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Technologies to Teach the Thumb Generation

Published by: Basex

Published: May. 1, 2007 - 44 Pages


Table of Contents


Foreword

Introduction

A Sea change in Classroom Technology

Case Study: Next Generation Learning Spaces-University of Queensland

Case Study: University of Western Australia

Terry Coe's Future View

Visionary Vendors

Classroom Capture Solutions

Echo360

Tegrity

Interactive Whiteboard Technologies

3M

Hitachi

Mimio

Numonics

Panasonic

Polyvision

Promethean

Smart Technologies

Abstract

In this report, Basex examines:
  • Changes in technology adoption by students and the implications for educators and the enterprise
  • Interactive classroom and collaboration technologies from leading vendors
  • The development of Next Generation learning spaces that push the limits of technology and pedagogy
  • Case studies of educational institutions that have innovated and adapted to new technologies
  • Visionary Vendors that are rethinking the way students are taught and the tools they have developed
What does this mean for the enterprise? As the next generation of knowledge workers enters the workforce, this Basex report asks you to consider these key findings:
  • Members of Generation Y, the "Thumb Generation," have grown up in a vastly more connected and technologically sophisticated world.
  • Educators are realizing two things, first they must prepare students to be competitive in a technologically advanced workplace, and second that students themselves have fundamentally changed and require updated tools and methods to reflect technological advances.
  • The concurrent management of large and complex social networks and simultaneous participation in work or the classroom has become the norm for this group.
  • Next generation learning spaces are changing the way that space and technology interact to meet the needs of students and pedagogy
  • Lecture capture systems are changing the way students learn and retain information
  • With technology rendering tools obsolete far faster than in the past, it is necessary to rethink how students are being prepared for the workforce and how the work environment is set to welcome them
  • These digital natives want immediate gratification and are already growing impatient with tired old enterprise apps that are the lifeblood of many corporations
  • The traditional push model of education may no longer be suitable in an environment where students regularly experience a more interactive learning experience outside the classroom.


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