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Emerging Technologies in Education 1

The Implementation of Emerging Technologies in Education

Rebecca Bojorquez

College of Southern Nevada


Emerging Technologies in Education 2

Abstract

Educators are continuously looking for new technologies to implement and impact

education. Computing Tablets, Augmented Reality (AR), and Game-Based Learning (GBL) are

some emerging technologies that are already being implemented, or are beginning to be

implemented into the classroom. Although each technology functions completely different from

the next, their proper implementation can provide many benefits to the classroom. They are cost

effective and help educators teach students in new and innovative ways that leave postive and

lasting effects on students when compared to traditional teaching methods. In addition, they are

being used in classrooms across the U.S. as educational resources for various grade levels. These

three technologies foster creative thinking and collaboration among students, and offer a more

individualistic approach to learning, resolving issues that many teachers face in todays

classroom.
Emerging Technologies in Education 3

The Implementation of Emerging Technologies in Education

Everyday, scientists introduce, improve, and begin the thought process for new

technologies that can improve the way of life. Soon after new technology surfaces, many

educators begin to contemplate whether these technologies can be implemented in the classroom,

and if so, how they can best be implemented in the classroom. Educators are continuously

looking to implement technology that has a positive impact on the learning process for a new

millennia of learners in the 21st century. Out of the many new technologies that arise every day,

Computing Tablets, Augmented Reality (AR), and Game-Based Learning (GBL) are a few of the

technologies that provide various benefits in education. When a new technology is introduced

into the classroom, educators look for how it will work and benefit students and teachers alike.

Educators also consider how adopting these new methods of educational assistance will vary in

integration throughout the different grade levels in education. Throughout this paper, we will

explore how each technology works, benefits students and teachers, and how technology is

integrated at different grade levels.

The first technology we will explore are computing tablets. Bill Gates introduced the first

tablet in 2002; however, it wasnt until 2010, when Apple released the iPad, that tablets became

of popular demand for consumers due to the ability to now have a sleek style touch screen on a

compact computer that is easy to use and accessible. As of today, you can walk into almost any

school and find iPads or tablets being used in the classroom. Unlike tablets and PDAs introduced

in 2002, current tablets rely on gesture computing which allows us to control whats on the

screen by performing different gestures. For example, with an iPad, we use our fingers to mimic

page turning by swiping to the left, we tap on an image to enlarge it, and we reduce the image
Emerging Technologies in Education 4

back to its original size by pinching the image (Lever-Duffy & McDonald, 2015). All of these

gestures are referred to as gesture computing. Tablets are portable and as long as they have

internet connection via WiFi, any information put into the tablet can be synced with and shared

with other devices, such as a smartphone or computer. Tablets are capable of holding different

software applications, or apps, that are created for various tasks. Tablets are definitely a great

technology for schools to invest into due to its compact size, portability, and simplicity compared

to computers and laptops.

There are various benefits that the use of tablets offers to the classroom environment. A

lot of schools and educators are deterred by the initial cost of tablets, the cost of apps, and the

cost of training teachers and administration with this equipment. However, tablets have

continued to decrease in price over the years, making them more affordable for schools to invest

in. The average price of a tablet in 2010 was $600 compared to todays retail value of $100-$200

for tablets. It may be argued that the cost is still more per student than the cost of textbooks per

student, though E-Textbooks, which can be accessed through tablets and e-readers, cost 50-60%

less than physical textbooks on average ("Tablets vs. Textbooks"). In the long run, tablets can

save schools money because they are cost efficient. Tablets are also great for classrooms because

they provide easy portability. With tablet portability, students arent confined to the classroom

walls to learn new material. As previously mentioned, any files uploaded to a tablet can be

accessed from other devices without the hassle of having to save information on a flash drive.

Tablets are ultimately more cost efficient in the long run as well as provide the benefit of

portability to the classroom that computers dont offer.

Just as tablets provide many different benefits to the classroom, there are benefits that

tablets offer the teachers that implement this technology in the classroom. One of the major
Emerging Technologies in Education 5

benefits teachers recognize with the use of tablets is its ability to assist teachers with

administrative tasks. Teachers can keep track of student behavior, student grades, make lesson

plans, and keep in contact with students and parents through educational apps. Another benefit

that tablets provide teachers is the ability to have instant feedback from students. With

applications such as kahoot, teachers can assess students over the material being discussed.

Based on the immediate feedback, the teacher can review and revise the lesson right then and

there, as opposed to the traditional method where teachers assess after all the material has

already been taught. Lastly, tablets allow teachers to tailor subject matter to the needs of different

learners through the various software applications that are offered (Oaks & CONTRIBUTOR,

2015). Many teachers rely on this technology because it allows them to offer individualized as

well as differentiated instruction to students. Individualized instruction allows students to learn

material at their own pace based off of individual learning needs while differentiated instruction

allows teachers to tailor instruction of given material based on learner needs. Traditional teaching

methods have a one-size-fits-all dynamic which we know does not work for everyone,

meaning that some students fall behind compared to others. The use of tablets and different

software applications make an educators job more efficient by providing them the tools

necessary to customize learning for students, so that student learning needs are met, and students

can keep up with each other (Liftoff, 2015).

Out of the many people that use tablets in a single school day, the people that benefit the

most from tablet use are the students. Educators have noticed that when implementing the use of

tablets into the classroom, students are more inclined to feel motivated to learn. In a 2012 survey

completed by PBS, 77% of teachers surveyed believed that tablets and smart technology did in

fact motivate students. The same survey also claims that 81% of surveyed teachers believed that
Emerging Technologies in Education 6

tablets enriched the learning environment for students ("National PBS Survey Finds Teachers

Want More Access to Classroom Tech", 2012). Many studies have also proven that classrooms

with the implemented use of tablets score better on standardized tests than those that stick to the

traditional textbook method (Wainwright). One study gave students an algebra 1 textbook to

study out of through the use of a tablet while the rest of the students used the traditional textbook

method. The study found that 20% more of the students (78% compared to 58% to be exact) who

learned and studied with the tablet scored in Advanced or Proficient when compared to the

students who learned and studied out of traditional textbooks (Bonnington, 2012). Tablets make

learning fun for students. Through the use of tablets, students are encouraged to learn and tend to

do better than their peers who study through traditional methods.

Since the release of tablets, many educators and schools have integrated this technology

into the classroom. The wonderful thing about tablets is that the same technology can be used in

many different ways to meet the needs of students in all different grade levels. A teacher in

Illinois that teaches the 2nd and 3rd grade does not have 1-to-1 or Bring Your Own Device

implemented in the class. However, through the use of three tablets and some creativity, she has

managed to build confidence as well as language skills in ELL students through different

applications (Noonoo, 2014). One high school teacher simply uses tablets by having students

turn in projects and assignments through cloud networks like google drive or schoology. He then

encourages collaboration by having students grade each other's work and give each other

feedback. The great thing about tablet integration is that it doesnt have to be used any one way.

Educators don't have to have a 1-to-1 program set up, with creativity and basic knowledge in

software applications, teachers can do so much to encourage student learning.


Emerging Technologies in Education 7

Computing Tablets are a great technology that has been around for a few years now.

However, one emerging technology that is seeing its way into education is Augmented Reality.

Augmented reality works by taking computer generated images, sounds, tactual feedback, and

smells and implements that into the natural world (Bonsor, 2001). It is important to note that

augmented reality is different from virtual reality. Virtual reality has no real connection to the

natural world and we can see this with the goggles that block out your vision of the physical

world in order to display specific images. Augmented reality uses whats physically displayed in

front of you and you can interact with the images, unlike virtual reality. An example of

augmented reality people might be familiar with is the popular social network, Snapchat. The

popular filters allow us to take pictures of something real (a person) and over lays a digital image

(puppy dog filter) to complete the image. AR technology is fun and engaging for anyone that

uses it, so educators have taken it upon themselves to find out how this interactive technology

can influence education.

AR Technology is not only fun to use, but provides many great benefits for the classroom

as well. Unlike tablets, AR technology is easily accessible. AR technology can be accessed

through apps, which typically cost nothing or little to nothing when compared to the purchase of

tablets for a school. Just like tablets, AR technology is portable. Anywhere that smartphones and

tablets can go, AR technology can come with since this technology is usually accessed through

various software applications (L, 2015).

Augmented reality benefits not only the classroom, but the teachers that use it as well.

Limited funding for schools can also limit access to current information through the use of

outdated textbooks. However, AR technology allows teachers to easily provide access to more
Emerging Technologies in Education 8

current information by linking websites or uploading videos explaining the material (Diegmann,

Schmidt-Kraepelin, Eynden, & Basten).

This technology also allows teachers to create a more student-centric learning dynamic in

the classroom. AR Technology encourages students to manipulate information in their

environment so that they can acquire an understanding for what they are learning. For example,

students can use AR apps such as Aurasama to post a video that pops up when pointed at a

certain passage in a textbook, simplifying the concept being learned. This challenges students to

truly learn, simplify, and relate the information so that it makes sense. The idea that students are

able to manipulate the learning so that they may understand it is aligned with the constructivist

learning theory (Wang, 2012). Augmented Reality also assists the teacher in fostering an

environment that encourages collaborative learning. Through the use of this technology, students

are encouraged to collaborate and use problem-solving skills with other students to learn the

information (Diegmann et al). This also ties back into the idea that students are taking charge of

their learning and teaching each other as the educator facilitates.

There are many benefits for students through the use of AR technology as well. Since AR

technology provides student-centered learning, students are more motivated and engaged in the

idea of learning something new. Students also retain more information. AR technology engages

the learner and provides information in ways that are interactive, keeping the learners attention

and energy on the material being learned. AR technology also allows students to interact in

simulations that allows for a hands-on experience that might benefit students in truly mastering

material (B, 2017).

Although AR technology has not fully been integrated into the classroom, a few teachers

have taken on the challenge of introducing this new technology into the learning environment. A
Emerging Technologies in Education 9

5th grade class learning about Southeastern states in the U.S. were divided into groups and given

an assigned state. Students then created state posters with a corresponding Aura containing

different information about that particular state for other students to view (Fisher, 2014). In

California, Howard University Middle School was gifted a sandbox that uses AR technology to

display a topographic map on top of the sand. The topographic map changes as the students

move the sand which mimics different geographic environments (Bolkan, 2016). A high school

science teacher used AR Technology to teach students about the skeleton. Without a skeletal

model, students were able to view the skeleton through an ipad by simply pointing its camera at

an activity sheet that had a skeleton on it. The teacher then had students create a video about

what they had learned about the skeleton (Padilla, 2016). While AR Technology provides many

benefits, very few educators have taken the time to try and integrate this technology into the

classroom. We still have a long way to go before we see it fully integrated into schools, however,

it is something that we come closer to implementing each year.

Game-Based Learning (GBL), although not necessarily a technology, is an emerging

learning method that some schools and educators are beginning to incorporate in the classroom

alongside tablets and augmented reality. Game-Based Learning goes beyond just educational

games. GBL is has defined learning outcomes that can be achieved through various types of

game play. GBL should not be confused with gamification as the two provide different

learning experiences in the classroom. Gamification takes game-like elements such as point

systems or badges, and applies them to settings outside of games. GBL, however, draws students

into a virtual environment that students maybe familiar with. From there, students must work

toward a goal, choosing actions and experiencing the consequences of those actions along the
Emerging Technologies in Education 10

way. We make mistakes in a risk-free setting, and through experimentation, we actively learn and

practice the right way to do things (Trybus).

Game-Based Learning fosters collaboration amongst teachers and students which is a

major benefit to the classroom environment. The different games being created and played

requires continuous collaboration between students and teachers to ensure that the goal they are

trying to reach is met. Another benefit that GBL brings to the classroom is communication.

Because there is a clear goal that players are trying to achieve, there is purpose behind the work

being done, which means that students are in constant communication with each other to help

each other meet that goal (Miller, 2012).

Implementing GBL methods creates an entirely different class environment. Teachers are

also presented with new opportunities through the use of this learning method. Educators have

the potential to invisibly assess student learning through the game itself and receive immediate

feedback. Through invisible assessments, educators make use of technology to record

information about the ways students interact with learning material in a seamless manner,

without interruption, (DiCerbo, 2014). Just as tablets and augmented reality, GBL is a tool that

teachers can use to provide individualized learning for the student. While traditional teaching

does not allot time for students to learn at their own pace, the video game model, as we

understand, provides instantaneous feedback to the player, or student. Teachers can use this

model to tailor unit instruction to students, and then have students record and keep track of their

own goals (Willis MD, 2011).

While people tend to look down upon continuous video game play among 21st century

youth, when it is applied in the correct manner, there are countless benefits that game play

provides students. Games provide various levels and goals that students must work towards, and
Emerging Technologies in Education 11

while they may not always get it right the first time, students become motivated to continue to try

until they achieve the given goal (Peters, 2016). A neurologist explains that once that goal is

achieved, dopamine is released in the brain which encourages the brain to continue to work until

it feels that pleasurable sense again (Willis MD, 2011). While teachers receive immediate

feedback through invisible assessments, students also benefit from the immediate feedback.

The immediate feedback from games allows students to reassess what needs to be done

differently to come one step closer to achieving the set goal. This process requires that students

think critically, logically, and quickly in order to achieve goals (Tech Thought Staff, 2013).

While GBL provides many benefits to the classroom, teachers, and students, very few

schools and educators have tried integrating this method into the classroom, just as augmented

reality. Game-Based Learning is typically seen implemented in grades 6-12. However, educator

John Hunter found a way to bring Game-Based Learning to his 4th graders through The World

Peace game. The game has two primary goals which are resolving global issues (there are over

50 global issues in the game) as well as having every nations asset value must exceed its

starting point, meaning everyone must win, (Tovanger, 2013). Students each receive their own

role in the game, but learn deep lessons that extend beyond the classroom. A middle school in

New York city actually revolves around game-based learning. In some classes, students are

taught material, and students work individually, in groups, or as a class to actually develop a

game that involves the material being learned. Peers are then able to play the games and offer

each other feedback about the game itself as well as the information being presented in the game

(Cooper & Brown, 2013). A computer science teacher has integrated game based-learning by

having his high school students collaborate in groups and create games for a local 5th grade class

that implements California State objectives for the 5th graders (Brown & Fink, 2012). GBL is
Emerging Technologies in Education 12

great because it provides so many benefits and can be integrated into education through more

than just playing games.

There are various emerging technologies being introduced and integrated into the

classroom every day. Technologies such as tablets, augmented reality, and game based learning

are only a few of the technologies that have been introduced into education. As long as the

educators implementing these technologies are creative and willing to continuously adjust and

improve on teaching methods regarding this technology, there are endless benefits to the

classroom, the educators, and the students. A lot of these technologies foster communication and

collaboration, and also help students retain information through motivation and interest in

subject matter. Although some of these technologies have not fully been implemented into

classrooms, we should look forward and be open to the idea of implementing new and emerging

technology into education.

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