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The Future of Technology and Teaching
Technology has affected practically every part of life today, and instruction is no special case. Throughout the years, instructors and understudies have seen a noteworthy change in their lives with the presentation of current innovation and bolster system.
Take cell phones for instance, in the previous decade they have developed from contraptions you could make calls from to gadgets that do as such considerably more. Presently they can enable you to compose your social life, keeping the money, sustenance journal – your whole presence!
With tablets being regularly utilized as a part of schools, innovation is changing the way understudies are being instructed. In this piece, we’ll give a far reaching aide of how innovation will shape the eventual fate of instruction and what understudies will be examining and utilizing as a part of years to come. From making utilization of 3D printers to utilizing virtual reality as a major aspect of an immersive learning background, the conceivable outcomes are huge!
In the finishing up board dialogue in light of the “advanced education”, specialists and in addition policymakers in training framework underlined on the necessities of presenting focus of significant worth instruction where things separated from educational program ought to be instructed to understudies like the most profound sense of being.
“How Technology Will Shape Teaching In The Future”, subtle elements how the advances in innovation will cause a development in the classroom. The Sports Techie people group blog, the present innovation is creating at a quick rate and this infographic makes a pleasant showing with regards to of sharing current procedures utilizing propelled advances. Instructors are utilizing tablets and cell phones to show lessons face to face and for all intents and purposes online to understudies that lone know how the world works with tech as a key segment. Make it in this way, educators, teachers and teachers of the world.
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How Technology Will Shape Teaching In The Future
How teaching techniques will evolve to incorporate cutting edge technology.
64% of consumers are interested in applying virtual reality (VR) in the education sector.
Benefits of VR in the Classroom
- Ability to experience key educational locations and events.
- Have an immersive experience through touch, smell, and sound.
- Have the opportunity to become a scientist, linguist, geologist, and historian within the safety of the classroom.
The teacher is teaching the children about conditions in the trenches during World War I. The children are able to slip on their advanced VR headsets and they’re able to walk around the trenches, smell the gunpowder, and feel the atmosphere of a “real” WWI trench.
VR Sales (Projections)
Research shows we retain 20% of what we hear, 30% of what we see, and 90% of what we do.
2017 – We are here – <5 million units
85% of students prefer to learn by ‘seeing and doing’.
In 2010, Professor Anne Bamford conducted a study into the benefits of 2D and 3D learning as part of her ‘Learning in Future Education’ project. 86% of students improved from the pre-test to the post-test in the 3D classes, compared to only 52% who improved in the 2D classes.
Benefits of Holograms in the Classroom
- Learn visually through the interactive hologram.
- Interact with 3D models of bodies, ancient monuments, or plants.
- Holographic telepresence will allow experts in each field to remotely enter the classroom.
The teacher is teaching the children about the vast distances involved in space. The children are able to see how far away Jupiter is from Earth, using the length of the classroom as the width of the solar system. The children can then interact with the hologram to learn about each planet.
With 3D printing already used as a teaching tool in many higher education establishments and the projected growth of the industry, it won’t be long before mainstream education will incorporate this into their curriculum.
Benefits of 3D Printing in the Classroom
- Design students will be able to see their creations come to life in real time.
- Students can be involved in every aspect of the manufacturing process.
- Teachers will be able to use a greater variety of 3D models to help bring lessons to life.
The students are tasked to find a solution to an architectural problem with a model building. Students will be able to apply maths and engineering theory, and build and test their proposed solution onto the model building immediately.
Projected Sales Figures for 3D Printers
2014 1.5+ Billion
2015 4+ Billion
2016 6+ Billion
2017 8+ Billion
2018 10+ Billion
2019 15+ Billion
2020 20+ Billion
The Cloud and Cloud Learning
Cloud learning has already demonstrated its benefits by providing learners in hard to reach areas with a complete education through their computer. This rapidly developing area has so many development opportunities for both teacher and student and will make a radical change in the education sector in years to come.
Benefits of Cloud Learning in the Classroom
- Students will be able to access their entire school work history from the internet.
- Students and parents can track performance, attendance as well as actual work completed over time.
- Huge time and efficiency savings for teachers who can mark papers en-masse.
- Engaging for students who struggle to concentrate.
Rather than parents having a ten minute catch up with their child’s teacher, once a year, they will be able to support their child throughout their education by having access to their progress online.
How Higher Education Uses The Cloud
68% Conferencing & Collaboration
65% Office & Productivity Suites
59% Computer Power
While games are generally something kids do to escape homework, in the future games could be part of their homework. By turning some lessons and tests into a game, children could find learning more fun and productive.
Benefits of Gamification in the Classroom
- Encourages friendly and healthy competition.
- Provides a sense of accomplishment.
- Provides instant feedback for learners, keeping them engaged.
89% think a point system woudl boost engagement.
62% would be more motivated to learn if leaderboards and a competitive element was involved.
Value of the Gamification Market
2011 100+ million
2012 300+ million
2013 500+ million
2014 700+ million
2015 900+ million
2016 2+ billion
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