Although technological devices might not
reemerge from the past, the effect of their original impact has the ability to
reappear time and time again. Dr. Thornburg (2014h) noted that it’s not the
technology that has been rekindled, but the effect of the technology that is
rekindled and how it’s being used through their evolution and progression.
According to Dr. Thornburg (2014j), the key principles that drive evolutionary
technologies, which are new technologies that are a progressive growth of
previous technologies, include: rhymes of history, science fiction, disruptive
technologies, increasing returns, and the red queen. Within Rhymes of History,
the impact of previous technology is felt as new innovations emerge. For
Science Fiction, new innovations are developed from science-based science
fiction. Disruptive Technologies are those that create innovative ways of
thinking about the essential technological task. Increasing returns are seen
when two competing technologies emerge, but only one is chosen while the other
disappears. Lastly, the Red Queen emerges when two competing technologies
advance ahead of other devices. As seen from past modules, during the early
stage of technology, numerous innovations will be seen; however, only a few
will re-emerge through evolution of the devices efficiency and usefulness.
The force of evolutionary technologies
could be a sustainable and reliable way to predict future trends in technology
to help schools alleviate unnecessary purchases of technology that will become
obsolete shortly after their adoption. By viewing common trends and investing
in technology devices listed in the Horizon Report (2015), schools could stay
current with their technology adoption while also investing in devices that are
projected to provide a return on the investment, efficiency, and usefulness of
the device for years to come.
Three evolutionary educational
technologies that are listed in the Horizon Report (2015) include: Cloud Based
Learning (pg. 11), Social Media (pg. 13), and Gamification of Learning (pg. 8).
Students can use cloud-based platforms
such as Qino,
ProofHub,
and MindMeister for collaborative
projects, to promote teamwork, peer-to-peer learning, and to keep track of
their individual assessments, learning plans, and work (New Media Consortium
Horizon Project, 2015, pg. 11). Another site that was recommended to me on
Twitter by an Educational Technology Representative was a program called Nearpod
that allows teachers to create and customize learning material and allows
students to collaborate with their peers and submit responses all through the
program. The interactive lessons and student assessments are offered through
the Nearpod platform and can be accessed using mobile or desktop devices. These
cloud-based educational platforms would allow learning to become more
individualized to better facilitate learning. This would also reduce the carbon
footprint often left behind when using an actual device to store information
once the device becomes obsolete.
Social Media, such as Skype and Twitter,
can be used for global collaboration of students and educators to create
electronic publications. An example of this was seen by The World School in New
York who has published a Global Book Series utilizing the collaboration efforts
of educators and students from all around the world that they collaborated with
using the Twitter platform (New Media Consortium Horizon Project, 2015, pg.
13).
Lastly, Gamification of Learning “shifts from students as consumers to students as
creators” to allow students to enjoy the process of identifying, creating, and
enjoying the potential of their learning capabilities (Briggs, 2014). Briggs
(2014) also mentioned how “Creative thinking not only enhances our
ability to adapt to our environment and circumstances but also allows us to
transform those environment and circumstances.” Integrating technology
into curriculum would allow students to acquire skills necessary for the future
workforce which was seen when 3D printing was applied to science classes and
media production into humanities courses (New Media Consortium Horizon Project,
2015, pg. 8). As Pew (2014) mentioned, “the world is moving rapidly towards
ubiquitous connectivity that will further change how and where people
associate, gather and share information, and consume media.” Devices are
evolving to become more portable and allow users to become more productive and
efficient in their work.
In regards to 3D
printers, scholars believe that “printers are going to double up on performance
and double down on costs” (Chyzowski,
2015). I have been reading more and more about the Zero-G 3D printers that are currently being used in space. You can submit digital data to
the printers for astronauts to print out the design and test while in space.
Imagine the cost and time efficiency that is improved simply by not having to
ship so many devices into space if you can simply print them there. 3D printers would be revolutionary in the
classroom allowing students to shift from
simply being consumers of information to becoming creators of their own learning (Briggs, 2014). The New
Media Consortium Horizon Project (2015) claimed that integrating 3D printing
into sciences would enable students to “understand the various intersections
between technology and virtually any subject matter, acquiring a skillset that
is desired in the contemporary workforce” (pg. 8). By creating a curriculum that allows students to develop and produce new
products, educators can enable them to become productive members of our society
who will contribute to the jobs that are projected to emerge in the near future
(Palmer, 2014).
References:
Briggs, S. (2014, September 20). Students
as creators: How to drive your students to be more than just consumers. Retrieved
from http://www.opencolleges.edu.au/informed/features/students-as-creators/
Chyzowski, H. (2015, July 1). RE:
Discussion - Module 3 [Online discussion post]. Retrieved from https://class.waldenu.edu
Laureate
Education (Producer). (2014j). David Thornburg: Six forces that drive emerging
technologies [Video file]. Baltimore, MD: Author.
Laureate
Education (Producer). (2014h). David Thornburg: Rhymes of history [Video file].
Baltimore, MD: Author.
New
Media Consortium Horizon Project. (2015). The
NMC Horizon Report. Retrieved from http://cdn.nmc.org/media/2015-nmc-horizon-report-k12-EN.pdf
Palmer, K. (2014, October 17).
Program helps Kansas city-area students create technology, not just use it.
Retrieved from
http://kcur.org/post/program-helps-kansas-city-area-students-create-technology-not-just-use-it
Pew
Research Center. (March 2014). Digital life in 2025. Retrieved from http://www.pewinternet.org/2014/03/11/digital-life-in-2025/
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