Documente Academic
Documente Profesional
Documente Cultură
Emerging Technology
Yvonne Gallardo
Abstract
This research paper examines 6 published articles and one book to show how three emerging
technologies are helping teachers and students. Technology keeps advancing; its main purpose is
to help humans in their lives. People rely on technology for everyday tasks; it almost seems
impossible to live in a world without technology. In the education field the emerging
technologies that are necessary for teachers to have are wearable technology, three-dimensional
printing and game-based learning. Wearable electronic devices, such as the microphone, help
teachers to be clear and loud enough, so that their students can understand the educational
material better. Also, teachers will be able to save their voices. Three-dimensional printing
allows for teachers to have a better presentation of what they are teaching and students will have
a better idea of what is being presented to them. Game-based learning is about incorporating
electronical games that will engage the students in their learning. This approach will also help
give the students a brain break and can be used as a positive reinforcement tool. These emerging
technologies can be used for all grade levels, and will have a positive impact in education.
Emerging Technologies
Over the last decades, humans have been able to witness the growth in technology and
how it has affected the world. Some are against technology, but most can agree that it has
bettered human live. In today’s world almost everyone owns an electronic device out of
necessity or just for entertainment. Emerging technology devices such as: iPads, computers,
mobile phones, printers and others assist humans in everyday tasks. When looking at the
education field, one can see how much technology has helped classrooms. Many students are
able to have a better understanding of the content being taught by their educators because of
these electronic devices. These electronic devices are beneficial as tools, so that teachers can be
more effective in their classrooms. In their book Teaching and Learning with Technology, Judy
Lever-Duffy and Jean McDonald explain why technology is important in the education field and
give information about numerous technology devices (2015). There are also articles that explain
how technology is bettering the life of many individuals, including students. The three
technology tools that teachers must have in their classrooms are wearable technology, three-
Grifoni, he states, “Wearable technology has the opportunity to change the way we work,”
(2015) which is true. Wearable technology is basically any electronic device that one can put on
and be hands free, such as blue tooth, headphones, watches, among other devices. Humans are
by nature multi-taskers and are constantly on the go with their hands full of work- related
matters. The most effective wearable device that helps students and teachers in the classroom is
the hands-free microphone. It benefits the classroom by helping the voice of the speaker be
heard more effectively, especially when it is important information that is being presented. In
EMERGING TECHNOLOGIES 4
Michelle Galley’s article “Classroom Microphones Make Voices Louder, Clearer,” she writes
about how the wearable microphone saves a teacher’s voice and allows for students to listen
clearly (2002). Also, “Speech and language experts say the new systems can help children both
with and without learning hearing impairments.” Thanks to these devices, teachers’ voices can
be carried across the room regardless of any noise. From a teacher’s perspective this wearable
technology device allows them to have better control of their classroom and be able to transmit
the educational material in a more effective way. Some teachers sometimes get sick and can
hardly speak, but these devices are a major support for such days. From a student’s perspective,
they will be able to understand and listen better to their teacher. There are some classrooms that
have more students than the average classroom, and keeping control can be a challenge, but
wearable microphones serve as a tool to help the students and teachers communicate. This
Students have different learning styles, but they cannot deny that they enjoy seeing
images coming out of the screen and being able to put them in three- dimensional format. This
device works by printing images that one will be able to transform into a three dimensional
figure. In the article, “The 3 D Printing Age and Basic Sciences Education,” by Safaa El. Bialy,
he says “The primary advantage of this technique is its ability to create almost any shape or
geometric feature” (2016). Being able to do that is important because it allows the individual/s
to explore and have a better understanding of shapes and geometric figures. As mentioned in the
same article “This technological development is becoming more and more popular. Eventually, it
will impact every single aspect of our lives.” This technology device is helping the future
generations understand what they are being taught and that is why it is important to have it in
classrooms. In Chapter 8 of Teaching and Learning with Technology, Duffy and McDonald
EMERGING TECHNOLOGIES 5
explain how three dimensional printing works in a more extensive manner: “Three-dimensional
images are those rendered so that they appear to have depth and can be manipulated to maintain
the appearance of depth as the image is rotated” (p.180). Being able to handle the figures can
give an individual a better perspective. In the article “3-D Printing in Your Libraries and
Classrooms,” Heather Moorefield-Lang explains how “printers allow users to print the physical
world that surrounds us.” For the teachers, three-dimensional printing will impact their style of
teaching by being able to present their students with a solid figure instead of just showing it on a
screen. For the most part, students like to see the actual object in front of them and this will
allow teachers to have better presentations. For students, they will have a better understanding
of shapes and geometric figures. Their knowledge will expand by seeing the solid image
presented to them. Even though the subject of geometry is not taken until middle or high school,
teachers can begin preparing the elementary students and introducing them to three dimensional
shapes and figures with the help of printing. Students from all grade levels will benefit from this
Game-based learning is a fun way that technology helps students learn. In the article
“Game-Based Learning,” Susan Bloom states, “Although parents sometimes consider video
games to be an obstacle to their children's education, the same technology that keeps adolescent
eyes glued to the television for hours is now being used as an educational tool.” Game-based
learning works by allowing students to learn while they are entertained. There are numerous
websites that have games for a variety of subjects and students enjoy learning while playing
these games. Playing educational games helps a classroom by keeping the students entertained
and engaged in learning. The classroom environment will be more educational and relaxed if the
teacher incorporates game-based learning. Duffy and McDonald state, “Educational game
EMERGING TECHNOLOGIES 6
software offers a familiar and comfortable environment for active learning” (p. 188). Students
like to feel comfortable and game-based learning is an effective way for them to learn. In the
article “Digital Game-Based Learning,” Hiller A. Spires mentions how “game players establish
shared language and understandings within a game,” meaning that students are able to
perspective, having digital games is a great tool to keep the students engaged and entertained.
Sometimes students get exhausted and need a different method that will transmit the educational
material. Also, if a teacher wants to reward the students, or give them a brain break, using game-
based learning will be an effective way for the teacher to do so. From a student’s perspective,
they will enjoy learning while having fun. Students like to feel that adrenaline rush and will
memorize material more effectively if they do something they enjoy. This type of technology
can be integrated at any grade level, starting from elementary all the way to high school.
Students like to play games regardless of their age. Some of those games include competing
with each other and students tend to be very interested in such activities.
are three major technology tools that will help classrooms. Technology keeps advancing, and it
is important to stay updated and pass the knowledge on to future generations. Technology
should be used to assist educators in their classrooms and create a positive environment. The
overall goal as an educator is to keep the students engaged in their education and help them reach
their full potential. Teachers need support and these technology tools are here to help. They will
make the classroom environment a more pleasant one. Students will be able to learn and
communicate effectively with one another and their teacher. Many decades ago, teachers had to
rely on limited sources in order to educate their students. The days of just using a board, pencil,
EMERGING TECHNOLOGIES 7
and paper are long gone. Technology keeps advancing and teachers need to do the same.
Teachers have many technological tools that can assist them in their goal of educating and
References
Bloom, S. (2009). Game-based learning. Professional Safety, 54(7), 18-21. Retrieved from
http://ezproxy.library.csn.edu/login?url=http://search.proquest.com/docview/200396686?
accountid=27953
El Bialy, S. (2016). The 3 D printing age and basic sciences education. Education in Medicine
Galley, M. (2016, May 06). Classroom Microphones Make Voices Louder, Clearer. Retrieved
http://www.edweek.org/ew/articles/2002/05/15/36headset.h21.html
Lever-Duffy, J., & McDonald, J. B. (2017). Teaching and learning with technology. Florida:
Pearson Education.
MoorefieId-Lang, H. (2014). 3-D printing in your libraries and classrooms. Knowledge Quest,
http://ezproxy.library.csn.edu/login?url=http://search.proquest.com/docview/1561141068
?accountid=27953
Spires, H. A. (2015). Digital Game-Based Learning. Journal Of Adolescent & Adult Literacy,