For those who are unfamiliar, when it comes to Wearables Technology, we talk about smartwatches, and fitness tracker bands, VR (virtual reality) devices to AR (augmented reality) devices, devices like Autographer and Narrative Clip and others.
We are still at the early stages in terms of content, creation, services and
offerings.
But the most exciting dynamics include:
- Wrist-worn equipment like the Apple watch, Samsung smartwatches, and fitness tracker bands offered by Fitbit, Garmin, and others,
- Faculty of educational institutions is increasingly adopting smartwatches. They can be used to take attendance, track students’ behavior, and assess their performance,
- They are used for looking up information on chemical symbols or solve equations using the built-in calculator,
- Fitness trackers are generally used by students taking up physical education classes and sports activities. These devices are also used for wellness programs as they help track healthcare expenses of students and faculty,
VR (virtual reality) devices to AR (augmented
reality) devices are helping students
to be a part of environments and surroundings that cannot be visited
physically.
.
VR devices can enhance students’ understanding of concepts
and can improve their ability to recall key information.
AR-enabled smart glasses help reflect projected digital images, which is
greatly useful for a classroom setup. They are also capable of running self-contained
mobile apps which increase the interactivity quotient of classroom learning.
Wearable camera like GoPro can capture a student’s or teacher’s view of
events in a classroom, such as a lesson or student behavior.
Life-logging devices like Autographer and Narrative Clip help
capture snapshots and achieve an edited highlight reel of photos.
According to Technavio, the classroom wearables technology
market in the US is expected to reach USD 3.7 billion by 2020.
Among key vendors to the classroom wearables technology market in
the US, we have: Apple, Google, Microsoft and Samsung.