The vision for a key trend in learning named “gesture-based computing”
has benefited from a modified Delphi process that has been refined over years
to select this particular topic among 5 other technology trends. This new
discovery method affected the results in a positive way. An assembly of the
advisory board with a wide range of backgrounds, nationalities, and interests, and
relevant expertise always leads to discovery of new tools, technologies, and
other opportunities for the education sector that is known to have the
organizational culture to support these kinds of processes. In this case, the
work began with a systematic review of the literature, press clippings,
reports, essays, and other materials related to emerging technologies. Members
then had to comment on the material and content to identify those worth
investigating and later added more ideas to the list. This collaborative process kept
the potential relevance to teaching, learning, and creative inquiry in higher
education. RSS feeds from dozens of relevant publications kept the initiatives
current.
Gesture-based computing enables users to learn by doing an
activity or exercise and facilitates the convergence of a user’s thoughts with their
own movements. Large multi-touch displays support collaborative work, allowing multiple
users to interact with content simultaneously. This platform moves the computer
interface such as Graphic User Interface (GUI) from a mouse and keyboard concept
to the motions of the body, facial expressions, and voice recognition via different
input devices. The platform interacts with computational devices in a far more intuitive
and personified fashion. The technology involves touch screens on monitors and smartphones
and it also includes gesture and voice interpretation tools of the gaming
systems such as Xbox Kinect and Nintendo Wii as well as virtual assistants. Gesture-based
computing platform is useful in countries that have many languages, such as
India. A natural interface like this removes the language barriers for
learning. Who knows? Maybe one day a teacher with a superior efficacy in South Korea
can teach students in United States!
There are at least two forces that impact the trend and the
technology. One is the increasing demand toward student-centric learning environments.
This modality allows and enables students to have input to their own learning
goals and determine resources in order to actively produce their own knowledge
and not rely on the teacher as a transponder of knowledge but this interaction
should aim to maintain the school standards and curriculum. This approach has
implications for curriculum design, course content, and interactivity of
courses. The goal is to put students’ needs first, in contrast to
teacher-centered learning. Use of tablets for example in this area can be
focused on each student's needs, abilities, interests, and learning styles,
placing the teacher as a facilitator of learning in this kind of environment. Student-centric
method has to help acknowledge student voice as central to the learning
experience for every learner, and it must differ from other learning methodologies.
This may require the teacher to change their role as the source of information,
and rather encourage students to develop the skills to become active,
responsible participants in their own learning. The teacher has to view the
student as an intellectual contributor to knowledge and take a partnership with
students to construct knowledge.
The second factor that affects the gesture-based learning
involves technology and its convergence with this platform. An interesting
development is the convergence of gesture-sensing technology with voice
recognition, allowing, just as it does in human conversation, for both gesture
and voice to communicate the user’s intentions to devices. This convergence has
resulted in another convergence for television and other devices to make the TV
appliance “smart” television. These areas of convergence are new and subject to
future enhancements.
Interesting blog! There seems to be a lot that online curriculum developers can borrow from the gaming world.
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