Technology has changed the way we look at the world around us. With various path-breaking technologies emerging every year, we are observing massive changes in different spheres, education being no exception. Over the years, various schools have started using technological tools to enhance the learning experience for students. It’s clear that technology is here to stay and the world is becoming only more digitally-driven and kids and technology have become inseparable. Keeping up with emerging technology trends can have a major impact on the way education is being imparted in schools today. It will help offer students with latest opportunities and unique learning experiences that they need and deserve.
- Digital Books
The first on our list of kids and technology is a digital book. A digital book commonly referred to as an electronic book (e-book) is a digital publication that can consist of text, images, or a combination of both. The aim of eBooks is to simplify and enhance the overall learning experience. Digital Books make the learning process more interactive and engaging. Instead of listening to one person continuously talking, students can now actively participate in the learning process.
- Remote Learning
Remote learning has become the latest trend in kid’s technology. Remote learning is the process of teaching and learning performed at a distance. Rather than having students and teachers coming together in person, remote learning means that students are distanced from their teacher and their peers. The most effective remote learning attempts to mirror the classroom environment virtually, as much as that’s possible when the student and teacher are in two different places. Technically, no technology is required for remote learning to take place, nor does remote learning have to take place online. Remote learning has played an important role in the recent past during the pandemic helping students and teachers alike to continue the learning process.
- Interactive Gamification
Gamification is the integration of game elements like point systems, leaderboards, badges, or other elements related to games into conventional learning activities in order to increase engagement and motivation. An online discussion forum for a Physics course might be gamified via a badge system. In ideal gamified learning environments, students can see the online badges that their peers have earned to create a sense of competition. Gamification applies game elements or a game framework to existing learning activities; game-based learning designs learning activities that are intrinsically game-like. Gamification promotes engagement and sustained motivation in learning.
- Blockchain Technology
Blockchain is a record-keeping technology designed to make it impossible to hack the system or forge the data stored on it, thereby making it secure and immutable. It is a type of distributed ledger technology (DLT), a digital system for recording transactions and related data in multiple places at the same time. Blockchain is also considered a type of database but differs substantially from conventional databases in how it stores and manages information. Instead of storing data in rows, columns, tables, and files as traditional databases do, blockchain stores data in blocks that are digitally chained together. In addition, a blockchain is a decentralized database managed by computers belonging to a peer-to-peer network instead of a central computer like in traditional databases.
Best Solution for Latest Technology: – Pisarv Technologies
Pisarv Technologies aims to revolutionize the classroom learning experience for kids across India, through our revolutionary patent-applied product Saral which is incorporate advanced technologies including AR (Augmented Reality) and AI (Artificial Intelligence). Pisarv Technologies has brought a Codean which is a holistic delivery platform that will help schools in implementing the recommendations of NEP 2020 and other initiatives. Pisarv Technologies also brought offline coding programs for kids. A curriculum-based programming platform for classes 1st to 12th enabled with Programming, AI/ML, IoT, and Robotics modules. No Internet is required, completely Offline, Comes with carefully chosen activities for each class to develop problem-solving and analytical thinking skills in students.
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