and data-driven decision making. And then there’s the world of gaming and game-based learning which can provide the “edutainment”.
Tech can substitute, augment, modify or redefine how we educate – it can make opportunities possible for learning, that were previously inconceivable, and create unforgettable “moments” in the classroom.
Finding that sweet spot where tech, pedagogy and knowledge all overlap is key and is best supported with the sharing of innovations, experience and best practice, which will help to equip teachers with the hard and soft skills needed in this digital age of learning.
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