Tomorrow's Classroom will utilize various emerging technologies to enhance the learning experience. Technologies like wearable projection systems, augmented reality, 3D printing, cloud computing and flexible displays will allow for more interactive, hands-on learning both inside and outside the traditional classroom. Biometrics and eye tracking technology will provide teachers insights into students' understanding and needs. Large multi-touch screens and LCD boards will replace traditional whiteboards, allowing multiple students to interact with lessons simultaneously. Learning will no longer be confined to the classroom as technologies enable new forms of virtual field trips, remote access to materials, and adaptive learning tailored to each student.
2. ContentsContents
Introduction
Technologies That Will
Shape Future Classrooms
Wearable Projection
System
Classroom Games
Augmented Reality (AR)
A New Way To Teach
3D Printing
Cloud Computing
Flexible Displays
Biometrics: Eye Tracking
Multi-Touch LCD Screens
LCD Touch boards
Education Beyond the
Classroom
Conclusion
References
3. IntroductionIntroduction
According to James Morris Our students are
entering a world in which 60% of the jobs will
require technological competency-a world in
which they must continue to update their
occupational and technological skills in order
to be successful.
4. Technologies That Will Shape FutureTechnologies That Will Shape Future
ClassroomsClassrooms
New developments in technologies challenge us to
adapt to and critically examine how they influence
our ideas, opportunities and actions.
Technologies, in both their development and use, are
influenced by and can play a role in transforming
societies and our natural, managed, constructed and
digital environments.
5. Wearable Projection System
Omni Touch, a wearable projection system developed by
researchers at Microsoft Research and Carnegie Mellon
University, lets you turn pads of paper, walls, or even your
own hands, arms, and legs into graphical, interactive surfaces.
Omni Touch uses a depth-sensing camera, similar to the
Microsoft Kinect, to track your fingers on everyday surfaces.
You control interactive applications by tapping or dragging
your fingers. The projector can superimpose keyboards,
keypads, and other controls onto any surface, automatically
adjusting for the surfaces shape and orientation to minimize
distortion of the projected images.
6. Omni Touch, a wearable projection systemOmni Touch, a wearable projection system
7. Classroom GamesClassroom Games
It was a platform many of his students were familiar
with and something that was proven to engage
children.
But it also had a bad reputation in teaching circles -
thought to be too violent, addictive and without
educational merit.
Some early attempts to integrate educational content
within games failed. But what makes Class craft
different is that it is not about content - it is more a
behavior-management and motivation tool.
9. Augmented Reality (AR)
With Google Glass and the other AR-enabled wearable
devices that will soon follow, students explore the world
without having to hold up a device which could distract
from the experience.
Its expected to wow audiences with its AR capabilities, which
allow users to see additional information layered over what
they see through the lens. Currently, however, access to AR
technology for educational purposes is mostly limited to
smart phone apps.
11. A New Way To TeachA New Way To Teach
Virtual field trips are also possible with AR. Physics teacher,
Andrew Vanden Heuvel, taught from inside the Large Hadron
Collider in Switzerland, streaming what he sees through a beta
Google Glass to his students thousands of miles away. They
see him, and he sees them; its as if they are in the same
classroom!
In other cases, students may be able to see supplementary and
interactive information appearing on historical artifacts for
them to get to know more about its history .
13. 3D Printing3D Printing
3D printing in the term's original sense refers to processes that
sequentially deposit material onto a powder bed with inkjet
printer heads.
Engineering students and teachers are prime examples of who
could directly benefit from 3D printing technology.
The 3D printer produces working mini-models to test out
engineering design principles, so students can perfect their
design before making an actual prototype.
3D printing allows these students to experiment freely with
their designs without expending considerable costs and time.
15. Cloud ComputingCloud Computing
the practice of using a network of remote servers hosted on
the Internet to store, manage, and process data, rather than a
local server or a personal computer.
In the future classroom, students may just need an
electronic device to access all their homework and all
other learning resources in the Cloud.
This means no more lugging heavy textbooks to school, and
having constant access to your reading materials as long as
you have an Internet connection.
In fact you can skip hitching a ride there, or to the bookstore
or even to class (but being sick may no longer be an
acceptable excuse to skip "attending" class from your
bedroom).
17. Flexible DisplaysFlexible Displays
As educational settings become more digitalized, how will the
future classroom reconcile the differences between pen and
paper versus keyboard and screen?
The answer might just be flexible OLED-based-displays.
(OLED: organic light-emitting).
Just like regular paper, these displays will be lightweight,
flexible and extremely thin. This means we can roll them up
into tubes or fold them like newspapers.
These plastic e-papers are not only durable ("unbreakable" is
the correct term), but also provides interactivity. With swipes,
taps and pinching (maybe), these flexible paper-thin displays
can take over paper-centric industries.
19. Biometrics: Eye TrackingBiometrics: Eye Tracking
Biometrics is the technology used to recognize humans based
on specific physical or behavioral traits.
In the future, this technology will help intelligent software
completely understand the physical and emotional state of
children learning in the classroom.
Physical traits such as facial expression, heart rate, skin
moisture and even odor can be used to create detailed reports
of student understanding and performance.
Behavioral signs such as typing rhythm, gait and voice can let
teachers know when students are in need of additional
assistance as well as help them understand what teaching
techniques work best for individual students.
21. Multi-Touch LCD ScreensMulti-Touch LCD Screens
Over the past few decades, weve seen the transition from
blackboard to whiteboard, to overhead projector and to video
projector for computers in schools.
the next "board" is likely to be a giant touch screen LCD
screen which allows a greater amount of interactivity.
The major difference with this new "board" and our smart
devices is that it will be capable of detecting multiple touch
inputs from many students simultaneously.
23. LCD Touch boardsLCD Touch boards
Instead of the traditional big board in front of the classroom, it
will probably be just like the Samsung SUR40 for Microsoft
Surface, a giant tablet with its LCD screen lying flat atop a
table-like structure.
Students will sit around the table tablet, swipe on the board to
manipulate and drag images around the screen, or type notes
with their onscreen keyboards.
25. Education Beyond the ClassroomEducation Beyond the Classroom
In the future, education will no longer be restricted to formalized
institutes like schools and classes.
Using AR, cloud computing, online social networking, video
conferences and adaptive learning systems utilizing eye tracking
technology, learning can take place outside the traditional
classroom.
Experimentations and mistakes will also be encouraged as
simulations are made possible through 3D printing and game-based
learning without actually incurring real-world consequences or
costs.
Chief among all, students will soon be imparted with the wisdom
of seeing learning as not a chore, but as a critical and gratifying
part of their life which requires their proactive involvement.
27. ConclusionConclusion
Through the implementation and integration of
latest technologies in the classroom setting,
students are now able to have new authentic
and meaningful learning experiences.