A category of technologies that use cognitive computing, natural language processing, and machine learning to enable people and machines to interact more naturally to extend and magnify human expertise and cognition. Cognitive systems can analyze structured and unstructured data from diverse information sources. At the same time, these systems are
A field of computer science that is able to address complex situations that are characterized by ambiguity and uncertainty; in other words, it handles human kinds of problems. Cognitive computing does not imply computers that can think independently like humans. Rather the technology involves computers that can analyze vast amounts
Is a system of integrated computing devices, digital and mechanical machines, objects, animals or people that are given unique identifiers (UIDs) and permission to transfer data over a network without needing human-to-human or human-to-computer interaction.
Is an edtech strategy used by educators, where students bring their own computer devices (smart phones, tablets, laptops, etc.) into the classroom, which will be used by them to participate in various learning experiences. As a kind of movement within education, BYOD has already gained momentum in many districts across
Also known as productivity tools. These tools are variations on calendar software. They can be used to schedule your appointments, or you may want to take advantage of more complex features. Some tools can be viewed online, affording access for more than one student at a time. A teacher can
Tablets and smartphones in the classroom are no longer a matter of “if,” but “when, and how quickly?” Administrators and educators can tap into the convenience of mobile technology in the classroom and the potential for student learning adaptation. Over half of school administrators say there is some form of
Are creative spaces located in communities, schools, and public and academic libraries. These areas are designed to engage participants in hands-on activities that teach twenty-first-century skills. The emphasis in makerspaces is placed upon educating students in STEAM (science, technology, the arts, engineering, and mathematics) subjects as well as digital and information