In this article, you will find 10 ways to learn differently through digital technology, thus enabling innovation in education.
The inverted classroom
The concept of the inverted classroom allows the student in question to take ownership of the course in advance and thus, to deepen it in class.
The objective of this method is to facilitate access to educational resources via digital workspaces (texts, images, PowerPoint, course summaries, etc.) so that students can work on their lessons from home.
Inverted pedagogy thus allows the teacher not to rehash a lesson that should have been assimilated, but to make it easier to explain, since the concepts have already been learned.
InThankso this, the teacher answers the questions asked, and establishes pools of productions, organizes exchanges and debates.
Interactive lecture halls
Yes, lecture halls are getting involved too! The digital age is spreading to lecture halls with just one watchword: interactivity.
Several universities, such as UPMC, Strasbourg, Bretagne-Sud, a nd the Polytech Nice Sophia-Antipolis engineering schools, are experimenting with electronic boxes.
Indeed, these allow students to show whether the concepts have been acquired and well assimilated.
Additionally, some teachers use the buzz group method. This involves working in teams on a specific question, the aim of which is to encourage collective discussion.
Fablabs
These labs, specially designed for students, allow them to create objects and other prototypes using cutting-edge equipment. These labs , made available to students, are used as part of their courses or to carry out more personal projects. This more “hands-on” method aims to awaken their creativity and also increase their involvement.
This new form of learning is increasingly being put in the spotlight and is developing in many higher education establishments.
The Learning Labs
The era of learning labs is now in full swing. These new spaces, more open, flexible, and suited to group work, are now appearing in schools and universities.
They have teaching tools that are different from others. They are equipped with writing walls where each student can write down their ideas during brainstorming sessions.
In addition, electrostatic post-it notes are displayed and then moved as the thinking progresses. Then, of course, numerous computers, tablets, and other connected touchscreens are linked to a video projector, encouraging discussion and interactivity between teachers and students.
Design thinking
This method of innovation, based on a multidisciplinary approach, consists of providing a feasible and viable response to user expectations.
Here, students work in mixed teams on various projects, such as the design of a bathroom cabinet for seniors or even an infrared camera to facilitate the work of firefighters.
Telepresence
What if you could take a class from a teacher on the other side of the continent? Now you can, thanks to immersive telepresence rooms!
How can you be in class without actually being there?
Thanks to live document sharing tools and touch interfaces, this system allows you to take a course in a neighboring city while feeling like you’re physically there.
The EM and Centrale de Lyon have experimented with this, using a telepresence robot, allowing hospitalized people to keep in touch with their schooling.
Twitter in progress
More and more secondary and higher education teachers are experimenting with Twitter in the classroom.
Whether by posting questions live or using a common university hashtag, many teachers use this system to make their lessons more attractive and, above all, interactive with students.
Virtual reality
Thanks to virtual reality headsets, there’s no need to travel!
Indeed, Audencia offers campus tours for international students from around the world, and many schools and universities are beginning to take an interest in this.
In addition, the Virtualteach project of the Clarte research center offers new teaching practices. It involves visualizing geometric figures or professional environments.
Virtual reality, thereto, allows us to explore new ways of learning and working on kinesthetic memory, that of feeling.
Moreover, it is a very attractive tool for students.
Serious Games
Gaming is no longer just a means of entertainment. It has become an integral part of our daily educational life.
Video games are indeed making their way into the world of higher education.
Serious games allow us to “contextualize theoretical lessons with concrete cases,” says researcher Julien Alvarez.
Some schools, such as the École des Mines de Saint-Étienne, use specially designed games for educational purposes.
Indeed, it has designed a game to reproduce job interview and annual performance review situations. Grenoble École de Management has created a laboratory entirely designed for serious games.
Stimulation centers in medicine
The medical faculties of Paris, Angers and Brest have their own health stimulation center. Indeed, throughout France, these stimulation centers are developing, allowing students to practice giving infusions, intubating or even resuscitating a mannequin before performing these actions on real patients.