2. Introduction
Emerging technologies have the potential to
transform learning in school classroom.
tablet computing
game-based learning
personal learning environments
natural user interfaces
3. Rationale
What these educators do not realize is that the very
nature of student interaction with their world has
changed drastically and permanently.
The information shift is as drastic as the move from
handwritten texts to books from the printing press
(Rankin, 2010).
the role of the teacher is no longer to disseminate
facts and data to students because students cannot get
that information easily anywhere else
4. Rationale
The average middle school student has direct access
to this information on a daily basis and interacts with
others around the world using interactive video games,
social media, and mobile technology
Technologies that students use daily at home can
become the tools that educators use to guide students
in constructing knowledge in the 21st century and
beyond.
5. Emerging Technologies: The Next
Five Years
The New Media Consortium, or NMC, is a professional
organization of educators dedicated to the study and
application of technology in the classroom
The NMC’s annual Horizon Project describes in detail
six emerging technologies and their probable impact
over the next five years in several learning
environments.
6. Mobile Apps
so has their potential to be resources in the classroom.
portable computing devices that usually contain WI-FI,
Bluetooth technology, and GPS capabilities.
These computing devices can use apps for various
functions.
Mobile devices like cell phones are always capable of
connecting to the Internet using 3G or 4G wireless
networks.
Mobile apps can be used both inside and outside of the
classroom making them easy conduits for
communication between students and teachers as well
as facilitating collaborative learning with peers.
7. Mobile Apps
Because most students already own a cell phone or
other mobile device, some educators are suggesting a
program for instruction where students bring their own
devices for use at school, called BYOD programs.
Some of the obstacles to a BYOD
ome students not being able to afford the necessary
devices, and devices as possible distractions when
not in use for instruction (Nielsen, 2011).
8.
9. Tablet Computing
Are mobile computing devices. However, tablets have
larger screens with sharper displays for using more
powerful and educationally specific apps.
more portable option for school based one-to-one
programs.
Tablets can also connect to the Internet to expand
instruction.
In addition, tablets can be used as digital reading
devices.
Tablets provide a much more interactive experience
than a traditional textbook (Watters, 2012).
11. Game-Based Learning
Torres (2011) posited that video games are so
important to students because they offer a sense of
relevance and context
are active
provide social interaction
offer emotional engagement.
Game-based learning can facilitate such instruction in
a format that highly motivates students to learn.
Game-based learning can be approached in many
ways.
13. Personal Learning Environments
(PLE)
Are a digital method of individualizing instruction
Each PLE is unique to each student
PLE’s can be in the form of wiki pages, personal blogs, e-
portfolios of work, or websites that teachers or students can
create themselves.
PLE’s can also promote collaboration when they are shared
with others
PLE’s require a device to connect students to their
constructed environment, which can be a computer, tablet,
or mobile device.
14. Personal Learning Environments (PLE)
Are a digital method of individualizing instruction
Each PLE is unique to each student
PLE’s can be in the form of wiki pages, personal blogs, e-
portfolios of work, or websites that teachers or students can
create themselves.
PLE’s can also promote collaboration when they are shared
with others
PLE’s require a device to connect students to their
constructed environment, which can be a computer, tablet,
or mobile device.
15.
16. Natural User Interfaces
Natural user interfaces provide a teaching tool that engages
all the senses and promotes active learning in the
classroom, meeting the instructional needs of all types of
learners (Center for Digital Education, 2012).
Natural user interfaces change the way that students interact
with technology devices.
The traditional keyboard and mouse are replaced by sensors
that detect voice commands, gestures, and touches by the
user to manipulate the given technology device.
17. Natural User Interfaces
Natural user interfaces allow users to engage in virtual
activities with movements similar to what they would use in
the real world, manipulating content intuitively” (Johnson et
al., 2012, p. 32)
Examples of natural user interfaces are the touch screen
and surfaces, used on smartphones, tablets, and interactive
whiteboards; gesture-based sensors, used with devices like
the Xbox Kinect and Wii; and voice activated technology,
used with the iPhone’s Siri virtual assistant and Nuance’s
Dragon speech recognition software.
19. Applications Across the Curriculum
It is not the technological tool that is important, but the
instructional approach
Technologies in the classroom are tools to engage students
and are no substitute for quality teachers or instructional
approaches.
Some of these emerging technologies are appropriate for
any content area. Example,
any teacher can use a wiki to create a PLE for their class
or for specific assignments.
Students can then post work to the wiki while
collaborating with the instructor and peers
Additionally, an instructor can use iTunes U to gather
materials all in one digital location and distribute them to
students.
20. Applications Across the Curriculum
Another goal for many schools across the curriculum is to
become paperless.
Cloud computing also allows students to continue working at
home with an Internet connection without lost papers or
forgotten work.
Digital textbooks also help schools become paperless
Although some applications of these technologies can be for
almost any teacher, some benefits of these technologies are
content specific.
21. Language Arts
Most universally applicable is e-books. E-book readers, like
the Kindle or the iBooks mobile app for iPod, iPhone, and
iPad, allow literary texts to become interactive.
Literature also comes alive with mobile apps.
motivating reading and writing experience is facilitated by
game-based learning platforms emphasizing literacy,
including a writing component and critical problem solving in
collaboration with peers.
22.
23. Science
science students can benefit from science based personal
learning environments.
Scitable is a free science library and personal learning tool
focusing on genetics and cell biology.
The interactive textbooks can provide students with the
means of manipulating data into charts, graphs, or other
visuals.
24.
25. Mathematics
Integrating technology into mathematics instruction can
facilitate not only an understanding of the procedures of the
math they are learning but also how to apply and synthesize
it in the world around them. Mobile devices can help
students visualize content.
A math teacher from Texas uses the Xbox Kinect in his
classroom.
26.
27. Arts and Physical Education
mobile apps allow art students to view masterworks of art
from museums around the world, such as the free apps from
the Van Gogh museum and the Louvre.
Music students can create their own digital music using apps
like GarageBand for iPad.
28.
29. Advantage
1. Improved Student Performance
2. Increased Student Productivity
3. Better Attendance Rates
4. Complete Resource Portability
5. Connect With Students More Easily
30. Disadvantages
The students would lose focus
that not all students and schools have access to
technologies that can really work for this method.
Students from lower income areas and lower income
families may not have access to the computers and
internet technologies that the flipped classroom
requires.
Students who do not have personal home computers or
access to the internet would be forced to use public
computers at a library or at the school.
students would be spending all of their "homework time"
plugged-in in front of a computer screen.