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Running head: EMERGING TECHNOLOGY 1

Evelyn Miramontes
EDU 214
Emerging Technology
4/27/16

EMERGING TECHNOLOGY 2
Education is changing at an alarming rate, it is not as simple as
reading a text and completing a test. Teaching is much more in depth than
that especially, with all the online information out at allows students to
experience their education with a different method. For example students
who dislike reading a book know have a different way of reading with reading
applications for tablets. Students who are not doing well with public
schooling now have the option of Massive Open Online Courses (MOOCs) and
can learn at their own pace. In addition to these wonderful technologies,
students who are tired of the boring old classroom routine can engage in
game based learning. Lately, emerging technologies like 3D printing are
doing wonders for students with disabilities. All these emerging technologies
integrated differently in classrooms and are impacting the teaching and
learning process in new and beneficial methods.
Mobile technology are everywhere in fact56 percent of children, age 8
to 12, have a cellphone 70 percent of children under 12 years old, have
used the tablet device (Kids, n.d.) Children love technology so much that a
five year old child knows how to use their parents tablet or mobile device
better than the parents. Mobile devices can be used for so much more than
just distracting a child at a grocery store they can be used to implant
wonderful study and reading habits in young students. Some reading
applications include, free-text annotation, which helps learners highlight,
underline, summarize, and/or annotate (Che-Ching, 2013) this applications
helps students to freely go about highlighting without worrying about

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damaging the text. For kindergarten and first grade students who are just
learning to read applications like Learn with Homer (Kids, n.d.) have drawing,
voice recording, stories, and songs, along with traditional phonics exercises,
that are helpful to students with speech impediment issues and trouble
organizing language. Other applications like LightSail are e-reading literacy
platforms which help support independent reading in elementary school
students. Games like LightSail allow teachers to monitor students reading.
Instead of having students do a normal reading log with parent signature a
teacher could integrated applications like LightSail and have students check
out texts from their schools' digital libraries and read the books directly on
their mobile devices. The program will also have question to track the
students progress and students can also earn badges to keep them
motivated to continue to read. (Kids n.d.) Mobile devices might be costly,
however the benefits outweigh the cost; one-on-one learning is inforce and
children feel more comfortable with asking questions. (Che-Ching 2013)
Mobile devices impact the students learning process by introducing a
different way for them to experience learning and they provide teachers with
new ways to measure student progress. (Che-Ching 2013)
Massive Open Online Courses (MOOCs) are also impacting learning
and teaching process. MOOCs are especially changing the learning process
never before could students learn one subject in school and then go home
and learn a completely different subject for free. MOOCs are, Free largescale, open-content, open access online learning opportunities (Duffy, 2011)

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they use multimedia and interactive courses. MOOCs support the self-paced
leaner and are mostly found online while some MOOCs may cost money they
are mostly free. Unlike mobile devices that are available to all grade level
students, MOOCs are usually targeted for secondary and higher education
students. (Duffy. 2011) For example, Coursera is an educational company
which has a partnership with 108 prominent international universities and
organizations to make available over 500 courses that anyone anywhere can
study without fees.( Chandler, 2014) Another example is the Massachusetts
Instate of Technology and Harvard University, they have a free development
system called Edx which is supported by MOOCs. The Edx sever as open
class for anyone who wishes to learn. (Duffy, 2011) MOOCs allow higher
education students to receive college credits for the MOOCs (with correct
paperwork of course). However MOOCs do not are not the same as a
completed courses. MOOCs are impacting how students look at school
instead of spending money on a collage course a student might not be sure
of they can take a class on MOOC to make sure it is a subject they wish to
proceed. This is especially beneficial to secondary education students.
(Duffy,2007) Todays students enjoy watching fun educational videos and
somehow seem to have more knowledge on certain subjects than the
teachers. MOOCs are a safe way for a young adult to expand their knowledge
on a subject. MOOCs can also impact the manner as to how a teacher
instructs his/her class. For example if a teacher knows there is only a certain

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amount of information he/she can cover on a subject. The instructor could
then inform the students of MOOCs they could go on to learn more.
However not all students are excited to go online and take an
educational course. Some students spend their entire school day
daydreaming about coming home and playing with their friends or playing
online games at home. Students get tired of the same paper and pencil
routine at school, if educators integrate games into their curriculum students
will learn that education can be fun and mix-up the same day routine. Game
based learning (GBL), is a type of game play that has defined learning
outcomes is designed to balance subject matter with gameplay and the
ability to retain and apply said subject matter to the real world. (Editorial
Team, n.d.) However, not just any online learning game will do. One Debbie
Reese mention in her journal alongside other research partners, that
instructional video game design and embedded assessment can provide

actionable information enhancing individual and collective achievement.


Their research was done on a game called, CyGaMEs. CyGaMEs the game
involved instructional video games that modified behavior to cause and
measure learning. (Reese.2015) For example a game called Inside the Haiti
Earthquake that allows students to play as a survivor, aid worker or journalist
during the natural disaster. The game provide in depth information about
Haiti and the catastrophe as well. The game has consequences for each
players choices making the student think in a real life manner about how
they would deal with the situation. (Rusaw 2011) GBL can be used in

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classrooms of all grade levels the intuitive course videos might be more for
middle and high school students. However, elementary school children can
benefit from GBL in felids like math and science, applications like Hopscotch
and Dragonbox teach children about abstraction, conditionals, loops,
addition, subtraction, etc.( Haynes,2016) Game base learning provides
teachers a way to motivate students to learn and the game data allows
teachers to measure their students progress.
Special education students are benefiting greatly with all the different
kinds of learning technologies, one of the most exciting technologies helping
disable students has to be 3D printing. Todays textbooks involve a vast
amount of visual aids because of this educators have trouble using text
books to teach visually impaired students. 3d printing makes 3D images out
of affordable material using a layered by layered technique. With 3D printing
educators can provided side-by-side hands-on instruction to guide students about
the characteristics of the shapes and what they mean. Students also used their
hands to independently explore the 3D materials, allowing them to appropriately
feel the historical pictures, maps, or relics.(Jo 2016) This technology can also be
used with students of all grade levels. The impact 3D imaging can have on a
visually impaired student is amazing. By touching texture they can explore the
same concepts their classmates are learning for example. If students are learning
about waves the instructor could hang his/her visually impaired student a 3D
printed image of a wave, that way the student will feel properly integrated with the
class. (Jo,2016)

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These four emerging technologies are just a few of the vast mount there

is out in the world. While many people are afraid of the dangers of becoming
too dependent on new technology, as educators one must be able to
understand these technologies are meant to reinforce the subjects students
are learning. Mobile devices are easy to access for young students and if
reinforce with game base learning students can get a well-rounded
educational experience. For some students if it was not for technologies like
MOOCs they might have dropped out of school, gifted students often drop
out of school because he/she feels there is no challenge in what they are
learning. As research continues new strategies for helping disable students
are arising. Never before could a disable student contribute so much to
society. However, great these technologies might be educators need to
properly implement technologies into their class and make sure there
students get the full educational use out of them.

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References
Chandler, P. (2014, Spring). Massive Open Online Courses (MOOCs). School
Librarian, 62(1), 18. Retrieved from
http://go.galegroup.com.ezproxy.library.csn.edu/ps/i.do?id=GALE
%7CA367420189&v
2.1&u=las55353&it=r&p=LitRC&sw=w&asid=3f631cf66643a2932ec63580c
d538353
Che-Ching, Y., Hwang, G., Chun-Ming, H., & Tseng, S. (2013). An evaluation
of the learning

effectiveness of concept map- based science book reading

via mobile devices. Journal


n/a. Retrieved from

Educational Technology & Society, 16(3), 167-

http://ezproxy.library.csn.edu/login?

url=http://search.proquest.com/docview/146220391 ?accountid=2

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Editorial Team .What is GBL (Game-Based Learning)? (2013, April 23).
Retrieved April 27,

2016, from http://edtechreview.in/dictionary/298-

what-is-game-based-learning
Haynes, J. (2016, April 21). Game-Based Learning and Pre-K5 English
Learners | TESOL Blog. Retrieved April 25, 2016, from
http://blog.tesol.org/game-based-learning-and-pre

k-5-english-learners/

Jo, W., Jang, H. I., Rachel, A. H., So, J. H., Lee, H., Lee, H. J., & Moon, M.
(2016). Introduction

of 3D printing technology in the classroom for

visually impaired students. Journal of

Visual Impairment & Blindness

(Online), 110(2), 115. Retrieved from

http://ezproxy.library.csn.edu/login?

url=http://search.proquest.com/docview/17724
Kids Wireless Use Facts. (n.d.). Retrieved April 27, 2016, from
http://www.growingwireless.com/get-the-facts/quick-facts
Lever-Duffy, J. (2007). Teaching and learning with technology (5TH ed.). S.l.:
Allyn & Bacon.
Reese, D. D., Tabachnick, B. G., & Kosko, R. E. (2015). Video game learning
dynamics: Actionable measures of multidimensional learning trajectories.
British Journal Of Educational Technology, 46(1), 98-122.
Rusaw, H. (2013, November 11). NEAG School of Education-Class of 2016Game Based

Learning. Retrieved April 28, 2016, from

https://www.youtube.com/watch?v=L2u1dscZ864

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