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Among 5 trends, one will rise up as the dominant force that will steer education moving
forward. There has been an increase in 1:1 device programs, bring your own device (BYOD), the
flipped classroom model, game-based learning, and virtual classrooms. As technology spreads
across classrooms and access to that technology becomes increasingly important schools will
look for the way to best utilize what is available to them. After looking in to each of these
options, I have concluded what I think will be the single most dominant trend in K-12 education
in the next 5 years. Im presenting my views to you in the form of a Top 5 list. So with no further
delay: Here is whats trending now!
Number 5: Virtual Classrooms
Virtual classrooms come in at number 5 on my list but that isnt to say that I dont find
them effective or feel that they wont continue to increase in popularity. Virtual classrooms and
schools can fill a vital function to hundreds of thousands of students who dont have access to
certain topics in their home districts curriculum, are suffering from medical conditions that keep
them out of traditional schools, or potentially have to travel great distances to their local
school. Virtual classrooms offer flexibility and often allow students to work at their own pace.
However, students must already have reliable access to technology just to be able to
access a virtual classroom online. Students at K12 Inc., the largest cyber school in the United
States, had roughly half the adequate yearly progress (AYP), 14 36 percent lower scores in
math compared to other students in the states in which they operate, and 31% of parents of
students reported the intention of keeping their students enrolled for a year or less (Mathis &
Miron 2012). When this type of data is reported, parents become less likely to consider virtual

classrooms as an option. Additionally, an article by Christina Wood (2005) includes a very


relevant quote: Students must be willing to take responsibility for their own learning. If
students are not responsible for their own learning, then they will struggle and fail in this system.
Students are more isolated and without adequate supervision, the student may fall behind and
become frustrated. The need for pre-established technology, a subpar track record, and need for a
high level of self-motivation with little external support all put virtual classes (despite their
convenience and versatility) at the bottom of this list.
Number 4: Game-Based Learning
I love the idea of game-based learning. Rewarding students for their curiosity and
utilization of problem-solving skills only makes sense to me. Game-based learning is active and
student-centered. Ideally, students can practice, and through trial-and-error, find an acceptable
answer to a problem or scenario all without having to worry that initial failure will be
punished. Offering students goals to work toward or achievements to unlock are great
motivators. However, gaming has traditionally been either entertaining or educational not both
simultaneously. This has changed recently and educators are finding new ways to utilize
established games that people enjoy and identifying the educational aspects of those games. As
much as I want game-based learning to be higher on this list, I feel that it is an underestablished
trend. Teachers are either resistant to the idea or will use games as a reward for academic
performance instead of using the game to educate. In the next 5 years I think this trend will see
the most overall growth. However, it will be held in check because not every teacher can make
enough computing power available to enough students for games to integrate effectively into
their instructional flow (Boyle 2013). Once this has been addressed and once there are enough
game-based activities available to all subjects, game-based learning will be ready to take off!

Number 3: BYOD
Bring your own device is a system in which students use their own personal devices
(laptops, tablets, smartphones, etc.) in the classroom. This is a semi-substitute for a 1:1 program
in which students use resources that they already have available instead of the district providing
those devices to the students. This is a HUGE cost savings to the district. Additionally, students
want to use their personal devices every chance they can get. Connected devices are becoming
more and more common every year. More students have access to tablets and smartphones at
home and these devices are becoming available to younger and younger students. Why should
schools and districts spend money on computing devices when most students at the middle- and
high school levels already have them?
Troubleshooting is a large issue. As students bring a variety of devices into the classroom,
they also bring a variety of compatibility issues as well. Some apps are designed for one platform
or perform on one better than another. Some websites are better accessed on a laptop than on a
mobile device. There is also the issue of students who dont have a device of their own. In my
own classroom, I have dealt with these past 2 issues. If I want every data on every student who
participates in an electronic activity, I need to provide devices so that every student has one. Ive
also found that games like Quizizz work better on a larger screen like on a tablet or laptop and
that students who used their phones for the activity struggled because scrolling on their screens
would sometimes cause them to select an answer they did not want and trying to zoom in on their
screens would often produce the same undesirable result. Additionally, when students use their
own personal devices while it is advantageous that it is personalized for that particular student
it can also be a disadvantage because they have access to all manner of social media that is

unnecessary in the classroom. This could result in cyberbullying or students sharing information
that could jeopardize their academic or professional careers (Chadband 2012).
Number 2: Flipped classrooms
This is another new trend that is becoming pretty popular. Students become accountable
for their own learning perhaps by watching a video at home on their own time. Then students
come to class ready to apply their learning while the teacher is merely a facilitator. This flips
the idea that teachers present the information and students do homework so that students
learn as their homework and then do classwork that the teacher can validate or correct.
Students can self-pace if they want to work ahead and advanced students dont need to feel held
back by students who do not work at their same pace. This is great for struggling and advanced
students alike as each can get what they need without doing it at the expense of the other.
However, flipped classrooms may put responsibility on students that they are not yet
ready for. If a student is not motivated or responsible enough, he or she may not do his or her
part and simply show up to class unprepared and unable to progress. Another major issue is
accessibility. Matt Akin is quoted in Berkowicz & Myerss (2013) article as saying: Providing a
laptop computer for each student is essential for at-risk students to benefit through flipped
instruction. This quote comes from his article Web Access First, Then Let the Flipping
Commence. If students do not have reliable access to a computing device, the flipped model
doesnt work as effectively. It is for this reason that I think that the top trend will be
Number one: 1:1 programs
Major technology trends rely on students having access to technology and the guarantee
that their devices will be able to perform all of the necessary functions required of it. This was a

point that I brought up as a drawback in every other system. In a 1:1 program, every student is
issued a device such as an iPad, Chromebook, or laptop by their school or district. The main
drawback to the system is cost, followed by making sure that the technology stays up-to-date.
However, it is the most reliable way to guarantee success in flipped learning, game-based
learning, and even distance/virtual learning. This, to me, is the strongest reason that 1:1 programs
will be the most dominant trend in the next 5 years. It is already an established system and my
district is going to be phasing in 1:1 over the next few years. By giving each student a device,
this will free up our computer labs to be converted back into classrooms a necessity for our
school which has had an increasing student population for years (and is projected to continue to
do so). 1:1 allows teachers to utilize whatever form of technological integration without having
to worry about whether students have access to a device or if their device is adequate.
In the next 5 years, we will see an increase in all 5 of these technology trends. 1:1
programs will dominate and allow for flipped classrooms, virtual schools, and game-based
learning to be successful. Districts that are low on funds will attempt to use BYOD as a
substitute, but will be plagued with several issues that will hold back its effectiveness.

References

Berkowicz, J., & Myers, A. (2013, April 16). Flipped Learning: Take It or Leave It. Retrieved
from: http://blogs.edweek.org/edweek/leadership_360/2013/04/flipped_learning_take_it
_or_leave_it.html
Boyle, J. (2013, December 29). Gaming Education: Are Parents, Teachers, and Schools Ready
to Embrace Gaming as a Learning Tool? Retrieved from:
http://www.emergingedtech.com/2013/12/gaming-education-are-parents-teachers-andschools-ready-to-embrace-gaming-as-a-learning-tool/
Chadband, E. (2012, July 19). Should Schools Embrace Bring Your Own Device? Retrieved
from: http://neatoday.org/2012/07/19/should-schools-embrace-bring-your-own-device/
Mathis, W.J., & Miron, G. (2012, July 18). Report Shows Students Attending K12 Inc. Cyber
Schools Fall Behind. Retrieved from:
http://nepc.colorado.edu/newsletter/2012/07/understanding-improving-virtual
Wood, C (2005, March 23). The Virtual Classroom Redefines Education. Retrieved from:
http://www.edutopia.org/online-education-virtual-classrooms

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