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Running head: EMERGING TECHNOLOGY 1

Evelyn Miramontes
EDU 214
Emerging Technology
4/27/16
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Education is changing at an alarming rate, it is not as simple as reading a text and

completing a test. Teaching is much more in depth than that especially, with all the online

information out at allows students to experience their education with a different method. For

example students who dislike reading a book know have a different way of reading with reading

applications for tablets. Students who are not doing well with public schooling now have the

option of Massive Open Online Courses (MOOCs) and can learn at their own pace. In addition to

these wonderful technologies, students who are tired of the boring old classroom routine can

engage in game based learning. Lately, emerging technologies like 3D printing are doing

wonders for students with disabilities. All these emerging technologies integrated differently in

classrooms and are impacting the teaching and learning process in new and beneficial methods.

Mobile technology are everywhere in fact56 percent of children, age 8 to 12, have a

cellphone 70 percent of children under 12 years old, have used the tablet device (Kids,

n.d.) Children love technology so much that a five year old child knows how to use their parents

tablet or mobile device better than the parents. Mobile devices can be used for so much more

than just distracting a child at a grocery store they can be used to implant wonderful study and

reading habits in young students. Some reading applications include, free-text annotation, which

helps learners highlight, underline, summarize, and/or annotate (Che-Ching, 2013) this

applications helps students to freely go about highlighting without worrying about damaging the

text. For kindergarten and first grade students who are just learning to read applications like

Learn with Homer (Kids, n.d.) have drawing, voice recording, stories, and songs, along with

traditional phonics exercises, that are helpful to students with speech impediment issues and

trouble organizing language. Other applications like LightSail are e-reading literacy platforms

which help support independent reading in elementary school students. Games like LightSail
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allow teachers to monitor students reading. Instead of having students do a normal reading log

with parent signature a teacher could integrated applications like LightSail and have students

check out texts from their schools' digital libraries and read the books directly on their mobile

devices. The program will also have question to track the students progress and students can

also earn badges to keep them motivated to continue to read. (Kids n.d.) Mobile devices might be

costly, however the benefits outweigh the cost; one-on-one learning is inforce and children feel

more comfortable with asking questions. (Che-Ching 2013) Mobile devices impact the students

learning process by introducing a different way for them to experience learning and they provide

teachers with new ways to measure student progress. (Che-Ching 2013)

Massive Open Online Courses (MOOCs) are also impacting learning and teaching

process. MOOCs are especially changing the learning process never before could students learn

one subject in school and then go home and learn a completely different subject for free.

MOOCs are, Free large-scale, open-content, open access online learning opportunities (Duffy,

2011) they use multimedia and interactive courses. MOOCs support the self-paced leaner and are

mostly found online while some MOOCs may cost money they are mostly free. Unlike mobile

devices that are available to all grade level students, MOOCs are usually targeted for secondary

and higher education students. (Duffy. 2011) For example, Coursera is an educational company

which has a partnership with 108 prominent international universities and organizations to make

available over 500 courses that anyone anywhere can study without fees.( Chandler, 2014)

Another example is the Massachusetts Instate of Technology and Harvard University, they have

a free development system called Edx which is supported by MOOCs. The Edx sever as open

class for anyone who wishes to learn. (Duffy, 2011) MOOCs allow higher education students to

receive college credits for the MOOCs (with correct paperwork of course). However MOOCs do
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not are not the same as a completed courses. MOOCs are impacting how students look at school

instead of spending money on a collage course a student might not be sure of they can take a

class on MOOC to make sure it is a subject they wish to proceed. This is especially beneficial to

secondary education students. (Duffy,2007) Todays students enjoy watching fun educational

videos and somehow seem to have more knowledge on certain subjects than the teachers.

MOOCs are a safe way for a young adult to expand their knowledge on a subject. MOOCs can

also impact the manner as to how a teacher instructs his/her class. For example if a teacher

knows there is only a certain amount of information he/she can cover on a subject. The instructor

could then inform the students of MOOCs they could go on to learn more.

However not all students are excited to go online and take an educational course. Some

students spend their entire school day daydreaming about coming home and playing with their

friends or playing online games at home. Students get tired of the same paper and pencil routine

at school, if educators integrate games into their curriculum students will learn that education can

be fun and mix-up the same day routine. Game based learning (GBL), is a type of game play

that has defined learning outcomes is designed to balance subject matter with gameplay and

the ability to retain and apply said subject matter to the real world. (Editorial Team, n.d.)

However, not just any online learning game will do. One Debbie Reese mention in her journal

alongside other research partners, that instructional video game design and embedded

assessment can provide actionable information enhancing individual and collective

achievement. Their research was done on a game called, CyGaMEs. CyGaMEs the game

involved instructional video games that modified behavior to cause and measure learning.

(Reese.2015) For example a game called Inside the Haiti Earthquake that allows students to play

as a survivor, aid worker or journalist during the natural disaster. The game provide in depth
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information about Haiti and the catastrophe as well. The game has consequences for each players

choices making the student think in a real life manner about how they would deal with the

situation. (Rusaw 2011) GBL can be used in classrooms of all grade levels the intuitive course

videos might be more for middle and high school students. However, elementary school children

can benefit from GBL in felids like math and science, applications like Hopscotch and

Dragonbox teach children about abstraction, conditionals, loops, addition, subtraction,

etc.( Haynes,2016) Game base learning provides teachers a way to motivate students to learn and

the game data allows teachers to measure their students progress.

Special education students are benefiting greatly with all the different kinds of learning

technologies, one of the most exciting technologies helping disable students has to be 3D

printing. Todays textbooks involve a vast amount of visual aids because of this educators have

trouble using text books to teach visually impaired students. 3d printing makes 3D images out of

affordable material using a layered by layered technique. With 3D printing educators can provided side-

by-side hands-on instruction to guide students about the characteristics of the shapes and what they mean.

Students also used their hands to independently explore the 3D materials, allowing them to appropriately

feel the historical pictures, maps, or relics.(Jo 2016) This technology can also be used with students of

all grade levels. The impact 3D imaging can have on a visually impaired student is amazing. By touching

texture they can explore the same concepts their classmates are learning for example. If students are

learning about waves the instructor could hang his/her visually impaired student a 3D printed image of a

wave, that way the student will feel properly integrated with the class. (Jo,2016)

These four emerging technologies are just a few of the vast mount there is out in the world.

While many people are afraid of the dangers of becoming too dependent on new technology, as

educators one must be able to understand these technologies are meant to reinforce the subjects

students are learning. Mobile devices are easy to access for young students and if reinforce with
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game base learning students can get a well-rounded educational experience. For some students if

it was not for technologies like MOOCs they might have dropped out of school, gifted students

often drop out of school because he/she feels there is no challenge in what they are learning. As

research continues new strategies for helping disable students are arising. Never before could a

disable student contribute so much to society. However, great these technologies might be

educators need to properly implement technologies into their class and make sure there students

get the full educational use out of them.


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References

Chandler, P. (2014, Spring). Massive Open Online Courses (MOOCs). School Librarian, 62(1),

18. Retrieved from

http://go.galegroup.com.ezproxy.library.csn.edu/ps/i.do?id=GALE%7CA367420189&v

2.1&u=las55353&it=r&p=LitRC&sw=w&asid=3f631cf66643a2932ec63580cd538353

Che-Ching, Y., Hwang, G., Chun-Ming, H., & Tseng, S. (2013). An evaluation of the learning

effectiveness of concept map- based science book reading via mobile devices. Journal

Educational Technology & Society, 16(3), 167-n/a. Retrieved from

http://ezproxy.library.csn.edu/login?url=http://search.proquest.com/docview/146220391

?accountid=2

Editorial Team .What is GBL (Game-Based Learning)? (2013, April 23). Retrieved April 27,

2016, from http://edtechreview.in/dictionary/298-what-is-game-based-learning

Haynes, J. (2016, April 21). Game-Based Learning and Pre-K5 English Learners | TESOL

Blog. Retrieved April 25, 2016, from http://blog.tesol.org/game-based-learning-and-pre

k-5-english-learners/

Jo, W., Jang, H. I., Rachel, A. H., So, J. H., Lee, H., Lee, H. J., & Moon, M. (2016). Introduction

of 3D printing technology in the classroom for visually impaired students. Journal of

Visual Impairment & Blindness (Online), 110(2), 115. Retrieved from

http://ezproxy.library.csn.edu/login?url=http://search.proquest.com/docview/17724

Kids Wireless Use Facts. (n.d.). Retrieved April 27, 2016, from

http://www.growingwireless.com/get-the-facts/quick-facts
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Lever-Duffy, J. (2007). Teaching and learning with technology (5TH ed.). S.l.: Allyn & Bacon.

Reese, D. D., Tabachnick, B. G., & Kosko, R. E. (2015). Video game learning dynamics:

Actionable measures of multidimensional learning trajectories. British Journal Of

Educational Technology, 46(1), 98-122.

Rusaw, H. (2013, November 11). NEAG School of Education-Class of 2016-Game Based

Learning. Retrieved April 28, 2016, from

https://www.youtube.com/watch?v=L2u1dscZ864

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