Microsoft Hololens1

3 Classroom Technologies That Could Give Universities The Digital Upgrade They Need

Posted by:
Ahalya Sattiraju

June 26, 2019

From the ages of magic lanterns to the introduction of the chalkboard to the invention of the overhead projector, tools and technology have played a pivotal role in education. The digital age is rapidly evolving with more innovative and technologically advanced equipment being used in the classroom every day. The typical student today grew up surrounded by technology and it is only expected that their classroom offers an environment they’re accustomed to in their daily lives.

 

As we move forward into an increasingly digitalized generation, more opportunities surrounding such digitalization arise. More jobs would require individuals to have basic tech know-how, the definition of which is steadily evolving.

 

A few ways to implement advanced technologies in the classroom:

 

Smartboards:

 

An inevitable upgrade to the white marker board, smartboards are touch-enabled digital displays that allow room for more creativity in the traditional “blackboard brainstorming” sessions, designing and note-taking that can be emailed to the classroom right away or uploaded in a shared space.

 

SMART Technologies, Microsoft Surface Hub, and Dell Interactive Whiteboardare a few popular smartboards on the market.

 

AR and VR Integration:

 

Augmented Reality and Virtual Reality are effective ways of using visual and auditory stimulation to create an immersive digital experience for students.

 

ImmerseMe is a service used by schools across the world that allows students to learn languages using virtual reality. Students can virtually place themselves in real-life scenarios and interact with “locals” in a more realistic, nuanced setting.

 

Deakin Emergent Tech’s inhouse AR application IdeAR offers an open source platform that enables academics and students to import and manipulate 3D assets into a 3D learning experience and publishing them into an Augmented Reality experience.

 

Gamification in Education:

 

An Indiana University professor abandoned grades for “experience points”; a system where all students start at 0 and earn points by completing “quests” like individual projects, quizzes, group projects etc. The points earned at the end of the semester would determine the actual grade of the student.

 

The game theory incentivizes learning, something the gaming generation is familiar with, even enjoys. Consoles have also seamlessly transitioned gaming into a mainstream activity, making it increasingly popular among young people from all walks of life.


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