Professional Documents
Culture Documents
Brieann Robles
Abstract
This paper explores three different emerging technologies in education. This paper explores eight
different articles that reported on emerging technologies. The technologies that were researched
for this paper are: Virtual and Remote Laboratories, Game Based Learning, and Mobile Games.
This paper includes resources found online (Internet) and offline (non-Internet).
Hands on learning plays an important role in the educational process of many students.
However, resources such as time and money often get in the way of schools being able to
EMERGING TECHNOLOGIES IN EDUCATION 3
purchase and provide updated and relevant equipment to set up appropriate science laboratories.
Virtual and remote laboratories have many positive aspects and can be the answer to schools
with limited resources. Virtual labs can be utilized for assessment purposes, information
facilitation, and interactive learning all while making learning fun and enjoyable for the students.
There are many virtual laboratories available online. At the elementary level there are
simple and entertaining labs with interactive games that follow the lab. On Phet.com there is a
lab at the elementary school level that focuses on balancing. Students will be shown a balance
beam and must add heavy objects to make the beam balance. For middle school classrooms there
are labs available such as conducting an experiment about what happens after sugar and salt are
mixed with water then evaporated. After the experiment students will be able to view the effects
on concentration and conductivity. The students also have the ability to zoom in to see how the
different compounds dissolved. For a more advanced laboratory, such as those needed for higher
education classes, like high school, there are hundreds of free labs available on
experiment simulations, interact with the experiment to change the outcome and record their
findings.
“Virtual and remote laboratories are a cheap way for schools to obtain laboratories for all
courses”( Alexiou A., Bouras C., Giannaka E. 2005). Virtual laboratories allow the teacher to
expand their lessons and concepts without having to worry about money or time constraints.
With thousands of virtual laboratories at their fingertips, educators will be able to create more
Remote and virtual labs are a great tool for teachers struggling to appeal to tech savvy
students. (Adams 2014). Virtual laboratories benefit the students learning in many ways such as:
EMERGING TECHNOLOGIES IN EDUCATION 4
flexible lab hours, instant feedback from experiments, and access to top-notch equipment.
According to article by Caralee Adams, Long Distance Labs (2014), “When students have the
opportunity to use a remote lab, they are three times more likely to run more labs than required
by the assignment compared with students conducting traditional labs”. By allowing students to
work with remote laboratories you are enabling them to go above and beyond the given
assignment and experiment with different outcomes, therefore giving the student a better
understanding of the lesson. Remote and virtual laboratories also provide the students with
flexibility when conducting experiments. By allowing students to view the lab outside of
standard classroom hours you are giving them the opportunity to expand their knowledge at a
time that is convenient for them. This also benefits the teacher as valuable teaching time does not
have to be allocated to the actual experiments. Another benefit to using virtual labs is the instant
feedback that is provided to the students. These web applications allow students the ability to
redo experiments on the spot while they are still in critical thinking mode (Lynch 2016) this
allows the users to play out different scenarios and analyze the outcomes. Many schools do not
have the financial funds to maintain a well stocked science lab. By using virtual laboratories,
students are able to use the newest cutting-edge technology that they would otherwise not have
access to.
Virtual and remote laboratories are a safe and fun way for students to practice science
experiments online. Online laboratories are web applications that emulate the operation of real
labs and enable students to conduct experiments 24/7 anywhere and at anytime. Remote
laboratories are slightly different as they allow students to view real, physical laboratories via
webcams. Users are able to manipulate the equipment and watch activites unfold in real time.
EMERGING TECHNOLOGIES IN EDUCATION 5
Another emerging technology in education is game based technology. Game based technology
has been around for years but is finally starting to gain traction in classrooms and is a student
favored educational tool. According to the research firm NPD, 91% of U.S. children ages 2-17
play video games or about 64 million (Reisinger 2011). Game based technology offers a familiar
learning format for students that are accustomed to playing video games.
Puzzle and classic games are popular in the elementary school classrooms. These games
can be a useful tool used to help students review and practice previously learned material. These
games help to build memory, logic, and verbal skills. In middle school classrooms, digital games
can be used to enhance learning for all subjects. Adventure games are popular for this age group.
Adventure games promote problem-solving skills through adventure scenarios and role playing
(Lever p.188). Argument Wars is a free middle school level adventure game that allows students
to play out real supreme court cases that are relevant to their age group. This game allows for a
Game based learning is a positive and fun resource that can be used to enhance lessons.
Games can be used as a reward for completing class assignments or as a replacement for other
review strategies (Lever p.189). Digital games can also be used by teachers as an assessment tool
that tests the quality of the material being absorbed by their students. Many games can be used in
place of review worksheets and are a fun and interactive way to motivate students.
Using games in the classroom can encourage students to focus and have a better grasp on
course material. According to a study conducted in 2013 by SRI International, “When digital
games were compared to other instruction conditions without digital games, there was a
way to encourage learning in and out of the classroom and is shown to help students better
absorb knowledge.
There are many different types of game based learning programs. Each type offers its
own unique and entertaining learning opportunities however each of them is created with the
same goal, to engage in practicing behaviors and thought processes that can easily be transferred
from the simulated environment to real life (Team 2013). All game based learning follows the
same structure, the player works towards a goal, choosing actions, and experiencing
consequences. The user has the opportunity to make mistakes and through experimentation,
learn, and practice the correct way to do things. These methods keep the students engaged. The
games are designed to work in unison with subject material and is meant to be an aid in assisting
the students retain and apply the material to real world problems.
Classroom games add flair and student engagement to more tedious, yet necessary tasks
like teaching math facts, grammar rules, vocabulary, reviewing for tests, or even completing lab
experiments (Pak 2012). Educational games have many benefits for use in the classroom such as
encourage peer positivity. Game based learning has the ability to create positive outlets for
students to show gained knowledge and offer the educator the opportunity to evaluate the
Mobile technology offers teachers and students a flexible path to learning. At the
elementary school level, mobile phones can be used by students to access age appropriate apps.
One app, PBSKIDS offers educational games that one study found to improve the vocabulary of
children between the ages of three and seven by 31 percent (Wylie 2015). Students who used the
app noted that they understood the content better and were more motivated in class. At the
EMERGING TECHNOLOGIES IN EDUCATION 7
middle and high school level, mobile phones are being used in more ways than one. Educators
have the ability to create live polls, encourage the students to create engaging videos, and utilize
classroom chat rooms. While students gain the accessibility to access class material and review
assignments anywhere at anytime so long as they have their mobile phones. By allowing students
to use their mobile phones in class, heavy textbooks are no longer needed and the most updated
Utilizing mobile technology in the classroom offers a familiar medium when introducing
new material. This allows the students to feel more comfortable when approaching new lessons
and is shown to lead to a better comprehension of the new knowledge. By using mobile
technology in the classroom you are preparing your students the future by allowing them to use
current learning styles. Mobile technologies allow students to take responsibility for their
education and also allows teachers to be more focused on creating more educationally enriched
lesson plans.
Finally, there is a constant need for new and improved teaching strategies using
technology. As the digital world advances so must teachers. It is imperative, now more than ever,
for educators to stay focused and instill their students with the knowledge and skills needed to
References
Adams, C. (2014, April 03). Long Distance Labs. Retrieved February 12, 2018, from
http://www.scholastic.com/browse/article.jsp?id=3758370
Alexiou A., Bouras C., Giannaka E. (2005) Virtual Laboratories in Education. In: Courtiat JP.,
Davarakis C., Villemur T. (eds) Technology Enhanced Learning. IFIP International Federation
for Information Processing, vol 171. Springer, Boston,
Barseghian, T. (2013, June 17). Can Digital Games Boost Students' Test Scores? Retrieved
February 18, 2018, from https://ww2.kqed.org/mindshift/2013/06/17/can-students-learn-better-
with-digital-games/
Lever-Duffy, J., & McDonald, J. B. (2015). Teaching and learning with technology. Boston:
Pearson.
Lynch, M. (2016, May 19). 4 Benefits of Virtual Labs. Retrieved February 12, 2018, from
http://www.theedadvocate.org/4-benefits-of-virtual-labs/
EMERGING TECHNOLOGIES IN EDUCATION 9
Pak, R. (2012, February 02). Engaging Classroom Games for All Grades. Retrieved February 18,
2018, from http://www.teachhub.com/engaging-classroom-games-all-grades
Reisinger, D. (2011, October 11). 91 percent of kids are gamers, research says. Retrieved
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says/
Team, E. (2013, April 23). What is GBL (Game-Based Learning)? Retrieved February 17, 2018,
from http://edtechreview.in/dictionary/298-what-is-game-based-learning
Wylie, J. (2015, July 20). Mobile Learning Technologies for 21st Century Classrooms. Retrieved
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