Emerging technologies, emerging practices in education

Published 29/09/2021.  Last updated 19/06/2023
sourceKnowledge and research

Definitions

‘When simply defined, particularly within the context of education, emerging technologies are those that have the potential to change the current state of affairs in education’.
Measuring the Impact of Emerging Technologies in Education (2018)

An emerging technology is one that is not in ‘common’ use currently in education, but which has the potential to be more widely adopted to support improvements in learning and teaching. Many of these technologies have been emerging for a number of years. Many continue to evolve at pace and will be in a state of continuous ‘emergence’.

Technologies are shaped by – and in turn shape – the context in which they are used. For this reason this briefing links both technologies and practices.

Emerging Technologies

Emerging technologies and practices may:

  • not necessarily be new
  • be in a constant state of flux until ‘a way of doing things’ emerges
  • not yet be fully understood or researched
  • not yet reveal their full potential

Reference: Veletsianos, G. Emergence and Innovation in Digital Learning: Foundations and Applications (2016)

The following list of emerging technologies has been developed from desk based research, knowledge of current classroom use and discussions with practitioners.

Virtual Reality

This is an immersive technology that creates a simulated environment, enabling users to interact with and experience it in a way that appears real.

Augmented Reality

Augmented reality (AR) overlays digital information and virtual objects on the real world, enhancing a user’s perception and interaction with their physical environment.

Mobile learning

The process of developing knowledge and skills through educational content and activities delivered on mobile devices, providing flexible and accessible learning opportunities anytime anywhere.

Artificial Intelligence

This is a field of computer science that focuses on the development of intelligent machines capable of performing tasks that typically require human intelligence.

Adaptive Learning

An educational approach that uses technology and data to personalise instruction, tailoring content and learning experiences to individual needs, preferences and progress.

Learning Analytics

The process of collecting, analysing and interpreting educational data to gain insights into student learning.

3D Printing

The manufacturing of a solid object by laying down different layers of materials (e.g. plastic).

Live Streaming

Online broadcasting of live audio/video.

Learning Games and Simulations

A game developed with an educational objective or the imitation of a real life scenario.

Wearable Technologies

Smart electronic devices that are worn close to the skin.

Massive Online Open Courses (MOOC)

Free online courses available for anyone to enrol.

Machine Learning

This is a branch of AI that empowers computer systems to learn and improve from experience without being explicitly programmed.

Immersive Classrooms

A classroom that uses a range of technologies to bring a ‘real-world’ experience to learning.

5G and extended connectivity

The new generation of wireless technology, enabling faster connectivity, allowing many more devices to be connected at the same time, improving response times etc.

Robotics

A field of study and engineering that involves the design, construction, programming, and operation of robots, to perform tasks in the real world

Drone

An unmanned aerial vehicle (UAV) that is remotely piloted.

Emerging practices

The shift to remote and learning and teaching online in 2020/21 has accelerated the development of a range of practices.

  • streaming of live lessons
  • accessing recorded lessons
  • collaborative learning
  • networked Professional Learning
  • supporting learning through social media
  • learning in immersive virtual environments
  • hybrid learning
  • support to parents / parents in a learning support role
  • asynchronous learning and teaching
  • game based learning
  • mobile learning
  • open education resources

Improvement questions

  • You might consider joining a Professional Learning Community and explore, discuss and share your understanding of emerging technologies
  • How has the experience of school closures and remote learning changed your approach, or that of your colleagues, to the use of current or new technologies?
  • What research exists around emerging technologies and how can you incorporate research findings into your classroom practice?

Emerging technologies, emerging practices in education

Published 29/09/2021.  Last updated 19/06/2023
sourceKnowledge and research

Definitions

‘When simply defined, particularly within the context of education, emerging technologies are those that have the potential to change the current state of affairs in education’.
Measuring the Impact of Emerging Technologies in Education (2018)

An emerging technology is one that is not in ‘common’ use currently in education, but which has the potential to be more widely adopted to support improvements in learning and teaching. Many of these technologies have been emerging for a number of years. Many continue to evolve at pace and will be in a state of continuous ‘emergence’.

Technologies are shaped by – and in turn shape – the context in which they are used. For this reason this briefing links both technologies and practices.

Emerging Technologies

Emerging technologies and practices may:

  • not necessarily be new
  • be in a constant state of flux until ‘a way of doing things’ emerges
  • not yet be fully understood or researched
  • not yet reveal their full potential

Reference: Veletsianos, G. Emergence and Innovation in Digital Learning: Foundations and Applications (2016)

The following list of emerging technologies has been developed from desk based research, knowledge of current classroom use and discussions with practitioners.

Virtual Reality

This is an immersive technology that creates a simulated environment, enabling users to interact with and experience it in a way that appears real.

Augmented Reality

Augmented reality (AR) overlays digital information and virtual objects on the real world, enhancing a user’s perception and interaction with their physical environment.

Mobile learning

The process of developing knowledge and skills through educational content and activities delivered on mobile devices, providing flexible and accessible learning opportunities anytime anywhere.

Artificial Intelligence

This is a field of computer science that focuses on the development of intelligent machines capable of performing tasks that typically require human intelligence.

Adaptive Learning

An educational approach that uses technology and data to personalise instruction, tailoring content and learning experiences to individual needs, preferences and progress.

Learning Analytics

The process of collecting, analysing and interpreting educational data to gain insights into student learning.

3D Printing

The manufacturing of a solid object by laying down different layers of materials (e.g. plastic).

Live Streaming

Online broadcasting of live audio/video.

Learning Games and Simulations

A game developed with an educational objective or the imitation of a real life scenario.

Wearable Technologies

Smart electronic devices that are worn close to the skin.

Massive Online Open Courses (MOOC)

Free online courses available for anyone to enrol.

Machine Learning

This is a branch of AI that empowers computer systems to learn and improve from experience without being explicitly programmed.

Immersive Classrooms

A classroom that uses a range of technologies to bring a ‘real-world’ experience to learning.

5G and extended connectivity

The new generation of wireless technology, enabling faster connectivity, allowing many more devices to be connected at the same time, improving response times etc.

Robotics

A field of study and engineering that involves the design, construction, programming, and operation of robots, to perform tasks in the real world

Drone

An unmanned aerial vehicle (UAV) that is remotely piloted.

Emerging practices

The shift to remote and learning and teaching online in 2020/21 has accelerated the development of a range of practices.

  • streaming of live lessons
  • accessing recorded lessons
  • collaborative learning
  • networked Professional Learning
  • supporting learning through social media
  • learning in immersive virtual environments
  • hybrid learning
  • support to parents / parents in a learning support role
  • asynchronous learning and teaching
  • game based learning
  • mobile learning
  • open education resources

Improvement questions

  • You might consider joining a Professional Learning Community and explore, discuss and share your understanding of emerging technologies
  • How has the experience of school closures and remote learning changed your approach, or that of your colleagues, to the use of current or new technologies?
  • What research exists around emerging technologies and how can you incorporate research findings into your classroom practice?