The existence or collaboration of technology has made drastic impacts on different fields of society that include education. Today every third student uses internet to work on CBSE sample papers online to prepare for exams while teachers use it to enhance their teaching.
The technologies of future are already being discussed and tested in selective classrooms today, laying the seeds of the manner students could learn in future. Technology analysts are busy in planning and analysing the top technology trends and requirements of the present and future generation. Most of these technologies have already headed into classrooms while others are poised for mass distribution with a notion to revolutionise education.
Cloud computing is a kind of computing based on Internet that provides shared resources and data to computers along with other devices on demand. It is a model that enables access on demand to a shared pool of computing resources such as servers, applications, computer networks, storage and services.
Cloud computing was listed in the less category report in 2011 because of the way it had become an important part of collaboration in schools and workplace. This year, the placement of this latest technology on the horizon of second time highlights the fact that the impact of cloud computing continues to expand in different fields.
Mobile Learning refers to training or education conducted by means of portable computing devices like tablet computers or smartphones.
According to surveys, mobile markets are expected to have more than 7 billion accounts by the end of this year. Mobile traffic is expected to overcome desktop traffic and mobile users will have downloaded 70 billion apps across tablets and smartphones. The Educational Apps are the second highest downloaded of all categories that goes over social media and business apps in terms of popularity.
It has become very convenient for students to carry tablets from homes to classrooms that acts as textbooks along with other course and study materials. Tablet computing makes it easier for a student to create a student friendly learning environment that has all the tools and resources in a single device. Tablets form a major part of educational technologies with their impressive number of features starting from real time data mining required to promote learning analytics to providing a plethora of learning apps.
Games and Gamification
The gamification of learning is an approach to inspire students to learn and understand by means of video games and elements in gaining information. The vision points towards engagement via capturing the interest of students along with fun and enjoyment.
It has traversed and infiltrated productivity, commerce and education by proving to be a handy engaging tool. These programmes have expanded beyond implementing online and digital games in the curriculum. The updated categories describe the perspectives of games for scaffolding topics along with real world experiences that include canvas of game design.
Wearable technology can enhance a child’s ability to interact with a better mind-set and interest towards education. There are good number of technology available that is wearable which includes Google glass, VR and smart watches to be among the most promoted gadgets.
However, educators have viewed rising technologies as seeds of enhanced picture and not a mere distraction. According to studies, education experts identified potential uses of wearable technologies in terms of contextual information and simulation capabilities.
Amit Paliwal believes in the impact of writing along with developing articles, blogs and notifications. According to him, every word is an ornament of every content and language is the most powerful means of knowledge that can only be achieved through effective writing. Apart from content writing, music, painting and sports are his field of interest.