You are on page 1of 10

Running header: EMERGING TECHNOLOGIES

Emerging Technologies
Nicole Anderson
College of Southern Nevada
27 Apr 2016

EMERGING TECHNOLOGIES

2
Abstract

Technology is becoming a necessity in the lives of almost every person on this planet. It
is inevitable that most forms of technology will be introduced to children within the walls of
their classrooms. This paper explores three different emerging technologies to be used in an
educational setting. The three pieces of technology to be reviewed are 3D printing, tablet
computing, and game based learning. 3D printing will allow access resources that were hard to
reach to be integrated into the classroom. Tablet computing will provide online access to
programs and applications that will add exponentially to lesson plans. Game based learning can
be used in various ways, from a form of entertainment and engagement to a study tool for exams
or vocabulary. Research will be provided to show how these pieces of technology will impact
both the learning and teaching processes in our future classrooms, as well as how the products
work, the benefits of utilizing such devices, and how these technologies will be integrated at the
various grade levels.

EMERGING TECHNOLOGIES

3
Emerging Technologies

The roles of future teachers is providing a framework of 21st century skills, and one of
the key skills components of the framework relates to information, media, and technology skills
(Lever-Duffy & McDonald, 2015). Those technological skills come in the form of handheld
devices as well as programs, and complex output devices that scream for student exploration. By
covering the technology, it will show how it can be implemented in the classroom, and the
impact of the teaching and learning process for each grade level.
3D Printing
How does the technology work?
One of the most advanced technologies that have come out of the last decade is 3D
printing. According to 3dprinting.com, 3D printing or additive manufacturing is a process of
making three dimensional solid objects from a digital file. 3D modeling software takes a digital
file and slices the final model into hundreds or thousands of horizontal layers, then a printer
reads every slice and creates the three dimensional object (3dprinting.com). There are seven
different categories for processes of additive manufacturing, and each one uses a unique method
to arriving at a final product. The various processes use photopolymer, liquid binding, plastic
filament, metal wire, glass, lasers, powder, or electronic beams (3dprinting.com).
How does the technology benefit the classroom?
3D printing can be utilized in many ways inside the walls of the classroom. It is said that
3D printing is relevant in teaching and learning as a way to enable more authentic exploration
of objects that may not be readily available it provides a means to let students handle fragile
objects, such as fossils and artifacts (Schaffhauser, 2013). The ability to provide these objects

EMERGING TECHNOLOGIES

unlocks unlimited resources and possibilities for lesson planning. 3D printing provides two
different ways for students to be hands on, it allows the students to use a program to map out and
create a three dimensional object on a screen before it is brought to fruition via a printer. Once
the printing process is completed, the object becomes a visual model for further learning. This
would be great addition for both visual and kinesthetic learners, giving them the ability to be
hands on and physically inspect what they are learning about.
How does this technology impact the teaching processes?
The teaching process will be greatly impacted by the introduction of 3d printers to the
classroom. They will give teachers the ability to create models or display concept material
instead of just a drawing or verbal description. This type of technology will also allow for lesson
plans to be more diverse. Teachers who are dedicated to STEM (science, technology,
engineering, and mathematics) education are going to have the greatest advantages when it
comes to utilizing this type of technology (Horejsi, 2014). Being able to give students the ability
to study objects in a more formal capacity.
How does this technology impact the learning processes?
Horejsi (2014) gave a great example when he talks about how the students would be
more inclined to learning through a physical model by stating, if students aboard the starship
Enterprise were studying the organelles of a cell during a biology lesson, they might use the
replicator to actually build a large model of a cell in three dimensions. That sure beats using
candy or fruit to represent lysosomes, ribosomes, and the like, as has been done in many a
traditional classroom. Luckily since 3D printing technology is becoming more mainstream due
to a recent drop in the costs of 3D printers (Horejsi, 2014), students will actually have access to a
modern day replicator. There are several reputable museums, including the Smithsonian, that

EMERGING TECHNOLOGIES

are now uploading complete scans of their artifacts, providing students with the ability to
replicate full scale models of anything from a Wooly Mammoth to a live mask casting of
Abraham Lincolns head (3d.si.edu). The sky is the limit when it comes to the abilities of a 3D
printer within the often times constraining walls of a classroom.
How is this technology integrated at different grade levels?
This technology can be used amongst every grade level. For elementary students, it
would primarily be used by the teacher for creating projects or displays for hands on learning. At
the high school level it would be appropriate to allow students to use the printer for individual
projects. This helps two fold in their need for acquiring 21st century skills. First, it allows them to
learn and practice their programming and design skills. Second, it allows the final printed
product to be used for additional learning. No matter what the grade level, having a 3D printer
will be an invaluable piece of technology in any classroom.
Tablet Computing
How does the technology work?
Tablet computing is very similar to its larger counterpart: the desktop computer. The
tablet is a mobile version of a desktop computer, with its own unique programs called
applications- or simply apps. Apps can range from e-mail, news, games, weather, music, video,
photo, camera, GPS, etc. Tablets are light weight, flat paneled, touch screen devices that can
instantaneously connect a user with a program that can perform specific duties unique to an
individual app. Katzan (2015) states, the introduction of tablet computers has drastically
changed the way that academic subject matter is delivered to students and how those students use
tablets to enhance their learning experience. The advantages of a tablet is on board storage,
connectivity to wifi, and the way in which they easily access application stores to increase

EMERGING TECHNOLOGIES

productivity of the device. One of the more commonly used tablets, Apples Ipad, is almost a
direct combination of a cell phone and a desktop computer- without the inconvenience of a
screen often too small to see properly on or a large tower too heavy to want to carry around.
These devices have also done away with the requirement of a stylus or handwriting recognition
software, replacing them with gesture computing. This process allows the device to respond to
gestures such as pinching or swiping the screen for navigational purposes.
How does this technology benefit the classroom?
Tablet computing benefits a classroom in exponential ways, allowing for valuable
resources to be accessed at a moments notice. Being able to put a tablet in the hands of each one
of their students, a teacher can give them the ability to access an entire library of knowledge.
Most importantly, the value of intuitive, portable, wireless computing with access to the worlds
knowledge base cannot be overstated (Lever-Duffy & McDonald, 2015). This one device can be
beneficial financially as well as educationally. It allows one device to replace many other costly
devices, including a camera, video camera, computer, projector, television, and video player.
How does this technology impact the teaching process?
The teaching process can be simplified with the use of a tablet. A tablet computer can be
a very useful classroom management tool, allowing for a teacher to carry their computer around
with them to take role, make notes on lessons and activities, and record and annotate information
(Lever-Duffy & McDonald, 2015). The teaching process is opened up to millions of possibilities
due to the availability of apps, but it can be time consuming to search for the exact app that is
both educationally appropriate as well as suitable for the needs of the lesson. The convenience of
having peer reviews for apps is invaluable, with specific review sites dedicated to educational
apps.

EMERGING TECHNOLOGIES

How does this technology impact the learning process?


The learning process is also simplified by the introduction of tablets to a classroom,
allowing students to be able to research from their desks and complete activities by intuitively
pointing and gesturing and without needing a keyboard or mouse or hours of computer literacy
training (Lever-Duffy, McDonald, 2015, p. 135). With the ability to bring entire libraries of
books and information to students fingertips, tablets are becoming more and more popular inside
and outside of the classroom.
How is this technology integrated at different grade levels?
In both an elementary and high school setting, a tablet can be used for educational games
as well as for studying and lesson plan purposes. The various types of educational apps available
are aimed at the different grade levels and have an added bonus of having ample peer reviews in
order to weed out those that are unnecessary or inappropriate. At high school levels, it may also
be appropriate in some classrooms to allow students to create their own apps as part of a lesson
plan. The ability to have an app for every possible need is a great advantage for any classroom at
any level.
Game Based Learning
How does the technology work?
Game based learning is a type of program that integrates a game like component to a
lesson plan, study guide or assignment. It allows the teacher to input information into a program
based on their current curriculum, or chose a premade game that follows the lesson plan they are
trying to teach. The games can be presented on a tablet with an app, on a projector with clickers,
or on a standard desktop computer. The outcomes of the games give the teacher feedback as to

EMERGING TECHNOLOGIES

what knowledge the students are retaining and whether the teacher needs to provide remedial
lessons on the current subject.
How does this technology benefit the classroom?
The benefit to a classroom brought by game based learning is easy to see. It is important
to appeal to a students need for engagement. Game based learning provides infinite options for
learning, over several different devices and several variations. These games introduce students to
different ways technology works, adding to their 21st century skills and keeping them up to date
with the ways that programming is changing. This also can be used as a reward system, adding
entertainment to a students often times overwhelming days.
How does this technology impact the teaching and learning processes?
Teachers are always looking for ways to keep their students engaged, and technology
seems to be the language many of our students respond best to. Game based learning provides
students with fun, interactive, group based or individual lesson tools that allows a teacher to
assess their current understanding of a certain lesson. It promotes inclusion for visual learners
and encourages participation. Many of these games provide the teachers with feedback to single
out the certain categories or students that need a bit more help.
How is this technology integrated at different grade levels?
For younger elementary students, game based learning can be a way of keeping them
engaged and on task while learning at the same time. Game based learning can also be used as a
reward, something not used on a daily basis can be a fun way of keeping the class hungry for this
technological indulgence. When it comes to junior high or high school classrooms, game based
learning can be used for more advanced purposes. Testing and study guides can be worked into

EMERGING TECHNOLOGIES

game based learning very easily. Using sites like My Kahoot, or Quizlet are great examples of
game based learning and are appropriate for any grade level. At higher grade levels it might also
be appropriate for students to create their own games as part of a lesson. Games can used in
various forms and can be be single-player, like PeaceMaker, or multi-player, like AIC Conflict
Simulation, with both games essentially being about the Arab-Israeli conflict (Davis, 2014).
Conclusion
It is easy to see that technology is going to be integrated in innumerable ways within the
classroom. Students of the future will possess the 21st century skills that are needed for
navigating through much of their daily lives, and most of those skills will be learned while sitting
behind a desk. It is the job and requirement that all students have access to this knowledge, and
the few emerging technologies that are discussed within this paper are the launching points to
where technology will continue to grow. The world of technology is always advancing and in
order to keep up with them and the future of our environment, students must be open to learning
as things change.

References

EMERGING TECHNOLOGIES

10

Davis, V. (2014, October 13). A Guide to Game-Based Learning. Retrieved April 26, 2016, from
http://www.edutopia.org/blog/guide-to-game-based-learning-vicki-davi
Horejsi, M. (2014). Teaching STEM with a 3D printer. The Science Teacher, 81(4), 10.
Katzan, H. (2015). Principles of tablet computing for educators. Contemporary Issues in
Education Research (Online), 8(1), 7.
Lever-Duffy, J., & McDonald, J. (2015). Teaching and Learning with Technology (Fifth ed.) (pp.
4). Pearson Education. United States.
Lever-Duffy, J., & McDonald, J. (2015). Teaching and Learning with Technology (Fifth ed.) (pp.
135). Pearson Education. United States.
Schaffhauser, D. (2013, December 11). 3d printing in the Classroom: 5 Tips for Bringing New
Dimensions to Your Students' Experiences. Retrieved April 24, 2016, from
https://thejournal.com/Articles/2013/12/11/3D-Printing-in-the-Classroom-5-Tips-forBringing-New-Dimensions-to-Your-Students-Experiences.aspx
Smithsonian X 3D. (n.d.). Retrieved April 24, 2016, from http://3d.si.edu/browser.
What is 3D printing? (n.d.). Retrieved April 24, 2016, from http://3dprinting.com/.

You might also like