Stage 3 Confirmation
Stage 3 Consensus Confirmation
The third stage examines the consensus developed from stage 2, with an online discussion to argue for or against the presented consensus.
This discussion should involve an hour or two contributing anonymously to a shared document discussion over a two week period between the 11th of May and 25th of May 2018.
The third stage will be available by the 11th of May 2018 and must be completed by the 25th of May 2018.
Stage 3 of the AETT project has concluded for 2018
Technologies Part 1
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
Technologies Part 2
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)
Educational Technologies Part 1
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)
Educational Technologies Part 2
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)
Educational Technologies Part 3
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)
Educational Technologies Part 4
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)
Trends
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)
Challenges
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)