Emergent Pedagogies – What is an Emerging Technology? The SITE Community’s Perspective

ID: 53153 Type: Panel
  1. Amy Eguchi, Bloomfield College, United States
  2. Lorraine Beaudin, University of Lethbridge, Canada
  3. Mamta Shah, Drexel University, United States
  4. Tugba Altan, Middle East Technical University, Turkey
  5. Josh Corbat, University of North Carolina at Chapel Hill, United States
  6. Lesia Lennex, Morehead State University, United States
  7. Aroutis Foster and Mark Petrovich, Jr., Drexel University, United States

Thursday, March 29 10:15 AM-11:15 AM Location: Wright View on map

No presider for this session.

Abstract: In our ever-changing society, where new technological tools are being introduced into daily life more rapidly than ever before, more and more innovative and creative people are needed to fulfill the work of advancing technology. Ito and Howe state that today’s society is substantially complex and volatile as it has never happened before. The tools that we use in our modern life are “getting faster, and smaller at an exponential rate”. They consider the two recent revolutions, in technology and in communication (the Internet) create an explosive that changes the very nature of innovation. The power dynamic has shifted from the center (governments and large corporations) to the edges (people with knowledge, skills and innovative ideas). Robinson states that, because of the changes happening so rapidly, it is impossible to predict even the near future. “So, what’s next?” The proposed series of three panels aims to provide responses to the fundamental question, “What is an emerging technology?” by gathering the TELT SIG members from the SITE community who implement an emerging technology in their practice or study its impact on teaching and learning. Moreover, we will address the issues and challenges of the implementation or operationalization of emerging technologies, as well as in its research. In this panel session, we will focus on emergent pedagogies including game-based learning, the use of eye-tracking with multimedia and maker education.


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