- Educational technology is becoming increasingly important after the COVID-19 pandemic has closed classrooms around the world.
- AR, VR, and AI technologies improve accessibility for pupils with learning disabilities or disabilities.
- Edtech also makes learning less dependent on location, while offline services can help learners who don’t have access to the internet.
Educational technology – or “edtech” – has entered the public consciousness over the past year as the COVID-19 pandemic has moved learners young and old from the classroom into the virtual world of distance education.
One of its main advantages is to improve access to education – both in terms of helping pupils with learning disabilities or disabilities, and in making learning less dependent on location.
Here are three technologies that are changing the way we learn.
1. Augmented and Virtual Reality
The main benefits of AR and VR technologies in education make learning interactive and therefore more engaging – they can even add game elements to textbook materials.
Curiscope’s Virtuali-tee is a T-shirt and app that allows users to learn about the human body. One wears a T-shirt while the other uses an AR app on a smartphone to virtually reveal and explore the different layers within the body.
Technology can also have benefits for learners with neurodiversity. Floreo is a telehealth platform that uses VR headsets to deliver social and behavioral therapy in schools and other settings.
2. Artificial intelligence
AI technology can benefit learners by enabling them to learn outside of the classroom through virtual feedback, making learning more engaging and customizing materials to suit the individual. For example, Sparx Maths uses statistics and machine learning — a simple form of artificial intelligence — to support teachers with custom math homework.
The UK firm claims that using the software four hours per week, on average, can increase a pupil’s GCSE Maths exam result by a score. Sparx can also help disadvantaged children progress at the same rate as their more fortunate peers, reducing the achievement gap.
Meanwhile, KidSense.AI uses deep learning technology to deliver an advanced automatic speech recognition system for children. Trained using children’s voice samples, KidSense operates the Roybi Robot – a smart AI-powered toy that teaches languages and basic skills in science, technology, engineering and mathematics.
While educational technology can prove to be an invaluable educational tool, particularly in virtual classrooms, it can also be made redundant in countries or regions with limited or no Internet access.
ClassCloud from Zaya is a plug-and-play device that can support up to 40 laptops or tablets in the classroom over Wi-Fi and provides the same level of user experience whether connected to the Internet or not. It has been used to improve access to high-quality education in rural India.
Wireless technology can also enable users to download materials to a device in the learning environment and take it home with them, meaning that education providers can loan the devices to people who might not otherwise be able to access them.
At the same time, the offline learning app Kolibri makes it possible to implant content on devices in areas where there is an Internet connection – such as a school or a factory – and share it with others over an offline local network.
Edtech’s greatest promise is to expand access to education for all, no matter where they are in the world – something that has become an increasing priority during the pandemic.
Entrepreneurs and innovators who want to make an impact in areas such as education are invited to submit their solutions for an opportunity to work with leading organizations via the World Economic Forum’s UpLink Initiative – an open digital platform that aims to accelerate tangible progress in meeting the United Nations Sustainable Development Goals.
The latest figures show that 56% of 8- to 12-year-olds in 29 countries are involved in at least one of the world’s major cyber risks: cyberbullying, video game addiction, online sexual behavior, or meeting strangers encountered online. the web.
Using the forum’s platform to accelerate its work globally, #DQEveryChild, an initiative to increase the digital intelligence quotient (DQ) of children aged 8-12, has reduced exposure to cyber risks by 15%.
In March 2019, the 2019 DQ Global Standards Report was launched – the first attempt to define a global standard for digital literacy, skills and readiness across the education and technology sectors.
Our System Initiative on Shaping the Future of Media, Information and Entertainment has brought together key stakeholders to ensure better digital intelligence for children around the world. Find out more about DQ Citizenship in our Impact Story.