Emerging Technologies Giesell Hernandez College of Southern Nevada

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Running head: Emerging Technologies 1

Emerging Technologies

Giesell Hernandez

College of Southern Nevada


Emerging Technologies 2

Emerging Technologies

Abstract

Emerging technology is a way to help students gain even more knowledge and help them

challenge themselves and make learning easier for them and more fun, so they can gain the

confidence they need and participate more in classrooms using Virtual reality, augmented reality

and game based learning. This paper will address these three emerging technologies that have

been used in different classrooms of different grades from elementary schools to high schools.
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Emerging Technologies

Technology is changing the way we live, and the way we learn. We live in a world where

technology has become an essential part of life and it is being used not only in the workforce, but

in education as well. Schools are using these technologies as an opportunity to experience a

whole new way to teach and learn from different worlds by bringing these worlds into the

classroom. These worlds allow teachers to take students to otherwise impossible locations.

these technologies are called emerging technologies, which are technologies that are perceived as

capable of changing the status quo. There are three different types of technologies being used in

education, Virtual reality, augmented reality and game based learning, all being used in different

ways to help students with their education.

For example, virtual reality is being used as a way to take students around the world, like to the

Great Wall of China, or even the Barrier Reef. It is said that when students experience these

types of things through VR, it gives them a better understanding of what a certain place looks

like. Virtual reality is also being used for cultural education which give students a new and

unique way to acquire cultural knowledge and develop intercultural communication skills.

Graphics,sound, and animation make it possible to simulate many tangible aspects of a specific

culture, such as buildings, streets, art, dress, speech, gestures and much more. Virtual reality

also helps in giving these students the confidence they need in the classroom. (CBS news) VR

can assist teachers with their lessons in the classroom, and have the ability to keep their students

involved in the curriculum and give them more interest in that particular lesson. ( My tech

decisions)

What is Virtual reality? Virtual reality is a computer generated simulation of a three dimensional

image or environment that can be interacted with in a seemingly real or physical way by a person
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using especial electronic equipment, such as a helmet with a screen inside or gloves fitted with

sensors. (Virtual reality society) For example in Iowa Elementary school within the davenport

community school district, has begun to use Virtual reality for their science classes. Several

Buffalo elementary school students used oculus rift headsets and tested out VR curriculum from

Victory VR, which recently launched its first installation of a VR science curriculum. The

curriculum, designed for students in grades 5 to 8, covers the solar system, the water cycle, ocean

life and more (Ravipati, 2017). Another example in a middle school setting, one social studies

teacher used the Virtual Reality headset in a U.S History seventh grade classroom, where she had

them walk through a trench during World War I, and experience youtube 360 of The

Revolutionary War battlefield. In a high school setting, Tennessee teachers use virtual reality for

students to help them learn tech skills by having them create computer programs and

applications, and have them experience a historical time period (education).

Virtual reality can help impact a students ability to learn, because each student learns in different

ways and virtual reality can help those students who learn in differently succeed in the

curriculum. The focus on VR falls on its immediate, practical classroom uses, and it also plays a

role in helping students develop and also grow on both the academic level and personal level as

well. It also helps the student with technological aptitude which VR represents educational

possibilities of technology and impacts a students learning in virtual reality and using it

associated paraphernalia, will become acclimatized to new innovative culture. It could also help

with professional experiences where students will be able to gain new insights into what the

working world is all about by seeing and experiencing aspects of career jobs. Another way it

could help impact students learning would be creativity, where they can express themselves in a

virtual environment, imagination and curiosity and creativity to discover new ways of engaging
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with the world and people around them (Lamont,2017). A way that virtual reality can impact a

teachers decisions is that change in the learning environment must occur when dealing with

today’s generation of students who are exposed to the latest technologies. Teachers need to

incorporate virtual reality technology in order to create an authentic learning environment with

the purpose of increasing the students learning (Yahaya, 2006). How does virtual reality work?

Virtual reality places you within a 360 degree environment that your senses tell you it’s real. VR

simply works by tricking your senses into believing that they are experiencing a real

environment when in fact it is completely computer generated (Works team, 2016). Virtual

reality can have a positive affect in a classroom by creating interest no matter what the age group

is, they are always going to want to sit down and watch a movie instead of reading, and VR can

create experiences, and students will start to feel more motivated with it. Also it will increase

student engagement in the classrooms, some teachers now are starting to find it more and more

difficult in engaging their students and VR will be able to engage more and also provide

outstanding visualizations for them (Hicks, 2016).

Another emerging technology being utilized in classrooms is called, Augmented reality. This

which is known as the sister of Virtual reality. What is augmented reality? Augmented reality is

accessed by scanning or viewing a trigger image with a mobile device that creates a subsequent

action, this action can be a video,another image, 3D animations, games and QR code.

Augmented reality is being used in schools throughout the country, one Elementary school is

using Augmented reality for certain projects like National Geographic explorer articles, using a

quiver globe marker, and constructing a spacecraft 3D app to research a spacecraft. Another

example of using augmented reality is in a middle school setting for mathematics. AR simulation

focuses on the mathematical concept of proportional reasoning, however AR can work for any
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content area such as the english language arts. There has been 17 implementations at urban

public middle schools and it’s been determined that AR increases academic engagement.

(Mitchell, R., & DeBay, D., 2012). Augmented reality can also be used is in a high school

setting,where teachers can use many available apps for subjects like chemistry, anatomy, and

even geometry. (Maribel, 2015) Augmented reality can impact a teaching decision by engaging

the classroom and having the information more approachable, the learning processes should be

about creativity and having students interact, and keep them interested in the subject and that's

where augmented reality can come in handy, by having this kind of technology. This type of

technology can also impact the students ability to learn because 80 percent of the younger

generation own smartphones and are constantly and actively on them, and not only do they use it

for social interactions they use it for homework, and combining AR and smartphones could grant

students extra digital information about the subject and turn complex information easier to

understand. It can catch a students attention as well as motivate them (mobiles). AR is also

being used for students with disabilities. Which can help them with things such as imaginative

play, verbal and social skills. (Rosenfeld, 2015).

Here is how augmented reality works, AR requires a few things such as a smartphone or tablet

with a back facing camera, an augmented reality app, and a trigger image. An internet connection

is needed and the triggers can be something as simple as a QR code, which launches the AR

event on the smartphone or tablet. It can also be a special printout or photographic image that is

viewed through a specialized app (Katch, 2016). With augmented reality there are many benefits

to the classroom which it can help with more motivation, AR technology can transform each

class into a surprising learning environment that will keep the students interested and motivated

to participate and find out how their reality will be transformed during their lessons. AR can also
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have more interactive classes, by having students more engaged in the classroom and offering

new ways of content. It can also be a way of learning more quickly and easier because the

students are more engaged in the subject and therefore be much more interested as they are

learning faster because their attention and energy is focused on that particular subject. (Zsolt)

One other emerging technology is called Game based learning. What is game based learning

(GBL)? Game based learning is a type of game play that has defined learning outcomes, GBL is

designed to balance subject matter with game play and the ability of the player to retain and

apply the subject into the real world. (Review, 2013) GBL is mostly used in elementary schools,

about 40 percent of administrators have said that their classrooms include digital games as

learning tools, GBL games include programs like Cool math, Starfall, PBS kids and brain pop.

(Sanders, 2017) In middle school GBL can be used for science through a game called River city

in which they had to investigate a 19th century city that was suffering from pollution. Paired

with the curriculum River City enabled students to understand the cause and effects of pollution

and devise a solution, it also helped with learning vocabulary, other GBL programs include

games like Citizen science, tomb raider for the english language arts, War of Worldcraft for

english, Roller Coaster Tycoon for Social Studies and Civilization IV for world history and

economics. (Carmichael, 2017) GBL could also be used in high school by using a game called

Minecraft: Education Edition, It makes the student more excited about learning and encourages

students to express themselves as individuals while using their creative skills. () GBL could

impact a teaching decision by introducing these types of educational games that can be enjoyed

and also help students with their cognitive functions like a students memory and reasoning, GBL

can impact that students learning by motivation them with hands on activities and learning
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opportunities, and students are able to accomplish their goals (Peters & Stockwell, 2016). Game

based learning relates to the use of games to enhance the learning experience, it works by

helping to motivate the students to earn more points by answering questions correctly, serious

games are built to teach, educate or inspire the individual gamer (Edge). Students in a classroom

can easily benefit from this because GBL can increase a child's memory capacity, computer and

simulation fluency, help with strategic thinking and problem solving, develop hand eye

coordination and its beneficial specifically with students who have attention disorders and it also

helps with skill building. (Thought). The ability to use technology has become an essential skill,

especially when it comes to emerging technologies. All of these technologies are helpful and are

an exciting part of education, but they all require a lot of effort and planning not only from

teachers and administrators but will require the support from state and federal leaders as well as

from parents and the community. As more and more schools try new ways of learning and work

together to implement the best practices in their environment, it will be difficult and expensive to

keep up with more and more emerging technologies.


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References

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References
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Lamont, G. (2017, November 14). Virtual reality in education. Retrieved February 14, 2018, from

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opportunities-accessibility/

Maribel, S. (2015, November 05). 9 Augmented reality apps . Retrieved February 15, 2018, from

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https://files.eric.ed.gov/fulltext/EJ991229.pdf

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Peters, J., & Stockwell, C. (2016, June 16). 5 advantages of game based learning. Retrieved

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https://www.clarity-innovations.com/blog/jsanders/game-based-learning-20

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from http://blog.discoveryeducation.com/blog/2017/08/01/augmentedreality/

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https://www.teachthought.com/technology/6-basic-benefits-of-game-based-learning/
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Works team, H. I. (2016). How does virtual reality work? Retrieved February 14, 2018, from

https://www.howitworksdaily.com/how-does-virtual-reality-work

Yahaya, R. A. (2006). Assessing the Effectiveness of Virtual Reality Technology as part of an

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from http://blog.neolms.com/is-augmented-reality-ar-an-effective-learning-tool/
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