The second stage gains consensus on the relative significance of the various alternatives identified in the first stage: technologies, challenges and trends.
Participants may also contribute examples of exemplar use of technologies for inclusion in the report.
The survey and exemplar contributions are divided into eight surveys each with 15-30 items, and should take altogether between 1 and 3 hours to complete.
The second stage will be available by the 13th of April, 2018 and must be completed by the 27th of April, 2018.
The inaugural Australian Educational Technologies Trends (AETT) report for 2018 has a fantastic team of 114 educators, 100 Australian and 14 international, contributing to the project.
The AETT is building upon the traditions established in the New Media Consortium Horizon Reports to explore technologies, trends and challenges, with the inclusion of curriculum, and a broader reporting on all possibilities instead of just the top 6.
The report will not be a preferred futures thinking exercise on what we would like to see, but what we do see occurring now, and reasonably believe will be occurring in the next 5 years. This is difficult as we all have our preferences and advocacy, but participants try to be as objective as they can.
Participants will however be providing examples and exemplars that will highlight best practices in the many topics explored, and these will naturally advocate for different approaches, and the nature of the report is that it will presage what is possible, but the survey itself is on the trends occurring in Australian schools and how these are changing, not necessarily what Educational Technology and school/pedagogy reform advocates would like to see occurring.
These surveys relate to technologies involved in the teaching of the Digital Technologies (F-10) and Senior Computer Science (CS) Curriculum.
CS Learning Activities (websites)
CS Learning Activity Collections (websites)
CS Physical Activities (unplugged)
CS Printed Texts/Books
CS Digital Texts/Books
CS Infographics/Posters
CS Video Tapes/Online Video
CS Projects
CS Competitions
CS Extracurricular programs
CS Gender inclusion programs
Digital Citizenship programs
CS Board/Card Games
CS Computer Games
CS Simulations
Programming Languages (blocks)
Programming Languages (Textual)
Information Systems (spreadsheet)
Information Systems (database)
Information Systems (online)
Database Query Languages
Information Systems (Non Relational)
Live Data Sources / Collections (online)
Markup Languages (e.g. HTML)
Style Sheets (e.g. CSS)
Web Servers (online)
Version Control (online)
Electronics (networks/IOT)
Electronics (programming)
Electronics (data collection)
Robots (programming)
Drones (UUV/UAV) (programming)
Artificial Intelligence (programming)
Wearables (programming)
These surveys relate to ICT General capabilities (used in general by students), instructional (used in general by teachers), and organisational (used in general by schools) Technologies .
Digital Texts (use)
Digital Text Publishing (creation)
Online Video (i.e. Youtube) (use)
Video Servers (use)
Video Publishing (creation)
Bluescreening (creation)
Video Monitoring (classes)
Broadcasting (podcasts/video) (creation)
3D Video (use or creation)
360 Video (use or creation)
Videoconferencing (use)
IOT (use or creation)
Environmental Monitoring (use)
Drones (use)
Robotics (use)
Telepresence (use)
Wearables (use)
Activity Tracking (use)
Location Tracking (use)
Brain Computer Interfaces (use)
Mobile (location based) Learning (use)
One-to-one Programs (creation)
Bring Your Own Device (BYOD) (use)
Remote Device Management (use)
Classroom Polling (use)
Broadband Connection (use)
Mobile Broadband (use)
BYON (mobile access) (use)
Computer Based Testing (use)
Automated Essay Marking (use)
Adaptive Learning (use)
Virtual Assistants / Chatbots (use or creation)
Learning Analytics (use)
Plagiarism Detection (use)
Digital Badges (use or creation)
Student Websites (creation)
Teacher/Class Websites (creation)
Learning Management Systems (Local) (use)
Online Learning (Remote) (use)
Digital Portfolios (use)
Social Networks (use)
Internet Filtering (use)
Cloud Computing (applications) (use)
Online Data (use)
Remote Laboratories (use or creation)
Computer Gaming (use or creation)
Virtual Worlds (use or creation)
Augmented Reality (use or creation)
Virtual Reality (use or creation)
Digital Presentations (use or creation)
Visualisations (animations) (use or creation)
Interactive Displays (Whiteboards/LCD) (use)
Digital Signage (use)
Flexible Learning Spaces (creation)
Makerspaces (creation)
3D Printing (use)
Computer-Aided Technologies (use)
Language Translation (use)
Audio Augmentation (use)
Soundscaping (use)
Smart Speakers (use)
Wireless Power (use)
Blockchain (use or creation)
This survey relates to the trends in Educational Technologies.
Innovation (Culture)
Automation (Data Collection)
Centralisation (Digital Ecosystems)
Measurement (Assessment)
Unplugged (Offline)
Blended (F2F & Online)
Directed (Instructivist)
Project Based (Constructivist)
Digital Storytelling (Narratives)
Monitoring (Behaviourist)
Micro-credentialing (Gamification)
Measurement (Cognitivism)
Collaboration (Connectivist)
Flipped Learning (Socratic)
Outsourcing (Courseware/Online Tutoring)
Specialisation (Specialist teachers)
Open (Learning Resources/Sharing)
Fragmentation (Learning Objects)
Bundling (Courseware/Texts)
Spaces (Flexibility)
Timing (Schedules)
Students (Agency)
Teacher (Agency)
Access (Trust)
Management (Control)
Integration (STEM/STEAM)
21C Skills (Curriculum Breadth)
Deep Learning (Curriculum Focus)
Globalisation (Connections)
Feedback (Evaluation)
Funding (Schools)
This survey relates to challenges associated with Educational Technologies.
Digital Divide (Students/Schools)
Digital-Disconnect (Home vs School)
Equity (Access & Opportunities)
Accountability (Legal/Moral)
Expanding Roles (Teachers & Schools)
Work Intensification (Students & Staff)
Out of Field (Teachers)
Professional Learning (Development)
Obsolescence (Life Long Learning, students & teachers)
Certification (Reputation & Credentialing)
Scaling (Diffusion)
Change (Resilience & Innovation)
Automation (Assistive & Replacement)
Backlash (Waste & Misuse)
Differentiation (Personalisation)
Lower Order Skills (Basics/Fundamentals)
Higher Order Thinking (21C Skills)
Student Rights (Privacy & Access)
Accountability (Plagiarism/Cheating)
Teacher Professionalisation (Agency)
Trust (Teachers & IT staff/Admin)
IP (Restrictions & Commercialisation)
Copyright (Fair Dealing)
Within each survey, various elements are considered by project participants using standardised criteria.
Technologies
Each Technology related to the Digital Technologies and Computer Science education is assigned criteria on which it will be considered:
Educational Technologies
Each Educational Technology is assigned criteria on which it will be considered:
Trends
Each Trend is assigned criteria on which it will be considered:
Challenges
Each Challenge is assigned criteria on which it will be considered: