With the Internet, new technologies and innovative ideas, there’s no doubt that education is changing. And while many educators and policy makers are focused on how technology will change teaching, learning and education as a whole, there are countless other ways tech is influencing education.
Online learning will continue to grow. The COVID-19 pandemic has placed a renewed spotlight on online learning platforms and tools, accelerating a trend that was already underway. As schools around the world look to add more distance learning tools to their toolkits, the demand for brands like Zoom is likely to continue growing.
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We will see more personalized learning platforms. Online learning platforms have the potential to be highly personalized and customized, but they need to be designed that way from the start. A number of educational institutions are now starting to build online learning platforms that feature personalized content streams and interactive elements that allow students to learn at their own pace and get help when they need it.
From e-commerce to MOOCs, technology has changed the way students learn and teachers teach. Here are The Top 5 Educational Technology Trends In 2022-2023
1. Artificial Intelligence
Artificial intelligence (AI) is transforming how the world works today. AI technology has been implemented in nearly every industry, and education is no exception. As technology continues to advance, more and more educators are beginning to integrate AI into their classrooms.
Here are some AI trends to watch out for in 2022-2023:
- 1. AI-based adaptive learning will be more prevalent in K-12 schools
- 2. AI will be used more to facilitate social and emotional learning in schools
- 3. Expect more smart devices that track behavior and learning stats
- 4. There will be more schools using AI to create personalized curricula and paths to graduation
- 5. Expect more data-driven approaches to tracking school safety incidents
- 6. More schools will use AI to monitor student progress toward achievement goals
- 7. Expect more colleges and employers to use AI to screen applicants’ online footprints.
However, artificial intelligence in education is often misunderstood by both teachers and students. For instance, many teachers think that AI will replace them rather than assist them. Similarly, some students believe that AI will replace the need for human interaction in the classroom. Although these assumptions are not entirely incorrect, they are perhaps a bit premature.
2. Augmented Reality and Virtual Reality
Augmented reality (AR) and virtual reality (VR) are increasingly being used to support learning in higher education. By overlaying virtual objects onto the physical world, AR systems can help students visualize what they are learning in a way that traditional teaching methods cannot. Similarly, by immersing students into a fully synthetic environment, VR can provide heightened levels of engagement, making it possible to simulate situations that might not be possible or desirable to do in real life.
However, despite widespread interest from educators, there is limited evidence about how AR and VR can be effectively used for teaching and learning. To address this gap in our knowledge, Jisc commissioned a series of reports on the state of the art in AR and VR for education.
The first report in the series focuses on augmented reality, identifying eight emerging trends in the use of AR technologies for teaching and learning:
- Spatial audio-based interactions.
- Visualization of complex, abstract data sets.
- Visualization of data over time.
- Immersive simulations for language learning.
- Physical-virtual interaction techniques using environmental sensors.
- Immersive simulations of cultural heritage sites.
- Augmented social interaction through avatars and puppeteering techniques.
These technologies have been around long enough to prove their worth and become mainstays in the educational sector, but they are also still evolving and improving, which means that there is still potential for them to become even more powerful tools for learning.
3. 3D Printing
In the future, it will be more popular to use 3D printers for educational purposes. By 2022, the market for 3D printing technology in the education sector will reach $1 billion, according to an analysis by SmarTech Publishing. This is equivalent to 35% of all sales of 3D printers and related services and materials in this industry.
The report notes that although there are many educational institutions that already have 3D printers, their number is small compared to all educational institutions. Most of them are colleges and universities. The average spending on 3D printing technology in schools is about 10 million dollars a year, which will increase in the future by almost four times.
According to experts, demand will be driven primarily by government funding programs designed to promote new technologies and encourage innovation in school education.
The main types of equipment that are currently used or will soon be used are:
- filament-based equipment (the most common type);
- laser sintering equipment;
- multi-jet equipment;
- equipment based on a photopoly merization reaction (stereo lithography).
A few years ago, 3D printing seemed like something from the distant future. However, today it is already within reach for many schools and universities. What’s more, it comes with a wealth of educational uses that will make learning more engaging for students and more effective for teachers.
3d printing has also proven to be useful for students with learning disabilities, as it allows them to experience hands-on learning which they might not be able to do otherwise.
Robotics has become a huge priority in modern education. Not only do students enjoy learning about robotics, but this activity also helps them develop their technical and creative skills in preparation for the jobs of tomorrow.
Robotics will be among the top technology trends in education in 2022-2023. Experts predict that students who are exposed to robotics at a young age will be more likely to pursue STEM (science, technology, engineering, and mathematics) careers in the future.
By getting started with robotics now, you can prepare the next generation for success. In this article, we’ll explore eight fun ways to integrate robotics into your classroom.
Robotics in Education
- 1. Encourages collaboration among students
- 2. Helps develop problem-solving, computational thinking and data analysis skills
- 3. Improves communication, sharing of information and teamwork
- 4. Encourages creativity, initiative and entrepreneurship
- 5. Reduces school dropout rates
- 6. Encourages self-learning
- 7. Stimulates the development of knowledge in different areas at the same time (mathematics, technology, engineering, programming)
Robots are the future of education, and the world. We are bringing the best in robotics education kits and accessories to schools around the world.
The Gamification Educational Technology market is anticipated to gain traction over the forecast period owing to factors such as growing demand for automation, increasing use of artificial intelligence (AI) in learning and development sector and rising investments by companies in enhancing their digital presence.
According to a study conducted by the National Skills Coalition (NSC), about 6.4 million jobs in the U.S. are unfilled due to lack of skilled workforce. The report also suggests that about 36% of employers are unable to find skilled workers for their businesses. Thus, it has become crucial for organizations and educational institutions to adopt gamification solutions for training and development purposes.
Gamification works because it uses the same psychological processes that motivate people when playing games. These include:
- Intrinsic motivation – the desire for personal satisfaction and achievement
- Extrinsic motivation – the desire for rewards from others
- Social facilitation – the urge to perform better when competing against others
- The power of positive reinforcement – this encourages students to repeat actions that result in rewarding outcomes.
- The goal with gamification is to keep learners interested in their studies by giving them a sense of purpose and achievement.
The growing adoption of game-based training solutions across large enterprises is expected to propel market growth over the forecast period. For instance, in March 2019, Dassault System.
Another misconception is that gamification should be strictly computer-based. This may have been true at one time, but computers have become so ubiquitous that they are no longer needed as a primary source of information for students.
Since technology is changing the world in so many ways, it makes sense that teachers would adopt technology in their classrooms. The Internet and emerging virtual reality, in particular, have countless applications for the classroom. Furthermore, these tech trends have the potential to dramatically impact education in the future.