The Future of Education

In the opening Module of academic study at Post University, students were taught to recognize trends and underlying issues in order to scan school systems and use futuring tools to create a better learning environment for students. Through the scan of the environment it was possible to work toward a preventative plan opposed to a reactive plan that allowed for technology, student agency,  creative learning processes, communication and collaboration to stimulate and engage learners.

Below is the Case Study:

FVE Case Study Final

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Discuss Topic Example:

Discuss two of the technology trends you read about this week that play an important role in your FVE case study project. What aspects of your vision does it impact? Why are these trends so important?

There are many new technological trends that could be useful to my FVE case study. However, the two that would have the largest impact are redesigning learning spaces through technology and the changing role of teachers, but also the idea of creative and collaborative classes. In my FVE case study I mention these two areas as places in need of improvement. After reading this past week, two specific sources of information really informed my research. Chris Ridel’s article mentions numerous trends that are influencing our classroom daily, all heavily based in technology. Some of these techniques include virtual reality or gaming, social media in the classroom, and an overall drive to turn to online databases to foster learning and discussions (Ridel, 2014). Although my FVE uses some platforms such as Google Classroom and Google Discussions/Hangouts, teachers need to continue to be creative in restructuring the classroom for our learners of this technological world. Teachers need to allow students to explore, create, and apply their own learning opposed to the instruction led classrooms of the past. I really want to continue to explore the potential of gaming and virtual reality in order to create creative and even collaborative learners. As an English teacher, I am looking to find the answer to how I can incorporate this. I have been able to find and create computer games that allow for practice and exploration of topics such as parts of speech or vocabulary.

The video CoSN 2014: Culture Shift: Mobile Learning agrees with our futuring plans. It mentions that the classroom is moving from teacher led to student constructed, while also disassociating itself from things such as paper and stationary activities. The video also mentions a “shift of fundamental power” to students through mobile technology (2014). The video then moves on to admit to an ownership of their own laptops and therefore their devices, applications, and studies on the laptop. Perhaps suggesting that school systems should fund individual chromebooks. It calls for student agency and self-applied learning or responsibility. This may be where the futuring of my FVE case will lead. However, funding that large of a systemic change may have its obstacles. Therefore, making sure to think out the potential positive and negatives outcomes before planning would be necessary in order to make sure the plan does not become reactive.
By including these two necessary advancements in technology (gaming/virtual reality and individual technology ownership), there are many hopeful gains. Whether it be creative and collaborative platforms for students or student agency through reconstructing the classroom as a more universal outlet of exploration, adding these two could be fruitful to the futuring of my FVE case. However, without more research and a proper scan of the environment, the plan could not be fully implemented. One issue already in mind is funding.

The video can be watched at this site.


Riedel, C., (February 3, 2014) “10 Major Technology Trends in Education”.
Video: CoSN 2014: Culture Shift: Mobile Learning