Documentos de Académico
Documentos de Profesional
Documentos de Cultura
Christine Wilson
Abstract
This paper explores three emerging technologies for todays classroom, including 3D printing,
augmented reality, and gamification. Each technology is explained how it is used in different
grade levels, the impact the technology has on teaching, the impact the technology has on student
learning, how the technology works, and the benefits of the specified technology in the
classroom.
Technology in todays classrooms changes daily. Where we were five years ago is not
where we are now or where we will be five years from now. The emerging technologies of today
are allowing teachers to take their lessons to a whole new level and allow the students the
opportunity to become the masters of their own learning experience. This paper explores three
gamification.
3D Printing
3D printing is a newer technology, which is not widely utilized due to cost constraints of
the printer and materials. However, if the school or teacher is able to have a 3D printer, students
and teachers alike are finding the printer invaluable to the teachers daily lessons. Imagine being
able to reproduce a dinosaur skeleton or hold pieces of the Titanic! 3D printing is making it
possible, which bring the past to life and inspire new ideas for the future.
How its used in different grade levels. 3D printing carries advantages across all grade levels.
Starting in elementary school, students can create their own frames for artwork, re-create
historical designs or build their own (Kane, 2017). It can be used for math fundamentals, such as
printing pieces of pie for fractions or parts of an equation (Kane, 2017). Having something to
touch and see gives the students a way to visualize and conceptualize the math problem (Using,
2017). In middle school, students can use 3D printing to design their own buildings, make
prototypes for inventions, or even use it for geographical context (Kane, 2017). In high school,
3D printing is being used for dissection in biology, creating DNA molecules, making products to
EMERGING TECHNOLOGY IN TODAYS CLASSROOM 4
sell, math examples, and more (Slack, 2014). 3D printing is allowing the students to touch and
see things that have only been seen in textbooks (Lever-Duffy & McDonald, 2017).
Impact teaching. 3D printing allows the teacher to bring lessons to life. Props that teachers
would have paid a lot of money for, now can be recreated for less and are easily replaceable.
Objects can be reimagined to be taken apart. Having the ability to include a physical object into
lessons gives the teacher more options as to what to teach or how far to take the lesson. 3D
printing can also let the teacher put the student in charge of their own learning by letting them
decide what to create and watch it evolve from start to finish (Slack, 2014).
Impact learning. 3D printing allows students to participate in lessons in ways that they have not
before. Kinesthetic learners will be greatly impacted by the ability to design, watch the printing
process, and hold a creation. They can now see and hold a rare sea creature, build and test a
catapult (Kane, 2017), and print a statue from Italy. Other learners will enjoy the opportunity to
use their imagination to create something that until now has only been in their mind. It changes
How it works. Using CAD (computer aided design) software or similar, a design is created. You
are able to make your own design or use pre-made design files. That design information is
relayed to the 3D printer, which prints the object using layer upon layer of plastic resin or other
Benefits for classroom. There are many benefits to using 3D printing in the classroom.
Allowing students to see and hold objects that were out of reach before or to make their own
invention is arguably the most beneficial thing about 3D printing. It promotes student
engagement in the lesson (Using, 2017), which in turn makes the lesson more relevant and more
EMERGING TECHNOLOGY IN TODAYS CLASSROOM 5
likely to be remembered by the students (Slack, 2014). Making students to work together as a
group to solve a global problem, or invent a product for consumer use, fosters cooperation and
communication between students (Using, 2017). 3D printing allows for trial and error. If students
create something that doesnt work or fit or the measurements were off, they have the ability to
Augmented Reality
Augmented reality brings things to life in a way that 3D printing cannot. 3D printing is a
static object brought to fruition. Augmented reality is making that static object come alive (think
Harry Potter). It uses the existing environment or object and overlays new or live information
How its used in different grade levels. Augmented reality is still finding its way into the
classroom. Elementary students can enjoy interactive books on many subjects, including animals
and the solar system (Brown, 2015). When viewing these, it is like watching an animated video!
Middle school and high schools are using augmented reality to make school announcements
come alive, help with homework problems, as well as using a lesson disguised as a game to
complete tasks (Brown, 2015). It can also be used in classrooms to view 3D images of the human
body, or make worksheets come alive with models and video that reinforce the content (Brown,
2015).
Impact teaching. It will take a little while for augmented reality to become common in the
classroom. Augmented reality will make a subject come alive with examples, drawings, charts,
and notes. It could be described as giving a little extra the the normal subject matter. If a
teacher is having a hard time with certain students who wont engage, there are resources
EMERGING TECHNOLOGY IN TODAYS CLASSROOM 6
available to are made to reach those students. They have lessons in a variety of formats,
Impact learning. Augmented reality will impact learning by making subjects an immersive
experience, transporting the student to another place. The student could scan a picture of the
Leaning Tower of Pisa and be transported to Italy as if viewing the Tower in real life. It would
allow the students to scan a still picture and watch it turn into a book review or scan a math
problem and watch it show you how to do the problem. Students would have the ability to see
things that they would be unable to see due to time or distance. This will make learning more fun
How it works. Augmented reality requires a smartphone or tablet with camera, an AR app, a
trigger image, and an internet connection. When a trigger image is scanned, the existing image
comes alive with a computer generated enhancement overlay (Schrock, 2017). This enhancement
makes the image more meaningful from the ability to interact with it.
Benefits for classroom. The benefits of augmented reality in the classroom are its ability to
immerse the students into another realm. It gives them an extra boost of content to the subject
matter, that might not have been present in a traditional lesson. In science, you would have the
ability to mix chemicals and show the reaction without putting students or teachers at risk
(Schrock, 2017). You could look at a picture of a human heart and have it come alive in 3D with
the different parts and being able to dissect it without the need of a real human heart (Brown,
2015). A beneficial homework assignment could be using a QR code as the trigger image and
have that code link to an online lesson, help chart, or other interactive resource (Schrock, 2017).
Augmented reality gives a little bit of magic to education, which keeps the student interested.
EMERGING TECHNOLOGY IN TODAYS CLASSROOM 7
Gamification
Gamification in education has been happening for a long time. There has always been
toys and games geared towards learning and teaching, engaging children through a fun way of
learning. A common understanding is that by the time kids are 21, they have played over 10,000
hours of video games. That is the same amount of time theyve spent in school. Research also
suggests that 58% of Americans play video games (Classcraft). It is for these reasons that
How its used in different grade levels. Gamification starts at a very early age. It is started in
elementary classrooms as a fun way to learn math by counting boats, learn reading by watching
an interactive story that highlights the words as theyre being read, or learning letters by finding
them in a maze. In middle and high school, students play these games as quests or challenges to
progress to a higher level (How). Each quest or challenge is related to content being taught in the
Impact teaching. Gamification is a win-win for the teacher. It keeps the students engaged and it
can allow instantaneous results of student progress and show where more help is needed (Acedo,
2013). The downside, is that gamification might not be a helpful tool to help students retain the
information.
Impact learning. Students learn much better when they are motivated, and gamification makes
them feel competitive with others and also have a chance to celebrate their achievements.
Gamification also fulfills three needs often found in students: The need to make choices, the
How it works. Gamification is turning a lesson, subject, or any instructional content into a game.
Typically there are quests or challenges that need to be completed before moving on to the next
level. The quests can be answering questions, watching a short video, analyzing data, or writing
an essay. When the quest is complete, the students can earn badges or points and level up. As the
Benefits for classroom. Gamification in the classroom increases motivation and cooperation in
the classroom due to the competitive nature of gaming. It also teaches the students to embrace
failure and encourages practice. It keeps the students engaged and gives them something fun to
Conclusion
trying to address the various types of learning and find a way to engage the students and promote
learning in a way that will equip students to succeed in an ever changing world (Lever-Duffy et
al., 2017). With these technologies, students will develop better communication, critical
thinking, and cooperation skills. Students will be able to see the world in a different way, from
plastic-made dinosaur bones to visiting Italy from their desk. The possibilities are endless!
EMERGING TECHNOLOGY IN TODAYS CLASSROOM 9
References
Acedo, M. (2013). 10 Specific Ideas To Gamify Your Classroom. Retrieved October 6, 2017,
from https://www.teachthought.com/pedagogy/how-to-gamify-your-classroom/
Brown, P. (2015, November 2). How to Transform Your Classroom With Augmented Reality.
https://www.edsurge.com/news/2015-11-02-how-to-transform-your-classroom-with-aug
mented-reality
http://rezzly.com/does-gamification-work/
Kane, K. (2017, February 24). 9 Amazing Ways Teachers Can Use 3D Printing to Teach Math
https://www.weareteachers.com/3d-printing-math-science/
Lever-Duffy, J., & McDonald, J. B. (2017). Teaching and learning with technology (5th ed.).
Schrock, K. (2017, August 1). August 2017: Augmented reality in the classroom. Retrieved
http://blog.discoveryeducation.com/blog/2017/08/01/augmentedreality/
Slack, M. (2014, May 10). How (And Why) To Get Started With 3D Printing In The Classroom.
http://www.edudemic.com/3d-printing-in-the-classroom/
Using 3D Printing in STEM Education 2017. (2017, April 26). Retrieved October 5, 2017, from
http://blog.noplag.com/using-3d-printing-in-stem-education-2017/
https://www.classcraft.com/gamification/