scholarly journals Innovative Trends in Implant Dentistry Training and Education: A Narrative Review

2019 ◽  
Vol 8 (10) ◽  
pp. 1618 ◽  
Author(s):  
Ferro ◽  
Nicholson ◽  
Koka

Background: The field of implant dentistry education is rapidly evolving as new technologies permit innovative methods to teach the fundamentals of implant dentistry. Methods: Literature from the fields of active learning, blended learning, augmented reality, artificial intelligence, haptics, and mixed reality were reviewed and combined with the experience and opinions of expert authors. Both positive and negative aspects of the learning methods are presented. Results and Conclusion: The fundamental objectives of teaching and learning remain unchanged, yet the opportunities to reach larger audiences and integrate their learning into active experiences are evolving due to the introduction of new teaching and learning methodologies. The ability to reach a global audience has never been more apparent. Nevertheless, as much as new technology can be alluring, each new method comes with unique limitations.

Author(s):  
Srikanth Vemula

The use of virtual reality (VR), augmented reality (AR), mixed reality (MR), immersive experiences, and artificial intelligence technologies are more focused on innovative education technologies. Studies show that the use of these innovative technologies helps to improve the quality of education. It is essential to promote these new innovative techniques, which show an immense prominence in the improvement of education technologies. So, this chapter shows how these innovative technologies combined with games are a more effective way of transforming our education from a good old traditional way of teaching and learning to a tech savvy way of teaching. Since the students are not the same, and there has been a lot of evolution over the years, it is important for everyone in the education sector to rethink the methods of teaching and learning and the use of incorporating new education technologies to enhance learning.


Author(s):  
Paul Nemitz

Given the foreseeable pervasiveness of artificial intelligence (AI) in modern societies, it is legitimate and necessary to ask the question how this new technology must be shaped to support the maintenance and strengthening of constitutional democracy. This paper first describes the four core elements of today's digital power concentration, which need to be seen in cumulation and which, seen together, are both a threat to democracy and to functioning markets. It then recalls the experience with the lawless Internet and the relationship between technology and the law as it has developed in the Internet economy and the experience with GDPR before it moves on to the key question for AI in democracy, namely which of the challenges of AI can be safely and with good conscience left to ethics, and which challenges of AI need to be addressed by rules which are enforceable and encompass the legitimacy of democratic process, thus laws. The paper closes with a call for a new culture of incorporating the principles of democracy, rule of law and human rights by design in AI and a three-level technological impact assessment for new technologies like AI as a practical way forward for this purpose. This article is part of a theme issue ‘Governing artificial intelligence: ethical, legal, and technical opportunities and challenges’.


Author(s):  
Catherine Attard

The fast pace of technology has meant that new technologies are often being introduced into classrooms without knowledge of how they can be used to enhance teaching and learning in mathematics. This chapter explores how a small group of teachers used a new technology, the iPad, to teach mathematics within the first six months of their implementation and without the support of professional development. Findings from two separate studies are presented to support the argument that care should be taken when introducing any new technology to teach mathematics in primary classrooms and appropriate professional development that addresses the combination of mathematical content, pedagogy and technology is critical for all teachers, regardless of teaching experience.


Author(s):  
Gerardo Reyes Ruiz ◽  
Samuel Olmos Peña ◽  
Marisol Hernández Hernández

New technologies have changed the way today's own label products are being offered. Today the Internet and even more the so-called social networks have played key roles in dispersing any particular product in a more efficient and dynamic sense. Also, having a smartphone and a wireless high-speed network are no longer a luxury or a temporary fad, but rather a necessity for the new generations. These technological advances and new marketing trends have not gone unnoticed by the medium and large stores. The augmented reality applied to interactive catalogs is a new technology that supports the adding of virtual reality to a real environment which in turn makes it a tool for discovering new uses, forms, and in this case, spending habits. The challenge for companies with their private labels in achieving their business objectives, is providing customers with products and services of the highest quality, thus promoting the efficient and streamlined use of all resources that are accounted for and at the same time promoting the use of new information technologies as a strategic competitive.


2016 ◽  
pp. 689-709
Author(s):  
Catherine Attard

The fast pace of technology has meant that new technologies are often being introduced into classrooms without knowledge of how they can be used to enhance teaching and learning in mathematics. This chapter explores how a small group of teachers used a new technology, the iPad, to teach mathematics within the first six months of their implementation and without the support of professional development. Findings from two separate studies are presented to support the argument that care should be taken when introducing any new technology to teach mathematics in primary classrooms and appropriate professional development that addresses the combination of mathematical content, pedagogy and technology is critical for all teachers, regardless of teaching experience.


Author(s):  
Shelby P. Morge

Recently adopted 21st Century goals stress the importance of preparing students for a globally competitive society by providing them with opportunities to develop skills in global literacy, problem solving, innovation, and creativity. These goals create a challenge for teachers to move beyond traditional beliefs about teaching and learning in order to implement new technologies and teaching strategies in the classroom. This chapter provides a brief overview of the process of blending a new technology into the classroom setting. The process involves selecting the new technology, learning how to use it, and using it in the classroom. As a specific example, this chapter describes how a NSF-funded project, entitled Using Squeak to Infuse Information Technology (USeIT), is helping teachers learn how to use a new virtual modeling technology, Squeak Etoys, and use it in their classrooms. The teachers have learned and used Squeak Etoys in a way that works best for them and their students. They have created models and problem-based learning (PBL) lesson plans correlated with state curriculum standards.


2009 ◽  
pp. 213-232
Author(s):  
Christian Bunse ◽  
Christian Peper ◽  
Ines Grützner ◽  
Silke Steinbach-Nordmann

With the rapid rate of innovation in software engineering, teaching and learning of new technologies have become challenging issues. The provision of appropriate education is a key prerequisite for benefiting from new technologies. Experience shows that typical classroom education is not as effective and efficient as it could be. E-learning approaches seem to be a promising solution but e-learning holds problems such as a lack of social communication or loose control on learning progress. This chapter describes a blended learning approach that mixes traditional classroom education with e-learning and that makes use of tightly integrated coaching activities. The concrete effects and enabling factors of this approach are discussed by means of an industrial case study. The results of the study indicate that following a blended learning approach has a positive impact on learning time, effectiveness and sustainability.


2021 ◽  
Vol 12 ◽  
Author(s):  
Yingjing Duan ◽  
Jie Zhang ◽  
Xiaoqing Gu

With the development of artificial intelligence (AI), it is imperative to combine design methods with new technologies. From the perspective of the personalized design of derived images of art paintings, this study analyzes the new user demand generated by the current situation and background of personalized design, puts forward a new method of derivative design based on AI emotion analysis, verifies the feasibility of the new method by constructing a personalized design system of derived images of art paintings driven by facial emotion features, and explores the method of combining AI emotion recognition, emotion analysis, and personalized design. This study provides new ideas for the design of art derivatives for the future with massive personalized demand. Thinking and practicing from the perspective of the development of new technology will promote the change of design paradigms in the digital age.


2021 ◽  
Vol 3 (1) ◽  
pp. 6-7
Author(s):  
Kathryn MacCallum

Mixed reality (MR) provides new opportunities for creative and innovative learning. MR supports the merging of real and virtual worlds to produce new environments and visualisations where physical and digital objects co-exist and interact in real-time (MacCallum & Jamieson, 2017). The MR continuum links both virtual and augmented reality, whereby virtual reality (VR) enables learners to be immersed within a completely virtual world, while augmented reality (AR) blend the real and the virtual world. MR embraces the spectrum between the real and the virtual; the mix of the virtual and real worlds may vary depending on the application. The integration of MR into education provides specific affordances which make it specifically unique in supporting learning (Parson & MacCallum, 2020; Bacca, Baldiris, Fabregat, Graf & Kinshuk, 2014). These affordance enable students to support unique opportunities to support learning and develop 21st-century learning capabilities (Schrier, 2006; Bower, Howe, McCredie, Robinson, & Grover, 2014).   In general, most integration of MR in the classroom tend to be focused on students being the consumers of these experiences. However by enabling student to create their own experiences enables a wider range of learning outcomes to be incorporated into the learning experience. By enabling student to be creators and designers of their own MR experiences provides a unique opportunity to integrate learning across the curriculum and supports the develop of computational thinking and stronger digital skills. The integration of student-created artefacts has particularly been shown to provide greater engagement and outcomes for all students (Ananiadou & Claro, 2009).   In the past, the development of student-created MR experiences has been difficult, especially due to the steep learning curve of technology adoption and the overall expense of acquiring the necessary tools to develop these experiences. The recent development of low-cost mobile and online MR tools and technologies have, however, provided new opportunities to provide a scaffolded approach to the development of student-driven artefacts that do not require significant technical ability (MacCallum & Jamieson, 2017). Due to these advances, students can now create their own MR digital experiences which can drive learning across the curriculum.   This presentation explores how teachers at two high schools in NZ have started to explore and integrate MR into their STEAM classes.  This presentation draws on the results of a Teaching and Learning Research Initiative (TLRI) project, investigating the experiences and reflections of a group of secondary teachers exploring the use and adoption of mixed reality (augmented and virtual reality) for cross-curricular teaching. The presentation will explore how these teachers have started to engage with MR to support the principles of student-created digital experiences integrated into STEAM domains.


2021 ◽  
Author(s):  
◽  
Namrata Banerjee

<p>The advent of Electronic Course Materials (ECM‟s) services in academic libraries has had a remarkable impact on academic libraries, since they provide new prospects for libraries, library staff and various new methods for accessing library services for its users. With the challenge for the librarians growing in multiple scope due to Information Communication Technologies (ICT) applications. This study will look at how and to what degree has the implementation of ECM‟s made an impact on staff‟s work in academic libraries. The purpose of this proposed research study is to explore how Electronic Course Materials (ECM‟s) have affected the work of librarians in academic short loan collection in New Zealand tertiary institutions. This study adopted a mixed-method approach and utilized both qualitative and quantitative research methods. An online survey was applied for this study where questionnaires were sent to the respondents via a URL. This study sought to find out whether ECM‟s have made any impact on staff‟s work. The resulted indicated that ECM‟s setting is in a state of transformation. This transformation has enabled the library staff to learn new technology to work with ECM‟s effectively and this has encouraged them to learn new skills in order to achieve the required results. There is very limited research in this area; this makes it beneficial to investigate this area. Research findings will prove beneficial to the librarians as they could look at the research findings and compare their services with the result. Academic libraries could use new technologies to improve their services, which may help them to support the teaching and learning process.</p>


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