Professional Documents
Culture Documents
Emerging Technologies
Nazanin Monajemi
Professor: Corrine Blake
CSN EDU 214
Emerging Technology 2
Abstract
This outline shows that how we can use Emerging Technologies in education and what their
advantages and benefits are. We introduce emerging technologies and talk about three kinds of
specific emerging technologies: Gamification, Mobile Computing and 3D printers. We analyze
how these technologies can affect teachers and students, how they work for different grade
levels, how these emerging technologies work and what are their benefits for the students in the
classroom.
Emerging Technologies
Emerging technologies are those technical innovations which represent progressive
developments within a field for competitive advantage. These Technologies can be very useful in
Emerging Technology 3
education and today most of schools use them to improve the student’s skills. (Wikipedia, Oct
2017) In this essay we talk about three of emerging technologies: 1. Gamification, 2. Mobile
Computing, and 3. 3D Printers and talk about their advantages and impacts in education.
Gamification
Gamification is the process of using gaming methods and mechanics in the non-gaming
environment to motivate students. In addition, it is the process of game thinking and game-
mechanics to engage users and solve problems and adapting an experience like mastering a
handwriting, recognition program or learning math with game like elements. (Arnold, Brian j.
Feb 2014)
We can use gamification in different ways for all grade levels. For example for elementary
school the more easy games can be used and for middle school and high school levels it can
include some tests and competitions. In addition, students in higher levels can use the websites
and online games. (Arnold, Brian J. Feb 2014).
This technology has many advantages. It allows teachers to improve student’s skill
Keep them engage. (Kim Bohyun, Feb/March 2015)
It can be helpful for students too. In fact, gamification has a real power in motivating students
and even enabling those to change their behavior for a goal that they decide to achieve. They can
create fun and joy with a goal closely aligned with students own desires and values. (Kim
Bohyun. Feb/March 2015)
Gamification is the process of game-thinking and game-mechanics to engage users and solve
problems. Actually, learning is not made into a game, the features of games (curiosity,
collecting, exploration, and domination to name a few) which entice players to engage are used
to draw in learners. (Arnold, Brian j. Feb 2014)
The gamification brings lots of benefits to the classroom. It allows teachers to improve their
student’s skills, keep them engage with the lessons and promote their motivation and
engagement. Also Games provide fluency practice in a fun way. (Kim Bohyun. Feb/March 2015)
Mobile Computing
Mobile devices are most commonly used by students and teachers as communication and
multimedia access tools. We can use the lots of facilities of mobile devices like SMS,
Applications, Social Media and… . Mobile technology has led to most people to carry their own
Emerging Technology 4
individual small computers that contain exceptional computing power, such as laptops, personal
digital assistants (PDAs), tablet personal computers (PCs), cell phones, and e-book readers. (yao,
Ting-Sung and… . March 2016)
At Explorer Middle School (AZ), 8th grade science students work in teams and use their
smartphones to collect data during science experiments. The students enter their data into
Google Docs™ using their smartphones and then send the data to the class website. “Instantly,
we see everyone’s results and discover trends in the data together. At Jamestown Elementary
School (VA), students use their mobile devices to create multimedia projects, improve their
writing skills, and collaborate with their peers. And high school students in Onslow County
Schools (NC) use smartphones to learn algebra, geometry and calculus. The reviews thus far are
promising with parents reporting more communication about learning with their children and
teachers reporting that students’ planning skills are improving . (Blackboard K-12. 2010)
The result of Kim Dong-Joong and his colleagues researches (2016) implies that mobile learning
experiences may help teachers become more comfortable with using their own devices. The
teachers should be more likely to use mobile learning devices for pedagogical scaffolding in their
future classes.
This technology help students to have up-to-date learning. having digital textbooks on their
mobile devices keeps students more organized and gives them easy access to their materials.
Collaboration will increase as students can use these devices as research tools during projects
and group work.
Plus students love technology so they are likely to be excited about it and continue learning
outside of school hours. Having those learning apps, digital textbooks, etc. on mobile devices
allows them to get in extra studying and learning in during downtime. (Secure Edge Network.
2017)
They can carry their books and notes with them at all times and have instant access to materials.
If students are really excited and engaged in learning inside of the classroom, they are likely to
continue learning outside of the classroom and they can do so with mobile technology. (Secure
Edge Network. 2017)
This technology works with collecting many of useful applications, media, and social media and
can improve the teaching methods in during the school year.
In terms of promoting innovation in education via information technology, not only does mobile
computing support traditional lecture-style teaching, but through convenient information
gathering and sharing it can also promote innovative teaching methods such as cooperative
learning exploratory learning outside the classroom , and game-based learning Therefore, mobile
technologies have great potential for facilitating more innovative educational methods. (yao,
Ting-Sung. March 2016)
Emerging Technology 5
3: 3D Printers
testing strips. Second, bring art back: Although art is already making a bit of a comeback with
the advent of STEAM education, 3D printing will help catapult it to the top. With 3D printing
students, become designers and creators using innovative technology to visualize and create their
own imaginations. Not to mention the growth students will have in their especial reasoning skills
and 2D to 3D conversion understanding.. and, solving real world problems: 3D printing is a
technology that scientists and engineers are using to change the world. Put that same technology
into the hands of the students and introduce them to some of the challenges facing the
community. They will learn empathy, teamwork, and problem solving as the teacher set them
loose on a real world problem. (Jeanette McConnell. 2017)
Conclusion
In conclusion, I should say today the emerging technologies are very essential for education. The
21-century students need to learn about technology and using these technologies such as
Gamification, Mobile Computing and 3D Printers. These can help them to improve their skills,
and help them to achieve their goals in the future.
References
https://eric.ed.gov/?q=how+mobile+technologies+impact+on+teachers+and+students%3f&ft=on
&id=ED571559
4. Kane, Karen. (2017, Feb 24). “9 Amazing Ways Teachers Can Use 3D Printing to Teach
Math and Science”. https://www.weareteachers.com/3d-printing-math-science/
6. Lehrer, Rich. (2016, Nov 9). “So You’re a Teacher with a 3D Printer… Now What?”
https://makezine.com/2016/11/09/problem-bank-education-3d-printing/
7. Ting Sung, Yao and Chang, Kuo-En and Liu, Tzu-Chien. (2016, March). “The effects of
integrating mobile devices with teaching and learning on students' learning performance: A
meta-analysis and research synthesis”.
http://www.sciencedirect.com/science/article/pii/S0360131515300804
8. Walker, Andrew. (2013, June 21). “3D Printing for Dummies: How do 3D printers work?”.
http://www.independent.co.uk/life-style/gadgets-and-tech/features/3d-printing-for-dummies-
how-do-3d-printers-work-8668937.html
9. Wonjin, Jo and… . (2016, March/April). “Introduction of 3D printing technology in the
classroom for visually impaired students”.
https://eric.ed.gov/?q=how+3D+printers+impact+on+teachers+and+students%3f&ft=on&id=EJ1
114998
External Links
1. Blackboard https://www.blackboard.com/resources/k12/k12_ptmobile_web.pdf