Soon, your child could be using wearable tech at school — that is, if they aren’t already. According to a report published by Research and Markets, classroom wearables are expected to grow at a rate of about 45% from 2016 through 2020. Researchers considered the sales of classroom wearable technology devices including smart glasses, smartwatches, fitness trackers, wearable cameras, and virtual reality headgear by brands including Apple, Google, Microsoft, Samsung, Fitbit and others.
ReadWrite.com points out that some schools are already using wearable tech, particularly Google’s Cardboard VR, thought to be particularly popular because of its low price. Other headsets, including Muse and Expeditions, are also growing in popularity, while more expensive VR headsets, such as Oculus Rift and HTC Vive VR, may take a few years before moving to classrooms. But make no mistake: classroom wearables are here to stay.
Pennsylvania technology coordinator Margaret Powers has been documenting her work with AR Google Glass in the classroom on her blog, 365 Days of Glass. Her students have used Google Glass to capture their experience visiting a traditional Lenape village during a field trip, document the growth of tulips for a science project, record a Skype conversation with a paleontologist, and create a video about holiday traditions.
“It’s virtual reality, so the possibilities are, for once, endless.”
“Glass works best for capturing documentation of student learning and discovery, either from a student’s perspective or from the teacher’s,” Powers told the Guardian last year. “I think other devices like the Apple Watch and Google Cardboard offer some exciting possibilities for education. I envision teachers or even students using wearables to help monitor when they need to take a brain break and stretch and run, or practice some mindfulness. There is a lot of potential for innovation.”
Google’s Ben Schrom sees plenty of opportunities for classroom wearables. “Where does it go from here? It’s still early but we’re working with some amazing content and educational partners to create incredible learning experiences for children,” he told the Guardian last year. “It’s virtual reality, so the possibilities are, for once, endless.”