Chapter 12 of the textbook mentions technologies that are new and becoming prevalent in the world of education. Page 285 explains augmented reality and devices associated with creating a virtual environment. Augmented reality is defined as "a view of the physical world that has computer generated augmentation to what you see, hear, feel, and smell". I think this technology holds the biggest promise for education. In the tech sandbox we were able to use an augmented reality device called Oculus Rift which simulated us riding a roller coaster. The device we used was primarily visual. We wore a headset that showed a visual through the eye piece. At times, it felt so real that you felt your stomach drop or acquired a bit of anxiety during sharp turns. The man who gave us the tour of the tech sandbox mentioned how this technology could be used to take students on virtual field trips. I had never heard of virtual field trips until taking EME2040. I think augmented reality technology would be a great accompaniment to these, As school districts have made budget cuts, one of the things that have taken a hit are field trips. Field trips are also less common because of the strict testing standards now in place, administrators want students to be out of the classroom as less as possible. In my opinion, this negatively impacts the students. I learned concepts best when I could go out into the world and either apply them or personally experience them. Virtual field trips could help solve this issue. Students would still be in the classroom and most of these field trips can be downloaded for free onto the school computers. Like with the Oculus Rift device, augmented reality technologies would make the students feel like they are actually on site of the field trip.
Another future technology that could impact education is Sphero. Sphero was demonstrated in the tech sandbox as well. It works by someone coding its movements through online programs. Sphero then acts out the movements that were coded. I think since students are becoming more and more reliant on technology, they will soon be expected to use it for higher level functioning like programming at a younger age. Devices like Sphero could help facilitate this and make coding fun for students of all ages, http://www.sphero.com/sphero
The digital divide is defined in the podcast as "the gap between those who do and do not have access to technology". I am on the side of the divide where I have had access to technology where I have had access to technology my entire life whether it was at home or at school. I am on the side of student A. This is because I have grown up in the middle class and my school district and parents have been able to afford to give me these opportunities. The digital divide will affect my future classroom because there will be some students in my class who may not have access to a computer or other technology, and when they do, they may not be proficient in using it like the other students might be. I would facilitate the students without much access to technology by allowing them more time in class to complete technology-based assignments and I will try to limit the amount of online homework as much as possible. I will try to make all online assignments something that will be completed in class.
I really like how you referenced the Tech Sandbox for your first two prompts. I had fun, too!. In fact, I share the "fun fact" with anyone who will listen that Sphero made the robot in the upcoming Star Wars movie, (and its not computer animation).
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