Mobile Devices for the Classroom

Digital classrooms for digital natives: mobile devices for education / powering mobile education

Digitization is speedily transforming education with edtech innovations; investment in the global edtech market is predicted to reach $252 billion by 2020, with Asia currently undergoing the fastest growth rates in edtech investments, and the UK reports that a whopping 81% of their students use mobile devices to study. While most traditional learning models fail to incorporate digital technologies, the increased use of laptops and tablets warrant an increased degree of investment in providing online, interactive services for education. In the age of the digital native, the learning tools of the 21st century need to capitalize on digital literacy in order to provide a smart collaboration between academic curriculum and the digital content that is available outside the classroom.


As education is transformed by technology, getting the right tools across to educators so that they can implement the problem solving and collaborative outcomes of the new digital literacy becomes a rising concern. One of these digital classroom superstars are tablets, which are being featured as increasingly prominent players in reshaping education. These devices can foster more engagement and eagerness from digitally adept students, which means that integrating mobile technology in the classroom is a project that is well underway. Ron Yaros, from the University of Marylands Philip Merrill College of Journalism, uses the tablet in his technologically integrated education model model or "MEEC": Manageable Educational Environment for Collaboration. Since the tablet is a single-window device which eliminates distraction, he believes this is the only ideal mobile device for the classroom. However, tech-assisted learning means helping educators become more proficient in embedding mobile devices in the learning process, in order to impact student performance. This requires a viable presence of digital content and highlights the need for digitizing the curriculum, which goes beyond simply replacing hefty textbooks with mobile devices. Linking mobile devices to a transformed learning model further means that the hardware must become compatible with the content; a video, a game, or a puzzle can be brought together to create digital lesson plans that engage the students on their digital home turf.


Mobile devices in the classroom provide a singular opportunity for game-based learning, which facilitates the presence of more innovative educational methods for schools. According to the findings of a study by the researchers at Royal Melbourne Institute of Technology, classrooms should actively consider incorporating video games into education, so that students can engage with academic curriculum on platforms that they are already familiar with. Game mechanics creates a new interactive landscape that opens up new contextual learning experiences for students, and offers up an additional format for delivering education. Tablets have the potential of making education personalized and interactive in order to cater to the learning needs of different students. Kerbal Space Program allows students to create their own space program by leveraging maths, physics, and engineering knowledge in classrooms in what is a fictional star system. Players must create a functional spacecraft that can survive in space under a simulation which allows them to engage in the complexities of space flight. The game relies on critical thinking and problem solving in an environment that allows students to learn through trial and error. Integrating mobile devices in a classroom scenario provides educators with an opportunity to engage students and enhance the learning process by giving them access to a hands-on learning experience through tech devices and apps. With a proper educational infrastructure in place, which includes professional development for educators with regards to digital integration, mobile devices offer students a better preparation for entry into higher educational institutions as well as into the workforce due to their comprehensive understanding of the global technology community.

Iot and wearables

As Deloitte foresees both a pervasive digitization of the path to purchase as well as the proliferation of customization and personalization in consumer trends for the next five years, wearable tech and the internet of things are squarely at the apex of this intersection. The applications of wearables in the FMCG space are steadily on the rise, and in a sign of digital innovation to come for the CPG sector, Amazon rolled out its Dash Button, which lets users order refills with a single touch using an Internet-connected device in their homes. IoT gives the FMCG industry the means of being in constant contact with their customers, given the fact that any device can be repurposed for eCommerce along with the assistance of mobile wallets. Robots, for instance, are taking over the future of shopping, with trials already underway to deploy robotics to fuel the IoT revolution; Fellow Robots’ OSHbot (a customer assistant robot) presents customers with a touchscreen loaded with a store catalog that the customers can browse through and select, and then have the robot direct them to their shelf location. In this vein, IoT solutions will both lower operating costs while increasing productivity and help businesses develop new product offerings. Additionally, the hyper-connectivity and integrated digital experience afforded by wearable tech enables access to real-time actionable data for brands.

Augmented reality

“There’s an extraordinary runaway for us to continue to explore this voracious appetite that people have for not necessarily having to be in front of an item when they need to make a purchase’ - Sherri Haymond, group head of digital channels and senior vice president at MasterCard. Continuing tech disruption in FMGC retail through better customer engagement, augmented reality offers the way forward for visual commerce. Augmented reality offers an expansion for the tech potential of FMCG brands, with it now being possible to superimpose a layer of content in the real world when customers interact with products. It has the potential to make the retail experience as minimally intrusive as possible, with location-based data, gamification, and personalization being integrated anew into a brand’s digital strategy. Augmented reality offers a way of leveraging digital and in-store experiences for customers, as well as displaying inventory. For instance, Lego’s AR powered kiosks and product boxes allow customers to scan a box that they are about to purchase and receive a 3D simulation of the finished product. When it comes to growing and differentiating the business through augmented reality innovations, L’Oréal and Coca-Cola have already made significant inroads. L’Oréal has an AR app that brings up a 3D model of their merchandise , while Coca-Cola’s app to simulate 3D product configurations on-site and expedite decisions about product placement.

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