2016 Technology Trends that will Shakeup the Online Education Industry

Oculus rift in the classrom
 

A handful of blossoming technologies are perfectly positioned to change the online education industry in 2016. Hip students and progressive teachers will be able to take advantage of these new tools to create learning experiences that will forever change the way we think about education. Without further adieu…

3D Virtual Classrooms

Every major tech company – including Google, Facebook, and Samsung- is competing to make their 3D hardware to consumer choice. The main revenue source for these devices is via gaming, but the possibilities for education are outstanding. Image if an online student could strap on a 3D headset and suddenly be whisked away to a magical learning experience in a lifelike setting. Professors will finally be able to solve the number one issue plaguing online schools, which is a lack of first-hand experiences. Students will be immersed in 3D content that is arguabley better than an in person experience because it can be replayed multiple times.

Physical Feedback via Smartwatches

Smartwatches are perhaps the most intimate wearable devices because they have the ability to measure the internal workings of our bodies. Educators are already starting to integrate biofeedback to optimize learning for students. At the elementary level, students are able to use smart watches to monitor their heart rate and track their physical performance both at school and at home. Soon, online students will use smart watches to perform tasks that can be tracked by instructions, such as attending certain events. Take for example an online astronomy professor that requires students to witness a celestial body that only appears at 10PM in the evening from a specific location. Using tracking software in a smartwatch, the student can verify that he or she was present to complete a specific assignment.

When will this be Commonplace?

Well, probably much sooner than you think. Many online learning programs have already started to experiment with these tools and it is likely that both 3D and wearable tech will be the norm by 2018 – just two years from now! As these tools become more accessible, educators will be among the first to take advantage.

 

 

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