The global buzz unleashed by the release of the Pokémon Go game for smartphones in 2016 exemplifies how augmented reality technology is growing. Educational institutions and app developers are already finding ways to incorporate the exciting, perception-bending capabilities of augmented reality design into lesson and textbook design.
Learning mathematics in a second language has been identified as a major barrier to understanding mathematical concepts and terms for South African learners. The Cambridge Mathematics Dictionary App (English and isiXhosa) is an easy to use, helpful mobile reference tool for South African learners aged between 10 and 15 years old (Grades 4 to 9). Written in a language that is easily accessible to non-mother tongue speakers of English, the app contains over 900 Maths terms and definitions in both English and isiXhosa. Words are explained using examples relevant to the South African context and entries are supported with compelling visual content to further enhance the explanations and to reinforce the concepts.
Mathematics Dictionary App
Developing this app, the authors wanted to ensure that all the mathematics terminology needed in the South African Intermediate and Senior Phase classroom was covered to really support learners in their studies. More than this, they wanted the content to be interesting, creatively presented and, most of all, learner-friendly. By helping learners to acquire and understand the terminology used in the mathematics classroom, they are able to engage with the concepts in a meaningful and constructive way, rather than being hindered by possible gaps in comprehension.
Today’s learner needs a rounded skillset appropriate for a job market where digital savvy and the ability to work within multiple disciplines are both crucial. In a world that is hyper-connected through a diverse range of communication technologies, it’s important for learners to acquire adaptable ways of working with others. Educational technology can address these needs, helping learners acquire learning, literacy and life skills.
Using digital technology to teach 21st Century Skills
What are 21st Century Skills? The Three ‘Ls’
The Partnership for 21st Century Learning divides 21st Century skills into three categories: Life, learning and literacy skills.
Learning skills such as critical and creative thinking as well as the arts of collaboration and communication are more important than ever. Global trade and industry and the global dissemination of information means that learners are emerging into multilingual and multidisciplinary work environments. As Thoughtful Learning says:
‘To hold information-age jobs … students also need to think deeply about issues, solve problems creatively, work in teams, communicate clearly in many media, learn ever-changing technologies, and deal with a flood of information.’