As wearable technology, augmented reality (AR), and virtual reality (VR) become more mainstream and more available to educators, many innovators are looking at how combining such technologies can impact classrooms in the future.

What if a piece of wearable technology could sense a student’s stress and offer access to mentors and coaches with just a click of a button? Or imagine a group of students curious and eager to learn more about another culture. What if they could use AR to interact with groups of students from different countries to work on a shared project without ever having to leave the classroom?

A new publication from KnowledgeWorks, Leveraging Digital Depth for Responsive Learning Environments, explores the potential future impacts of using wearables, AR, and VR in the classroom and other learning environments. The report also encourages educators to develop a critical filter to sift through the hype and determine the value and use of these new technologies.

“Often educators are given market-driven approaches to implementing technology in the classroom that end up being ineffective,” says Katherine Prince, senior director of strategic foresight for KnowledgeWorks. “It is our hope that educators can use this research to think critically about how they can use emerging technologies to benefit their students’ unique needs.”

About the Author:

Laura Ascione

Laura Ascione is the Managing Editor, Content Services at eSchool Media. She is a graduate of the University of Maryland's prestigious Philip Merrill College of Journalism. When she isn't wrangling her two children, Laura enjoys running, photography, home improvement, and rooting for the Terps. Find Laura on Twitter: @eSN_Laura http://twitter.com/eSN_Laura


Add your opinion to the discussion.