Reimagine and Redesign: Augmented Reality Digital Technologies & 21st Century Education by Jasmin (Bey) Cowin on Kindle Edition

Jasmin (Bey) Cowin, Ed.D., Assistant Professor and TESOL Practicum CoordinatorTouro University, Graduate School of Education, New York, NY Google Scholar Profile: Dr. Jasmin Cowin, Orchid ID: 0000-0002-0405-8774

Reimagine and Redesign: Augmented Reality Digital Technologies & 21st Century Education Kindle Edition

It is finally done! I published my essay on augmented digital reality technologies, big data, and the need for a teacher workforce on Kindle! The essay explores applications and educational use cases of augmented reality digital technologies for educational organizations during the Fourth Industrial Revolution. The Fourth Industrial Revolution requires vision, flexibility, and innovative educational conduits by governments and educational institutions to remain competitive in a global economy while simultaneously working towards new governance structures aimed to mitigate external interruptions and algorithmic biases by Artificial Intelligence algorithmic models. Educational organizations will need to focus on teaching in and for a digital age to continue offering academic knowledge relevant to 21st-century markets and changing labor force needs. Implementing contemporary disciplines will need to be embodied through learners’ active knowledge-making experiences while embracing ubiquitous accessibility. The power of Distributed Ledger Technology promises major streamlining for educational record-keeping, degree conferrals, and authenticity guarantees. Augmented reality digital technologies (ARDT) hold the potential to restructure educational philosophies and their underpinning pedagogies thereby transforming modes of delivery. Structural changes in education and governmental planning are already increasing through intelligent systems and big data. Reimagining and redesigning education on a broad scale is required to plan and implement governmental and institutional changes to harness innovative technologies while moving away from the industrial manufacturing labor force.
Keywords—Fourth Industrial Revolution, artificial intelligence, big data, education, Augmented Reality Digital Technologies, Distributed Ledger Technology

Accepted Conference Proposal: Simulation-Based Learning Environments for the Twenty-seventh International Conference on Learning July 13 – 15, 2020

Accepted Conference Proposal: Simulation-Based Learning Environments for the Twenty-seventh International Conference on Learning July 13 – 15, 2020. A virtual poster presentation with a focus on epistic game theory.

A virtual poster presentation with a focus on epistic game theory

letter_of_invitation_jasmin-cowin

Online, web-based virtual classroom environments, populated with student avatars, use simulation-based learning to increase teacher candidates’ understanding of the educational needs of diverse learners. The student avatars in simulations are controlled by artificial emotional intelligence software. As intensive web applications, these environments can provide a safe, risk-free virtual space to explore a range of teaching strategies, while offering immediate feedback as a training tool for teacher candidates during interrupted practicum experiences, fully online pedagogy courses and virtual fieldwork experiences.

Keywords: Simulation-Based Learning, Virtual Reality, Artificial Intelligence, Epistic Game Theory, Virtual Teacher Practicum

For whom: Twenty-Seventh International Conference on Learning July 13 – 15, 2020 Universitat de València – Facultat de Magisteri, Av. dels Tarongers, 4, València, Spain