2016 is shaping up to be a good year for education, especially when it comes to the growth of technological trends that will help improve the learning environment for all students. Here are some of the trends that folks at eLearning Industry have predicted to grow in 2016, and how we see education headphones as playing an important role in some of these trends.
Mobile Learning (mLearning)
Many classrooms are already taking advantage of mLearning by replacing desktop computers with tablets and other mobile devices. Not only is it cost-effective for many institutions as a device, but it can also save space in the classroom by reducing technology countertop space. In addition, classrooms are finding some cost-savings by switching out heavy textbooks (which can be a health concern for students with many classes), with cheaper ebook or audiobook editions.
In connection with personified and gamified learning (which we’ll go into detail below), a lot of work is put into mobile applications that provide these opportunities, which makes more sense for an iPad or a tablet to be a main device for student learning. Plus, the mobility of the devices make it easy for students to learn outside of the classroom, especially when the devices are equipped with cases and have specified permissions on what type of learning content can be accessed outside the classroom.
With so many mobile devices in-use, education and disposable headphones will become a standard item in-stock for classrooms. They will be needed for personal assignments and entertainment, especially when students are in a room working with different tasks. Quality canceling headphones will prove to be useful in quiet environments, where students will not be distracted by others, and especially when in testing-mode. And disposable earbuds will become much needed in situations where earbuds break or headphones are left at home.
Personification in the classroom is an important movement, especially as classrooms grow larger. With teachers stretched thin, having technological tools that can help meet the needs of diverse students at different paces or capabilities can give more teachers an ability to assess classrooms on a whole and on an individual level. This is especially true for not only large classrooms, but with limited class time or shorter school years.
Education headphones make a great supplemental tool for device and content personification in many ways. For one, they can also be personified by color-coordination in order to help students and teachers achieve personal goals and assignments fit for the student. Color-coded headphones on particular devices or computers can help a teacher organize technology with grouping, which can save the teacher overall time and stress.
Gamification can become an important educational tool, especially for students who need extra motivation, incentive, and interactivity in order to learn new skills, topics, and information. With experts claiming that gamified materials can boost a learner’s recall ability by 90%, more and more educators are hoping to apply these components in their classroom.
Best of all, gamification at its core is very personalized. Depending on the progress of the individual, games can adapt to challenge the user or work at the pace that’s appropriate for the student when called for. This can be a great way for teachers to bring personified learning to the classroom, without too much extra planning or logistics.
Some of these games will not only involve visual content, but also important audio content. Having quality education headphones will not only help ensure clear and quality audio levels, but they can also help students focus on the task and stay immersed in the learning experience.
These three trends are just a few of the many highlighted at eLearning Industry. To learn more about how we can help you achieve a classroom fit for 2016, contact us.