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



AETT 2018 Stage 3


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)