- A brief description for each technology:
One of the technology, I will described is known as, Asynchronous Instruction. It can be used as a self-paced training method which does not require for instructors or students to be online or in person at the same time for instruction. This method allows instructional designers to create courses that participants can go through on their own with little or no help from an instructor.
The second technology, I will described is known as, Gamification Education which is a way of engaging student’s competitive drive and applying it to learning. The courses include game-like modules designed to take advantage of students’ ambition. Gamification can be successful because it offers a new incentive for students to engage in class. For instance, games can provide users with a sense of improving themselves, as well as provide challenges perfectly suited for the gamers. More so, Gamification education delivery can be instructor-led or computer-based.
- A rationale for why you selected each technology:
I selected Asynchronous Instruction because it is flexible for learners to fit their education into their regular work schedule. Instructors can have an open door policy to help those who are confused or frustrated. How? It is by providing additional instruction or examples to clarify the concepts. I selected Gamification Education because you can design real-life modules to assist students in their field of choice. Both technology can be used to take the place of internship and still give learners the simulation of real life experiences, while they are still being guided into correction.
- Two examples of how you might incorporate each technology into your professional practice:
Both technology can be used to support teaching and learning, by infusing classrooms with digital learning tools, such as computers. It can help teaching by expanding course offerings, experiences, and learning materials. Mores so, both technology supports learning 24 hours a day, 7 days a week. In addition, both technology has the power to transform teaching by the requirement of new model of connected teaching.
Asynchronous and Game Education will connect instructors to their learners and to professional content, resources, and systems to help them improve their own instruction and personalize learning. One way to incorporate Asynchronous interaction is through blogs, threaded discussion, and file attachments. Next is to incorporate Gamification by knowing who my learners are and where the course fits into the larger framework. I will define learning objectives and structure the placement of game elements in the curriculum. Then, I will begin to identify resources, such as pre-existing games or ones that I will develop. Finally, I will implement the gamification strategies.
Hall, M. (2013). What is Gamification Why Use It in Teaching? Retrieved, November 30, 2016, from http://ii.library.jhu.edu/2014/05/13/what-is-gamification-and-why-use-it-in-teaching/
Southern Methodist University. (n.d). Using Technology to Enhance Teaching & Learning. Retrieved, November 30, 2016, from http://www.smu.edu/Provost/CTE/Resources/Technology/HybridOnline
U.S. Department of Education. (n.d). Use of Technology in Teaching and Learning. Retrieved, November 30, 2016, from http://www.ed.gov/oii-news/use-technology-teaching-and-learning