Future Classroom Labs as an Institution for Innovation and Education in the Education Sector: A Comparative Approach

Postgraduate Thesis uoadl:3395519 33 Read counter

Unit:
Speciality Instructional Design for Online Distance Education
Library of the School of Education
Deposit date:
2024-04-04
Year:
2024
Author:
Saviolidis Georgios-Eirinaios
Supervisors info:
Αλιβίζος(Λοΐζος) Σοφός: Καθηγητής,Πρόεδρος του Π.Τ.Δ.Ε. Αιγαίου

Αποστόλης Κώστας: Διδάκτωρ του Πανεπιστήμιου Αιγαίου και μέλους Ε.Ε.ΔΙ.Π. στον τομέα των Ηλεκτρονικών Περιβαλλόντων Μάθησης και Εκπαίδευσης

Γεώργιος Κουτρομάνος: Επίκουρος καθηγητής στον Τομέα των Μαθηματικών και της Πληροφορικής του Παιδαγωγικού Τμήματος Δημοτικής Εκπαίδευσης του Εθνικού και Καποδιστριακού Πανεπιστημίου Αθηνών
Original Title:
Τα Future Classroom Labs Ως φορέας Καινοτομίας και Επιμόρφωσης Του Εκπαιδευτικού Τομέα: Συγκριτική Προσέγγιση
Languages:
Greek
Translated title:
Future Classroom Labs as an Institution for Innovation and Education in the Education Sector: A Comparative Approach
Summary:
It is a fact that the 21st is a century in which new technologies become an integral part of human daily life. Therefore, it is due to such a society by various agencies such as education, to provide the appropriate resources to develop the appropriate skills in order for its members to stand against the circumstances that globalization, the work sector or even the modern way of life create. For this reason, the inclusion of FCLs in the classrooms is judged as a correct method of modernizing the already existing educational system. In this research, the prologue of the master's thesis is initially presented. Then, in the introduction, in the theoretical framework, the correlation between the traditional teaching model and the corresponding one implemented through ICT is touched upon, in terms of their positive and negative elements respectively, in terms of the student-centered role of education. Then, the 21st century skills are described in detail in the bibliographic review/nautical rummage, as well as the values that express each one separately. In addition, the object of the Future Classrrom Lab is presented in detail in terms of its definition, the main learning principles represented, the goals of its creation, its equipment provisions, as well as its learning zones. Also, in the methodology section, the type of methodology used for this research and the collection of data for its preparation are mentioned. Finally, the results and conclusions of this postgraduate work are conducted.
Main subject category:
Education - Sport science
Keywords:
Tobii Pro Glasses: Tobii Pro Glasses is a next-generation wearable eye tracker that shows exactly what a person is looking at in real time while moving freely in any real-world environment. Based on a new proprietary wearable eye-tracking platform from Tobii that will support research and consumer applications, the Pro Glasses offer unprecedented functionality, including wireless live viewing, and open new opportunities for research and discovery of human behavior in real-world environments. Student Response Systems: The history of student response systems began in the early 2000s, where each student had a transmitter that emitted a radio frequency signal to a computer, the receiver. This receiver then collects the responses from the students and the software on the computer stores the collected data. Today, through Smartphones, this method is achieved thanks to applications such as Poll Everywhere, AhaSlides, etc. MR : Mixed Reality is a user interface in which physical reality and digital content are combined in a way that allows interaction between real and virtual objects. Unlike virtual reality (VR) that immerses the end user in a completely digital environment or augmented reality (AR) that overlays digital content on top of a physical environment, mixed reality combines digital and real-world settings. Mixed reality is sometimes considered a type of augmented reality (AR), but its ability to interact between real and digital elements places it further along the virtuality continuum, which has physical reality at one end and immersive virtual reality at the other . Mixed reality is sometimes also referred to as hybrid reality or extended reality (XR). A headset form factor follows the user's gaze and maps the user's physical environment and software, then uses deep learning algorithms to align the digital content to specific areas of the map. MR programming allows digital objects to interact with physical objects and people to interact with digital objects as if they were physical. The result is that an ordinary desktop can be turned into an interactive computer touch screen, or an MR-generated film character can sit on the homeowner's couch. Tony Tool: Tony Tool is a free online animation and comic book creation tool that lets you create your own cartoons or comics, choose or upload a background, add characters and speech bubbles. Menti meter: Online Mooc type tool. Avatarmaker: Online tool where one can create their own avatar, participating in social media but maintaining their privacy to a large extent in case they want to publish or post something.
Index:
No
Number of index pages:
0
Contains images:
No
Number of references:
103
Number of pages:
121
Γεώργιος-Ειρηναίος Σαβιολίδης-Διπλωματική εργασία..pdf (1 MB) Open in new window