It’s estimated that 65% of today’s primary school students will work in jobs that don’t yet exist. The reason?
The pace of technology innovation is accelerated so the workforce skills needed
today are likely to be very different a decade from now. This isn’t just a
technology challenge; it’s an educational one that tasks schools with preparing
students to become future workers.
While we can’t
predict the future, nor do we have a crystal ball to show us what tomorrow’s
workforce will look like, there are some certainties that will have a significant
impact on how schools prepare students for what’s next, including:
- Artificial intelligence and machine learning will change the way we work and live
- Future workers will need to be able to adapt to constant change
- Students need to become lifelong learners who can acquire new skills/knowledge on their own
Use
Technology as a Workforce Trainer
Eighty-six percent of parents and
teachers in the United States believe in the importance of having technology in
the classroom — and 50% feel coding and computer programing will be beneficial
to their child’s future employability. That reality is bearing out as the
Bureau of Labor Statistics says 52% of job growth by 2020 will be computing
and mathematics based.
Technologies like virtual reality (VR) and augmented reality (AR) in the
classroom can help students build future-proof job skills. While VR completely
immerses students in a digital reality that shuts out the physical world, AR
adds digital elements to a live view using a camera or smartphone. VR and AR
are particularly powerful tools for skills advancement that can help bridge the
gap between academics and real-world applications, transforming student
experiences from static to active, so students can:
- Master complex concepts with a multidimensional view of content
- Exercise creativity with the ability to manipulate digital assets
- Advance understanding with improved curriculum context
Accelerate AR/VR Classroom Adoption in 3 Easy Steps
1.
Use
tech to advance curriculum. VR and AR can provide more engaging, hands-on
learning that connects the physical and digital world to deliver new context
around educational content. For example, VR can be used to virtually train
students on skills development and AR can be used to gamify instruction. UC
Irvine is already using VR to put medical students
in the body of a patient. At the elementary school level, these technologies
can be used to expand student experiences via virtual field trips, role-playing
exercises, and more.
2.
Acknowledge
barriers to success. Only 15% of schools expect to have VR
in their classroom by 2021. For some schools, cost is a significant challenge;
for others, it’s a lack of technical expertise and training to deploy the
solutions. And, in almost all cases, the fact that schools are traditionally
slow to adopt change is key. Schools spend a great deal of time and money to
conform to established criteria for teaching and straying from this is a risk
some schools don’t want to take.
3.
Invest
in foundational tech. Technology to support AR and VR is becoming more affordable, and now
there are solutions tailored-made for educational use. For example, HP ProBook
x360 11 G3 EE Notebook is configured with Intel® Core™ processor,
touch screen and Windows 10 Pro — with a flexible form factor that converts
into a tablet with optional digital inking to support new styles of teaching
and learning. HP Stream 11 Pro G5 EE Notebook configured with Microsoft Office
365 and OneDrive and webcam for collaborative classroom instruction.
As an HP Platinum
Partner, Sehi can help deploy VR and AR into the classroom with affordability. Readthe eBook to learn more — and
discover the sixbarriers to adoption and engagement of
VR and AR devices in schools.
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