The Future Of Education: How Technology Will Shape Learning

Digital technology is rapidly flooding our classrooms, from Ipads and Apple Macbook’s to engineered software programs to advance a student’s learning experience whether it’s from Adobe and their several projects such as Photoshop and In-design or the possibility of AI (artificial Intelligence) in the classrooms to help focus on your weaknesses and give you the time and attention you need to improve on that specific subject, it is evident that technology has overseen old fashioned textbooks as the leading educator in schools, colleges and universities but what does the future hold for the education system and future technologies?

Well, studies from the past has proved that people remember just as little as 10% of what they read and 20% of what they hear, in comparison to a ginormous increase of remembering  90% of what they experience. This highlights just how crucial participating in an immersive experience can be for education. So, although school budgets for school trips may be decreasing due to a lack of funds it can be argued that perhaps virtual, or augmented reality technology will take a seat into our classrooms and be used to give students a realistic experience of something they could not have possibly witnessed in the past. This was taken into practice and demonstrated by Bett, commonly known as The Bett Show, which occurs every year in the United Kingdom and involves a trading and sharing marketing information on education and how digital technology advancements can help progress a student’s learning experience. The Bett attendees were transferred to the trenches of WWI, to the streets of Florence and explored the inside of an active volcano through the power of (VR) headsets. Statistics have proven that VR cannot be matched by any other teaching methods at this current time, no matter how engrossing the educator is. Therefore, it is inevitable that once the price for Virtual Reality becomes reduced due to these companies realising the commercial opportunity of supplying the classroom making it accessible for all schools, there will be little to stop it from becoming a vital contributor to education in the classroom for students of all ages. Graham Cooper, head of education Capita SIMS, (School Information Management System) claims over 80% market share across the primary and secondary sectors in the United Kingdom stated; “Augmented and virtual reality are being adopted more in the classroom to bring learning to life,” In addition to this Cooper went on to say; “Classrooms are about to move to the next level; imagine every school being able to take students on a virtual tour of the pyramids or to step inside the human body to see how the heart works in a biology lesson – that’s where I hope we’re heading!” suggesting the future of education is looking closer than you may think.

Another future stepping stone for education being currently took into consideration is ‘Gamification’, this idea focuses on the opportunity to motivate students to learn by using video game designs and game elements that surround and participate in learning environments. The ideology behind ‘gamification’ is to increase student enjoyment and engagement overtime, by providing a platform they are captivated by. Glen jones, the marking director of Emile Education says “Gamification of learning has been shown to have a massive impact of learner outcomes”. This is promising as this organisation is known for creating maths games and applications within schools. Furthermore, Jones goes on to state that towards the end of 2018 we can expect to see games being more closely integrated with learning.

Conclusively it is evident that AR,VR and Gamification can create a unique and amazing learning experiences for anyone, with studies showing it is the highest rated way of educating pupils, even with consideration of students with disabilities leading to endless possibilities and results. We are only just beginning to learn the benefits of these methods, one being making learning more fun leading to improved interaction and engagement in classes. The popularity of AR games such as PokemonGO with young people and adults shows the potential these technologies hold in order to transform traditional methods of learning, and give students an experience they will not forget.

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