Using tablets, apps and YouTube videos, students at a Minnesota elementary school have added new virtual elements to paintings and other artwork, so their masterpieces include videos that not only get them engaged, but also help them better understand ideas behind the art itself.
One elementary school in Minnesota riffed on the wildly popular Pokémon Go app to create its own virtual reality game that helps incoming students feel more comfortable with beginning the school year in an unfamiliar building.
As smartwatches, wristbands, headsets and other wearable products become more sophisticated, expect to see classroom networks of these “ultramobile” devices interacting with each other and enabling students and teachers to share digital information as never before.
Digitizing education content and learning processes has changed the way students learn and interact during classroom sessions, according to Technavio’s report, “Classroom Wearables Technology Market in the U.S. 2016-2020.”
So classrooms emphasize collaborative learning and visual learning, says Technavio analyst Jhansi Mary J.