Sitting inside a four-walled classroom for education is changing slowly. The present generation is moving towards technology utilization in every aspect not leaving behind the education field too. In response to the enthusiasm, the technologies are also favorable for the students learning.

Let us know the 9 emerging technologies to be adopted in classrooms 2019.

The voice of Artificial Intelligence, Machine learning, Reality technologies, and more are often heard in the educational sector in this year 2018. These emerging and promising trends in education are anticipated to give a new outlook on education soon.

A new teaching landscape can be seen in the classrooms of tomorrow. Let us foresee what new technologies in the classroom can be seen in the future.

9 Emerging Technologies To Be Adopted in Classrooms 2019:

1. Mobile Learning:
Already mobile apps have taken its spot in case of school children. School children are becoming more dependent on educational apps, revision apps, apps having test series and its evaluation, learning apps with games, and, more.

It facilitates for connected and personalized learning and no wonder if it becomes the norm in school in the upcoming days.

2. Artificial Intelligence:
We have understood how AI influences learning methodologies and help the teachers as a friendly tool in one of our previous blogs. It helps for personalized learning at scale and increases the efficiency of school children by analyzing the learning pattern and interests.

Artificial Intelligence can be efficiently used to enhance the teaching methodologies and practices, act as a valuable tool for the teachers, optimize the learnings for individual students, simplify administration and mundane duties, and also to act as an intelligent moderator.

3. Machine Learning:
Machine learning in education with an active role of teachers is anticipated to be the remedy gap for students’ knowledge. Though the applications of machine learning are still in its nascent stages, it is anticipated that it would become the talk of the education sector very soon.

A few of the use cases are as a tool for adaptive learning, curator, certifier, moderator, and more. It helps to automate administrative tasks, create global classrooms, and customize learning through individualized and differentiated learning.

4. Internet of Things:
The ‘things’ are getting connected everywhere and schools are not an exception. IoT helps in building communication network, generate textbooks, data collection, secure and connected campus, and advanced school management.

IoT help to reduce the costs by creating a smart environment. iBeacons and the wristbands help to prevent intruders into the school campus. RFID tags on students help the teacher to know more about their candidates. The interactive boards help the students to communicate with their teacher.

In brief, IoT brings adaptable learning for the students, smart tool for the teacher, and smart monitoring for administration.

5. Virtual Reality:
Virtual Reality can be used as a method for content consumption. It is found to be immersive and engaging for the students that it motivates the students for learning. The learning experiences with VR is unforgettable as it simulates the real environment.

The learnings are thrilling and memory retention is more as the student experiences the learning practically. And, also it boosts the creativity of students.

In brief, VR technology help for faster and effective knowledge transfer for the students.

6. Cloud Computing:
Cloud computing is the buzzword in technology and schools as well these days. Zhuji in Zhejiang of China has installed about 6000 cloud computing terminals in about 118 schools to modernize the education system.

Students would be provided with an electronic device to write their homework from anywhere, access library books online, or provided freedom to work for the project from anywhere anytime.

The students do not have to carry the textbooks always with them, instead, a device would suffice for all their resource requirements.

7. Natural User Interface:
The recent developments in haptic technology and the use of tactile sensation to convey the message for the user have thrown light in the education field too. The nursing students are using the haptic feedback system to gain training in nasogastric tube placement.

The computer-simulated environment for learning has mitigated the risk by removing the damage that may occur due to inexperience while placing the tube. Moreover, it leads to accuracy to a greater extent.

8. 3D Printing:
The 3D printing helps the students to produce working mini models. These models could be used as a tester for engineering the design principles before they make the actual prototype.

It facilitates the students to create perfect working models with less expenditure as they can rectify the problems (if any) in the sample model before going for the actual one. It also saves time.

9. Multi-touch LCD Screen:
The multi-touch surfaces facilitate the students to contact their peer groups, teachers in real time. The screening board can detect multiple touch points of the students at a time and is useful for studies.

The screen is attached to the computer and shares videos, images, and sounds. This facilitates a greater amount of interactivity between the students.

The Forecast:

In the future, it is expected that the classrooms will not be confined to four walls ever again. Learning may take place outside the classroom as well as using the VR models, cloud computing, mobile learning, and etc. making learning more accessible, flexible, and scalable.

Adopting new technology for the classroom would be the next step to classroom structure and is promising to meet the needs of individual learners.


Author's Bio: 

Currently playing the role of both CEO and CTO for Abhinav IT Solutions Pvt Ltd having a team of 20+ Developers along with 20+ products into governance and corporate sector. Founder of Voyalab

Basically, I love technology and am always ready to learn new things all the time and I love to read and obviously play Video Games.