Technology Tools
Image from: Photo_CreateE bot
Future classrooms are Technologically Augmented
In future classrooms, immersive experiences and games won't be distractions, but gateways to deeper understanding. Imagine students virtually exploring the Great Wall of China or dissecting a virtual frog, solidifying abstract concepts through interactive, unforgettable journeys.
Read further for more information, media, real-life examples, and thought-provoking questions regarding this future classroom trend.
Immersive Experiences
Image from: Photo_CreateE bot
Virtual Reality
A Metaverse VR School
With the classrooms of the future changing, there are schools embracing Virtual Reality (VR) to allow students to experience learning in an immersive way. The proponents in the video say it is versatile (can be used in any academic subject or field of study), it can be accessed from anywhere, and the students retain knowledge of the lesson.
Augmented Reality
How Augmented Reality Will Change Education
Florian Radke, communications expert for Meta, talks about Augmented Reality (AR) being not just "a toy" but a powerful tool. A powerful tool that, when used right, can be the next great technological innovation in education. He theorizes that, like some movies, one day we may all be surrounded by digital 3D models that we interact with, but in a learning context.
Discussion Question:
With the rise in these immersive experiences, what role will these play in your classroom? What role do they currently play in your classroom?
Present day examples:
"Education in the metaverse has become a hot topic as these advancements have enabled us to expand our learning opportunities beyond traditional classrooms and training rooms. We can now explore different topics through immersive experiences that go far beyond just reading books or listening to lectures." https://www.forbes.com/sites/bernardmarr/2023/06/29/the-future-of-learning-reshaped-by-vr-ar-and-blockchain/?sh=733d87067155
Games and Simulations
Gamification as the Future of Creativity and Learning
Gabe Zichermann, chair of GSummit and author of The Gaming Revolution (McGraw Hill, 2013) discusses how he feels gamification is the next step is developing creativity and innovation. Through examples, he shares how gamification is also the future of learning.
Discussion Question:
What role will gamification play in personalizing the learning experience and catering to individual student needs and learning styles in your classroom?
Present day examples:
"Gamification and GBL are two learning approaches that become excellent strategies for the 21st century learner. They promote student engagement along with novel techniques thanks in part to the gaming industry." (Figueroa-Flores, p.519, 2016). https://dx.doi.org/10.22158/wjer.v3n2p507