| |9 December 2019HIGHERReviewfrom imparting education via textbooks, educators can make powerpoint presentations, stream live/recorded videos or teach students directly from any online resource that can be accessed on computers/smartphones/mobile apps. This way, learning becomes more interesting for students, thereby in-creasing their attention span.Videos as a Learning MediumVideos are highly effective engaging tool that can be leveraged in a number of different ways other than delivering course content. For instance, educators can encourage students to create their own video presentations and have students recap the learning of the day in a 10-sec video. Educators can also upload video tutorials online on the institute's website, social media handles or learning management system portal for stu-dents to view them anywhere, anytime. PodcastsPodcasts serve similar purpose and benefits as the videos, the only difference being that they engage students in audio for-mat. Professors can easily audio record their lectures in the classroom and later make them available online.Video Surveillance Video surveillance is largely associated with security and monitoring of any inappropriate activity. But, in terms of futuristic inventions for greater student engagement, video surveillance can be a useful tool for educators to understand classroom behaviour, faculty-student interactions, and what teaching methods hold longer interest of students.QR CodesQR codes are gaining immense popularity in the business world. But, soon, QR codes are touted to become a reality in education too. Students can use QR codes to check answers/self-assessment of question papers, get links to online study resources recommended by instructors and finish level-based projects (earlier you finish, earlier you can go to the next level of activity). There is no limit to finding educational uses to QR codes and engage students creatively. GamificationGamification refers to the use of game designs and principles such as rewards, badges, scoreboards and competition in an informal environment to bring a favorable change in behavior and learning. When put in the context of education, gamifi-cation converts lesson plans into level-based assignments for which students can earn points, rewards or credits after every level of completion. Gamification not only makes education fun for students but also enables them to set their own learn-ing goals, learn at their own pace and track their learning progress/outcomes on their own.Classroom DesignThis may sound surprising, but the physical landscape of the classroom can play a crucial role in student engage-ment. The tables and chairs should be light-weight, move-able and modifiable so that they can be easily aligned to suit the goals of instruction or conduct group activities. In fact, classrooms should have a flexible, open-plan lay-out that allows students to create, explore and experi-ment instead of staying `boxed-in' at one place that leads to boredom.Robo Teachers Robo teachers are still an emerging concept in higher edu-cation. By no means, they will replace human teachers, but they will definitely provide the kind of support that both educators and students need. For instance, robo-teachers can shoulder administrative and repetitive workload, auto-mate common student queries, deliver educational content in the learner's preferred language and administer tests/exams. They will help educators to focus more on student engagement activities.The above-mentioned futuristic inventions will ensure that learning is participative and collaborative for greater stu-dent engagement. It's about time that educational institutes start taking necessary monetary measures and insights from industry experts to make this possible.The need for the hour is to embrace innovative pedagogy strategies
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