Daily Management Review

New Age Education Assistants-Wearable Technology Gaining Popularity in Schools


07/29/2015




New Age Education Assistants-Wearable Technology Gaining Popularity in Schools
The development of technology has changed lives of people and education is no exception. What is changing the way students are taught in schools or will be taught in schools are technology based wearable devices that instantly transport a student from the class room to a virtual where the student can view and almost touch the object that is being taught.

Experts point out that these wearable technological education assistants can be soon become a regular feature for schools.

The term ‘wearable’ is referred to any form of device that can be worn on a human. Some of the more known and used wearable technological gadgets include headsets, fitness trackers and smart-watches.

One of the wearable devices that children are using in schools is called Expeditions, a new classroom initiative that was unveiled by Google in May this year. This piece of equipment is literally a folded piece of cardboard with lenses attached that turns a turns a smartphone into a VR viewer. The gadget is technologically advanced and yet the use of inexpensive materials has made the device very affordable and liable to be used by children in schools.

This is an indication that such gadgets can soon become regular features at classrooms. However experts say that it is still early days and not many schools are even aware of the presence of this device and the applied technology. The technology and such devices would only become common place in classrooms when technology becomes more advanced, less expensive and more accessible which would enhance the opportunities for the growth of the market.

The Google device lets children virtually view, for example, the Great Wall of China or the places such as Verona in Italy. The device also can be used to interestingly study Romeo and Juliet and to explore a coral reef even as the students remain seated in the their schools.

At present, around 100 schools have used this device for students. “The creativity we have seen from teachers, and the engagement from students, has been incredible,” says Google’s Ben Schrom, product manager for Expeditions.

Other similar devices that have hit the market and can be included in the ‘wearable’ category like the HoloLens from Microsoft, a VR device that tends to augmented reality gear.
The Autographer and the NarativeClip are devices that are fitted with tiny cameras that capture snapshots of the day and provide an edited highlight reel of photos every evening.

On the other hand brain-sensing headband Muse has the ability to tell you how the class reacts to certain activities and the ones that are most conducive to learning. In the same way that a heart rate monitor tracks your pulse, this device works by monitoring brain signals. The device uses audio prompts to get get the users attention back when it spots patterns that equate to distracted thoughts. The primary aim of the device is to train the brain to stay focused.

“AR and similar immersive technologies can be powerful learning tools when used to visualise complicated subject matters,” says Jason Higgins, managing director at the Harmony Augmented Reality Studio in Bedfordshire.

For example, Higgins points out, that the Brian AR app allows students to the brain in a fully immersive 3D environment.

The development of technology has changed lives of people and education is no exception. What is changing the way students are taught in schools or will be taught in schools are technology based wearable devices that instantly transport a student from the class room to a virtual where the student can view and almost touch the object that is being taught.

Experts point out that these wearable technological education assistants can be soon become a regular feature for schools.

The term ‘wearable’ is referred to any form of device that can be worn on a human. Some of the more known and used wearable technological gadgets include headsets, fitness trackers and smart-watches.

One of the wearable devices that children are using in schools is called Expeditions, a new classroom initiative that was unveiled by Google in May this year. This piece of equipment is literally a folded piece of cardboard with lenses attached that turns a turns a smartphone into a VR viewer. The gadget is technologically advanced and yet the use of inexpensive materials has made the device very affordable and liable to be used by children in schools.

This is an indication that such gadgets can soon become regular features at classrooms. However experts say that it is still early days and not many schools are even aware of the presence of this device and the applied technology. The technology and such devices would only become common place in classrooms when technology becomes more advanced, less expensive and more accessible which would enhance the opportunities for the growth of the market.

The Google device lets children virtually view, for example, the Great Wall of China or the places such as Verona in Italy. The device also can be used to interestingly study Romeo and Juliet and to explore a coral reef even as the students remain seated in the their schools.

At present, around 100 schools have used this device for students. “The creativity we have seen from teachers, and the engagement from students, has been incredible,” says Google’s Ben Schrom, product manager for Expeditions.

Other similar devices that have hit the market and can be included in the ‘wearable’ category like the HoloLens from Microsoft, a VR device that tends to augmented reality gear.

The Autographer and the NarativeClip are devices that are fitted with tiny cameras that capture snapshots of the day and provide an edited highlight reel of photos every evening.

On the other hand brain-sensing headband Muse has the ability to tell you how the class reacts to certain activities and the ones that are most conducive to learning. In the same way that a heart rate monitor tracks your pulse, this device works by monitoring brain signals. The device uses audio prompts to get get the users attention back when it spots patterns that equate to distracted thoughts. The primary aim of the device is to train the brain to stay focused.

“AR and similar immersive technologies can be powerful learning tools when used to visualise complicated subject matters,” says Jason Higgins, managing director at the Harmony Augmented Reality Studio in Bedfordshire.

For example, Higgins points out, that the Brian AR app allows students to the brain in a fully immersive 3D environment.

(Source: www.theguardian.com)