Keywords:
educational system, smart technology, interactive boards, technology
The most used smart technology in the education system nowadays are the interactive boards. To make the
educational process as effective as possible, the main sensory systems of a human being have to be engaged - visual and
auditory. The modern generation of schoolchildren, who grew up with computers and smartphones, are accustomed to
visual presentation of information, so the interactive whiteboard will not only attract attention, but also help them
understand and remember the material. An interactive whiteboard is an important part in organizing school and higher
education, conducting presentations and other public demonstrations of visual material. Using the electronic board, you
can control all applications with one touch, write and draw with virtual paints. An interactive whiteboard allows students
to touch a picture to select the correct answer or solve a problem, simulate a chemical experiment, or find a desired object
on a map. All this makes the information more visual, creates a creative atmosphere in the lesson, and stimulates group
discussions. In turn, teachers using the interactive whiteboard can experiment with learning styles, target the needs of
different age groups, and find the information they need more easily. At the same time, it is much more convenient to
create your own methodological base, saving illustrative materials and adapting them for different audiences. Such
“blanks” help to maintain a fast pace of the lesson, since the teacher does not need to spend time writing large amounts
of text on the blackboard. Students can save and print all materials in order to return to them at home or in the next lessons,
study the missed material, and test their knowledge.
Next innovative technology used in education system is Virtual Reality. VR can be utilized to upgrade
understudy learning and commitment. VR training can change the manner in which educational content is conveyed; it
works on the reason of making a virtual world — real or imagined — and permits users not only to see it but also interact
with it. Being engaged in what you're studying makes you motivated to completely understand it. At the point when
students read about something, they often want to experience it. With VR, they aren't restricted to word depictions or
book representations; they can explore the topic and see how things are put together. Thanks to the felling of presence
VR provides, students can learn a subject by living it. It’s easy to forget that VR experiences aren’t real — a body actually
believes it’s in a new place. This feeling engages the mind in a way that is remarkable.
Another newness in education is – gamification of learning process. Gamification in education is about
increasing student engagement and learning by including game-like elements in learning. This is a better learning
experience, it’s not boredom you’re experiencing while learning, but in a fun way and at the same time, you get skills.
Games can enhance student focus and motivation, and can provide the freedom for students to try, fail, and explore. When
a complex concept is taught in the form of games, it sets the foundation right. There's a lot of evidence to suggest that
gaming can enhance education. A study by the University of Limerick found that pupils felt more motivated and achieved
more when their studies were gamified. The main effects of gamification: makes learning fun and interactive, creates an
addiction to learning, gives learners the opportunity to see real-world applications, enhances the learning experience. This
system can be used in any field like math, programming, sales, negotiation - everything can be learned by playing.
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