Building Futures

Author(s):  
Megan Hastie

As momentum builds around the fourth industrial revolution, it is imperative that schools equip the youth of today to succeed in the workforce of tomorrow. The use of smart learning environments (SLE) is an optimal way to prepare students for the future because the use of innovative technologies and elements allow for greater flexibility, effectiveness and adaption, engagement, motivation, and feedback for the learner. It is envisioned that the “smart” learners of the future will operate in SLE that are contextual, personalized, and seamless. The learning process in the SLE will facilitate their problem solving and promote their intellectual growth as lifelong learners. This study, then, demonstrates how educational robotics can be used by educators to equip students in the UAE for futures in STEM fields of study and work. It is claimed that students who build robots build futures for themselves and their communities: a worthy goal for Emirati students in 2018, The Year of Zayed.

Author(s):  
Salim Alanazy

The current study aims to develop smart learning environments in Saudi universities in line with the future requirements of artificial intelligence. To achieve this goal, a systematic review was conducted on studies published on Scopus and Google Scholar databases from 1990 until 2021 on the development of e-learning in the light of artificial intelligence (in addition to the relevant Arab studies). First, a list of challenges and opportunities for developing smart learning environments according to the future requirements of artificial intelligence was composed. Then, a questionnaire was prepared and reviewed by several academic experts in educational technology in Saudi universities. The study results include many challenges expected to be encountered in the smart learning environments in Saudi universities concerning the future preconditions for artificial intelligence. It also presented a number of opportunities and procedures for facing such challenges and exploiting the opportunities. Finally, some recommendations and suggestions were presented.


2020 ◽  
Vol 3 (2) ◽  
pp. 87-93
Author(s):  
Ebba Ossiannilsson

We are facing unprecedented social, economic, and environmental challenges due to accelerating globalization and the rapid pace of technological development. Nonetheless, these forces offer us countless new opportunities for human progress. The future is uncertain, and we cannot predict it, but we must be open and ready for it. After Covid-19, the “new normal” will be characterized by change, reorientation, and sustainability. Both studying and working have quickly changed in form, requiring digitalization and digital competence in both individuals and organizations. It has become evident that the digital revolution concerns people and their habits, behaviors, and attitudes in using the new technology. Moreover, there is a need for innovative pedagogy, and a move to curricula 4.0, which are aligned with the 4th Industrial revolution, which change the way we live, work, communicate, perform, relate, and also the way we learn, and new perspectives on quality and its effects. Online innovative education will be a strategic priority at every institution. This conceptual article is based on the current discourse on the reflection and rethinking of 21st century competences, smart learning environments, and digitalization in education. The author has provided examples of the ongoing debate. The article’s focus on the future of education is based on her own research and perspectives. The discussion is centered on the OECD report on the future of education and skills, Education 2030, and the UNESCO initiatives in the OER Recommendation and the Futures of Education - Learning to Become. Keywords: Covid-19, ecosystem, futures of education, OER Recommendation, new normal


Author(s):  
Alejandro Catala ◽  
Javier Jaen ◽  
Patricia Pons ◽  
Fernando Garcia-Sanjuan

The creation of artefacts and entities to be used in simulated worlds and games has been used in practice to foster creativity in informal activities. Motivational issues and entertainment have therefore been combined along with creative tasks. The systems with higher complexity and more creative capabilities are usually based on WIMP interfaces, which negatively impact on the role of collaboration and active participation. This paper summarizes the main findings and the authors' experiences in the project CreateWorlds, which relies on an interactive tabletop interface in order to support the creation of 2D games. Finally, the paper discusses some key challenges that will have to be addressed to support creative smart learning environments in the future.


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