Cutting-edge Technologies

In today's K12 classrooms, a number of cutting-edge technologies are commonly incorporated into teaching and learning, such as smartboards or interactive whiteboards; Wifi; mobile devices; Web 2.0/3.0 tools; apps; virtual reality and augmented reality; and learning management systems. 

Smartboards and Interactive Whiteboards

Smartboards and interactive whiteboards are gradually replacing schools' traditional whiteboards on which writing is done with erasable markers. Connected to a computer, they allow teachers and students to:

  • Control the computer with a pen, pointer, finger, or handheld device
  • Participate in numerous interactive, learning experiences
  • Save demonstrations and activities on the computer
  • Record all classroom sessions for later sharing or publishing on the Internet

Learn more about how interactive whiteboards are incorporated into the classroom.

Wifi 

WiFi  is a wireless high speed Internet technology that allows users to access networks on mobile  devices and connect wirelessly to the Internet. In school, Wifi increases teachers' ability to be innovative and flexible as hard-wired cables are no longer necessary. It is typically used to:  

  • Involve students in learning experiences and projects that are not restricted by time or space
  • Connect to the Internet on mobile devices while moving around the classroom or school  
  • Exit the classroom or school and access the Internet wirelessly

Mobile Devices

Mobile devices include are small size technologies that can be held in one hand and carried around; and have the same hardware and software capabilities and features as desktop computers. Two prime examples are tablets and smartphones.

In the learning environment, mobile devices facilitate the use of numerous online resources, tools, and interactive activities. They are primarily used  to:

  • Improve student engagement
  • Reinforce mastery of concepts
  • Differentiate instruction
  • Promote collaboration 
  • Foster higher order thinking
  • Evaluate learning via varied assessment methods
  • Expand learning beyond the physical classroom setting

Web 2.0/3.0 Tools

Web 2.0/3.0 tools are cloud-based technologies that allow users to share information, collaborate, and network online (e.g., podcasts, wikis, blogs, and social media).

In the classroom, Web 2.0/3.0 tools are especially useful for:

  • Organizing and sharing materials/resources online
  • Facilitating inquiry-based lessons on the Web
  • Involving students in online discussions, activities, and projects
  • Providing online concept reviews 
  • Delivering learning experiences in 3-D environments

Apps

Apps are software applications that run on mobile devices such as tablets and smartphones. In K12, they are frequently used during teaching and learning activities to:

  • Engage students
  • Review concepts
  • Promote collaboration
  • Encourage problem-solving
  • Play games
  • Grade student work
  • Communicate with students and parents/guardians 

Virtual Reality and Augmented Reality

Virtual reality (VR) is the use of computer technology to simulate a three-dimensional environment or virtual world, in which users become avatars (i.e., graphic representations of characters), move around, interact, explore, and complete tasks using special equipment (e.g., headsets or glasses). Google Cardboard is a low cost viewer commonly used in school to experience virtual reality.

Augmented reality (AR) is the use of computer technology to enhance users' multisensory experiences in a real-world environment through the addition of three-dimensional graphics, objects, sounds, or videos. An example is the game Pokemon Go.

In U.S. schools, virtual reality and augmented reality are not currently available in all subject areas. They are primarily used in English, chemistry, history, and computer science classes to:

  • Engage students
  • Explore content
  • Provide visual examples
  • Create opportunities for learning by doing

Learning Management Systems (LMS)

A LMS is an online platform used for e-learning (i.e., blended/hybrid or fully online courses) or  supplementing instruction in traditional, face-to-face classes. It is frequently used by teachers to make announcements; send emails; share materials/resources (e.g., syllabus); design activities (e.g., discussions and assignments); administer quizzes/tests; post grades; and track student progress. Some of the LMS widely used in K12 are CanvasSchoologyBlackboard, and Desire2Learn

References

Maloy, R., Verock-O'Loughlin, R., Edwards, S., & Park Woolf, B. (2017). Transforming learning with new technologies (3rd ed.). Boston: Pearson.

Michael DiSpezio.(2017). Google Cardboard: Flying in Google Earth. [Video file]. Retrieved from https://youtu.be/EOwwgR6zQy0

SMARTClassrooms. (2015). SMART technologies – A magical story. [Video file]. Retrieved from https://www.youtube.com/watch?v=lnkAzmVTFXU

The Official YouTube Pokemon Channel.(2018). Amazing creatures have been discovered across the planet! [Video file]. Retrieved from https://youtu.be/eMobkagZu64


Information from this post may be used provided credit is given to Dominique Charlotteaux