Emerging Technologies for Learning and Teaching

Student explore a variety of emerging technologies and consider how they may be used within instructional contexts. This page highlights several technologies and resources students examine. The articles and resources demonstrate that these technologies are not just being used in computer science or industrial arts, but can be embedded aspects of the learning and teaching process across the curriculum. Teachers and students utilize these technologies in creative ways to represent their understanding, to test hypotheses, to collaborate, to think critically, and to engage with content.

Please take some time and explore these different technologies and consider how you and your students might use them to support learning and teaching!
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Hour of Code

The Hour of Code is an international movement to increase and improve awareness of computer science. Long ago visionary Dr. Seymour Papert advocated that programming gave children the power to make computers powerful learning machines. Through programming, children learn to apply logic and mathematical reasoning, to problem solve, and to think critically. The Hour of Code is a great way to introduce these concepts to K12 students.

Click the following links for more information!
Video: https://youtu.be/nKIu9yen5nc

Resources of Coding in K12:

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3D Creatures and Printing

Manufacturing, medicine, construction, and other segments of our economy are being revolutionized by 3D modeling & printing. Many schools have also brought 3d printing as part of their industrial arts programs, but 3d printing can be utilized across the curriculum and at all grade levels. Students in EdTec 355 created representations of creatures from a creative writing exercise using AutoDesk 123d Sculpt+. Other applications like Google SketchUp and Blender are other tools for students to design and create 3D objects.

For some interesting examples of how 3D printing is being used in K12, check out the links below!

3D printing in content areas

3D printing in the classroom
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Virtual Reality

In recent years around Virtual Reality (VR) technologies have exploded making them more affordable and accessible to consumers and K12 instructional contexts.

Teachers and students can use low cost and/or free VR equipment and applications to visit remote locations, to gain unique perspectives, and to be immersed in different situations.

To get started with Virtual Reality check out the resources below.

Google Cardboard: Google Cardboard demos have several different samples to explore. Go on an urban hike in Paris or Hong Kong. Take an Arctic Journey where you can fly with arctic terns or watch the aurora borealis.

New York Times VR: Go to Pluto, look out from the top of the 1World Trade Center in New York, or swim with whales. NYTimes VR can be used with OR without a VR headset.

Learn more! The Wall Street Journal has a great article/experience about virtual reality by Joanne Stern titled, Why you should try that crazy virtual reality headset. Great interactive piece!
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Augmented Reality

Augmented reality is a way to add, or supplement, computer generated data (sound, video, graphics, etc...) as a layer of additional information over a physical real-world object (picture, statue, building, etc...). For K12 contexts, augmented reality is a really interesting way to make static images come to life. BSU students created pop-up storybooks using ZooBurst, and found additional example of how AR is being used in creative ways by K12 students and teachers. Aurasma was one resources easily adopted within K12 contexts.

Check out their resources below!

Great examples of how AR can be used across the curriculum:

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Robotics: Bringing it all together

Robotics serve as a great way for students to tie many of these emerging technologies (coding, 3d printing, augmented reality) together. Particularly in the STEM areas (Science, Technology, Engineering, & Mathematics), robotics is a great way for students to apply and test their understanding of curricular concepts. This moves beyond paper and pencil testing and memorization, to students using concepts to construct representations of what they know.

BSU students program Sphero robots and model different math, science, and STEM activities. There are many 3d printing add-on for Sphero and Sphero apps include augmented reality games.

Sphero in Education:

Resources for Robotics in Education:
Robots in Education

Robotics in the Elementary School
FIRST Robotics League

Sphero Maze Tower : Analog video game
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Digital Books & Publishing

As schools are shifting funds away from textbook fees to technology, districts are looking at teachers and students to be their own content creators. Digital publishing is an excellent way for teachers to compile multimedia rich content (web links, video, images, text, etc...) into curriculum specific resources for students. It can also serve as a great way for students to document their learning and growth. EdTec 355 students create Apple iBooks to share the work they've done with their Learning Partners in the Technology Mentoring Program, to make connections between course readings and class activities, to discuss how their work addressed the NETS-Coaching Standards, and to reflect on their learning throughout the semester.

Follow the links below for examples of how digital publishing can be used within K12 instructional contexts.

Resources & Examples for Digital Publishing in K12
Student Created iBooks:

Features of iBook Author:

Example of iBooks in K12 Context: