Technology is changing the world and our classrooms.
What if we could peek into the future for the next five to 10 years? How will the technology of the not-too-distant future impact the 21st-century classroom and the education of our students?Scientists and technology enthusiasts often make predictions about "future" technologies, and sometimes, their predictions are not that far off. For instance, let's go "back to the future" for a moment--back to 1987 when Apple introduced its personal digital assistant (PDA), "the Knowledge Navigator," via a concept video. The PDA was a natural-language voice assistant that was integrated into a touchscreen. The video showed a college professor interacting with the PDA who could tell him when he had a call, schedule an appointment, search for a research paper and even arrange a video chat! Yes, this was imagined back in the 80s. Fast-forward 24 years to October 11, 2011, when Apple introduced the i-Phone 4S with Siri, a voice-activated assistant. (1)
What may sound like Star Wars predictions now could very well end up being the educational and digital learning tools that will appear in classrooms in the next few years.
Emerging Technologies
The following section will showcase live emerging technologies that will have a profound impact on the way education Operates. All these technologies, in one way or another, will engage learners and bring education to life, making it more meaningful, interactive and relevant.
Ubiquitous Computing
According to netlingo.com, ubiquitous or pervasive computing (everyware) is "a post-desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities." (2) Contrast i his to the desktop model, where a "single user consciously engages a single device for a specialized purpose." (3)
Here's an example: A refrigerator that "knows" its contents, and thus is able to plan a menu from what's inside or warn you of any stale or spoiled food. (4)
What's the impact for the classroom? Ubiquitous computing will permit learners to transcend the four walls of the classroom through mobile and handheld devices, laptops and other devices. Learners will be more engaged, learning will be more intuitive and learning opportunities will be everywhere.
Gesture-based Interaction/Input
Smartphones and tablets utilize touch-screens, as do ATMs, ticket-purchasing machines, and a variety of other machines. The next level, however, is gesture-based interaction or input, which goes beyond the touchscreen to capturing full-body movements. If you're a gamer, you might have a pretty good idea already about gesture-based input. Though this technology is out there, it's not pervasive, at least not in classrooms.
But we're moving closer. Keep reading.
Kinect
Designed by Microsoft for the Xbox 360, Kinect is a form of "full-body gaming" that responds to a person's gestures, whether that's kicking, jumping up and down, or whatever the user might wish to do. How does it work? The technology consists of three components: a special camera (RGB), depth sensor and a microphone, all of which allow for the capturing of the gamer's movements and voice.
But Kinect's uses have also been noticed by researchers and scientists. In the article, "How Gaming Tech Is Speeding up Science," author Gary Marshall notes that researchers are using Kinect to survey rivers and glaciers, help fight cancer, map the brain and detect when children, have been left in cars. (5)
The technology has implications for education, as well. Though not in every school, Kinect has found its way to some classrooms and after-school programs. Kinect games can be employed to teach multitasking, help students express and communicate their emotions, increase their physical activity, as well as improve motor skills, hone communications skills, and much more. (6)
Leap Motion
In the article, "Gesture-based Interaction: The Future Input of Technology," Adam Koueider describes Leap Motion as a "nifty gesture-based device that plugs into your PC via USB, and attempts to bring the desktop back into the 21st century." (7) According to Koueider, what's amazing about Leap Motion is that it allows users to control their PCs as they would a touchscreen or mouse, and it has the capability to track in-air movements down to 1/100th of a millimeter, making Leap Motion 200 times more sensitive than Kinect! (8)
Gesture-based input device apps based on Leap Motion technology are making their way to classrooms. Here are six apps mentioned in the article, "9 Unexpectedly Cool Leap Motion Apps Show Natural Interfaces in. Action" that have done just that:
* Frog Dissection eliminates the need for specimens. With this app, users can dissect frogs using a 3D display.
* SCI-Arc design researcher Brian Harms uses Leap Motion to control a Staubli TX40 robotic arm, making the design and sculpting processes "more tactile."
* Explore the Earth and Exoplanet allow users to explore the earth or the universe using pinching and zooming. Again, these are two more apps that make the learning process more tactile.
* Want to know what the molecular structure of DNA looks like? How about water? The Molecules app enables students to see 3D versions of various molecules. This could revolutionize chemistry classes!
* Cyber Science Motion Skull is a 3D app that lets students dissect and study a human skull. (9)
SixthSense
SixthSense is the third revolutionary gesture-based technology I want to mention. SixthSense's claim to fame is that it merges "the physical and digital worlds into one." (10) So, how does it work? A small projector and camera are inserted into a pendant that's worn around the neck. Users can create digital maps from print ones, as well as extract information from a piece of paper and pull it into their computer. Other features include being able to take pictures and zoom in and out on a map--all through gestures.
Wearable Technology
Researchers at leading universities are working to make technology wearable, and not just around the neck. Think, well, clothes.
David Carroll, a nanotechnologist at Wake Forest University, created "power felt," which "can convert both heat and movement into electricity." (11) The material is similar to wool and can be sewn into clothing or wrapped around surfaces.
One of the implications for this technology is that in the near future, you may be able to charge your phone or laptop without touching it. The technology also has implications for medicine because, according to Carroll, "a lot can be known about a person's physiology just through carefully measuring changes in body temperature and respiration." (12)
Though wearable technology has not had a huge impact on education yet, there are some wearable technologies you can explore in your STEM classes:
* InteraXon has developed "Muse," a brain-sensing headband. It displays the wearer's brain activity on their smartphone or tablet. Eventually, users will have the capability to power on and off electronic devices merely by willing it. (13)
* Keyglove is a "wireless Open-source input glove that can be used to control devices, enter data, play games and manipulate 3D objects," as well as other tech-based activities. (14)
* Alta Device has created a solar-charging mat that "can be attached to a backpack to continuously generate renewable electricity, which is then used to recharge a lithium battery connected with it." A fully-charged battery can be used to power a tablet, smartphone or laptop. (15)
Augmented Reality
Think of augmented reality (AR) as a "live, direct or indirect, view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data." (16) OK, that's what Wikipedia said. Now, I want you to think about AR in terms of having the ability to "layer" the information you see on your phone, your tablet, your Google "glasses" and, some clay, even special contact lenses.
Project Glass
Think smartphone for your eyes, and you've got Google Glass, which is set to hit the market sometime in 2014. The glasses interact with the Internet via voice commands. You can "tell" the glasses to take a picture, record what you see, get directions, send a message, display the weather and a host of other commands.
Open Colleges (www.opencolleges.edu.au), an Australian-based online learning center, devised an infographic highlighting 30 ways Glass has the potential to be used in education. For now, here are eight:
* Create first-person video guides for a collective class experience in real time.
* Use the augmented reality feature of Google Glass on class trips/excursions or historic tours to display Facts or figures about relevant buildings or landmarks instantly.
* Capture science in everyday life via photos, videos, audio and images and share with the class.
* Create mini-documentaries to enhance storytelling in the classroom.
* Students who are reluctant to ask questions aloud could send a question to the instructor via text SMS to Google Glass.
* Transfer videos and images to students' tablets/devices for show and tell.
* Interactive, augmented reality problem-solving games inside the classroom.
* Research and study teams could stay visually connected, despite splitting up into lab, library and field teams. (17)
If you think Glass is revolutionary, what about AR contact lenses? Lenses such as these are in development. So how do they work? Data is transmitted to the lenses, and images or words pop up to augment the wearer's reality. In the future, you'll he able to put in a pair of these AR lenses and read text messages, make the video game experience more real and much more!
The impact on learning and our classrooms will be monumental. In the Edutopia article, "Five Future Technologies That Will Shape Our Classrooms," author Nick Grantham imagines a scenario where an AR Benjamin Franklin "sits" at a desk with a student, explaining the Declaration of Independence. (18)
The Future of Education Will Be Virtual
Distance learning and online learning are not necessarily new. However, there are trends in online education that will have a significant effect on the 21st-century classroom. One of the top trends is MOOCs, or massive open online courses, which a number of big-name universities now offer through several service providers: Coursera, edX and Udacity. Some MOOCs offer credit or a certificate, and many are free.
The sheer number of learners--in the hundreds of thousands at one time--these online learning and open courses can reach is astounding. Though the delivery method may change somewhat, online education and open courseware are here to stay.
Developing the STEM Generation of Tomorrow
Now that we've discussed some of the technologies set to have a profound impact on the 21st-century classrom, I want to discuss how we can get students ready for this digital future, its really rather simple: STEM. STEM education is the driving force behind producing the next generation of innovators and a workforce of critical thinkers and problem solvers.
In the article, "The 25 Best Jobs of 2013," Jada A. Gras lists the following as the top 10 best jobs in 2013:
1. Dentist
2. Registered nurse
3. Pharmacist
4. Computer systems analyst
5. Physician
6. Database administrator
7. Software developer
8. Physical therapist
9. Web developer
10. Dental hygienist (19)
As you can see, these jobs require many of the STEM components. If our schools are going to prepare students for the future and to compete in the global economy, our curricula must incorporate STEM, as well as project-based learning (PBL).
STEM, PBL, the Common Core St ate Standards and the ISTE NETS technology standards as proposed by tile International Society for Technology in Education) hold the key to making a systemic (not simply tinkering around the edges or spending some money on new stuff) transformation to education. Learning today must be focused on learners and their productivity, creation and growth. Most importantly, it has to make relevant all the skills and knowledge to real-life problems and creations.
Transforming Our Classrooms
So how do we start the change? We think "different" and we reinvent the classroom. I have found over the past seven years working as an emerging technology "evangelist' with hundreds of school leaders that they are the key to getting the change started. Why? In a nutshell, because they're the ones with the power to make the necessary changes--whether that's to the budget, personnel, resources, etc.
But the burden for reinvention does not lie solely with administrators and school leaders. Teachers (many of you reading this article!) are a vital part of the reinvention, as well. Teachers and administrators must work together on setting the curriculum so that it is centered on authentic problem solving, teamwork and information literacy.
Start a conversation with your district leaders and administrators with the questions below. But answer them yourself so that you will be better prepared when the leadership comes to you for answers.
* What does it mean to prepare our students for the 21st century?
* How do we inspire and engage the digital learner?
* What does learning look like in the 21st-century classroom?
* Are students well prepared for future challenges?
* Can students analyze, reason and communicate effectively?
* How do learning technologies improve student outcomes?
* Do our students have the capacity to continue learning throughout life?
In the years to come, technology will be so embedded in our lives that we may one day not know where it ends and we begin! I hope you enjoyed this brief foray into some of the technologies that are shaping our futures and our schools, and what we can do to set our students up to be ready for and participants in the digital age to come.
RELATED ARTICLE: Digital Age Learning
ISTE's NETS for Students (NETS*S) are the standards for evaluating the skills and knowledge students need to learn effectively and live productively in an increasingly global and digital world.
Digital-age skills are vital for preparing students to work, live and contribute to the social and civic fabric of their communities. The NETS*S are:
* Creativity and innovation
* Communication and collaboration
* Research and information fluency
* Critical thinking, problem solving and decision-making
* Knowledge of technology operations and concepts
* Digital citizenship
Source: www.iste.org/standards/nets-for-students
Endnotes
(1.) To see the Apple Knowledge video, visit: www.youtube.com/watch?v=_a0t2Eb7YJk
(2.) Netlingo.com entry defining "everyware: aka ubiquitous computing." Retrieved from www.netlingo.com/word/everyware.php
(3.) Netlingo.com entry defining "everyware: aka ubiquitous computing."
(4.) Wikipedia entry defining "ubiquitous computing" under "Core concepts." Retrieved from http://en.wikipedia.org/wiki/Ubiquitous_computing
(5.) Marshall, G. (2013, September 9). How gaming tech is speeding up science. Retrieved from www.techradar.com/news/gaming/how-gaming-tech-is-speeding-up-science-1179261
(6.) Microsoft in Education/Products. Retrieved from www.microsoft.com/education/en-us/products/Pages/kinect.aspx#1
(7.) Koueider, A. (2013, May 10). Gesture-based interaction: The future of input technology? Retrieved from www.androidauthority.com/gesture-based-interaction-future-input-technology-206986
(8.) Koueider, A. (2013, May 10). Gesture-based interaction: The future of input technology?
(9.) Campbell-Dollaghan, K. (2013, August 5). 9 Unexpectedly cool leap motion apps show natural interfaces in action. Retrieved from http://gizmodo.com/9-unexpectedly-cool-leap-motion-apps-show-natural-inter-1024779819
(10.) Koueider, A. (2013, May 10). Gesture-based interaction: The future of input technology?
(11.) Ferris, R. (2013, April 16). How 'high-performance clothing' will power your phone and monitor your health. Retrieved from www.businessinsider.com/david-carroll-high-performance-clothing-2013-4
(12.) Ferris, R. (2013, April 16). How 'high-performance clothing' will power your phone and monitor your health.
(13.) Lepi, K. (2013, February 18). 7 Pieces of wearable tech being developed right now. Retrieved from www.edudemic.com/wearable-tech-being-developed-right-now
(14.) Lepi, K. (2013, February 18). 7 Pieces of wearable tech being developed right now.
(15.) Lepi, K. (2013, February 18). 7 Pieces of wearable tech being developed right now.
(16.) Wikipedia entry defining augmented reality. Retrieved from http://en.wikipedia.org/wiki/Augmented_reality
(17.) This section was taken from Open Courses' Infographic: How Google Glass might be used in education. Retrieved from www.opencolleges.edu.au/informed/features/how-google-glass-can-be-used-in-education-infographic
(18.) Grantham, N. (2012, April 10), Five future technologies that will shape our classrooms. Retrieved from www.edutopia.org/blog/five-future-education-technologies-nick-grantham
(19.) Graves, J. A. (n.d.) The 25 best jobs of 2013. U.S. News & World Report. Retrieved from http://money.usnews.com/money/careers/slideshows/the-25-best-jobs-of-2013
Howie DiBlasi, Ph.D., is a certified professional "imagineer." Drop him an e-mail at howie@frontier.net or visit his two webpages for educators: www.drhowie.com and www.disneyscience.com.
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| Title Annotation: | The 21st-Century Classroom |
|---|---|
| Author: | DiBlasi, Howie |
| Publication: | Techniques |
| Geographic Code: | 1USA |
| Date: | Nov 1, 2013 |
| Words: | 2689 |
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| Next Article: | The common core, aligned assessments and the 21st-century classroom: lessons learned from educators. |
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