What is Wearable Technology?


Wearable technology technology refers to computer-based devices that can be worn by users, taking the form of an accessory such as jewelry, eyewear, or even actual items of clothing such as shoes or a jacket. The benefit of wearable technology is that it can conveniently integrate tools that track sleep, movement, location, and social media interactions, or, in the case of Oculus Rift and similar gear, it can enable virtual reality. There are even new classes of devices that are seamlessly integrated with a user’s everyday life and movements. Over the couple years, Google Glass has been one of the most heavily discussed wearables, enabling users to see information about their surroundings displayed in front of them. Smartwatches from Apple, Samsung, Sony, and Pebble are already allowing users to check emails and perform other productive tasks through a tiny interface. Thanks to the quantified self movement, today’s wearables not only track where a person goes, what they do, and how much time they spend doing it, but now what their aspirations are and when those can be accomplished.

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(1) How might this technology be relevant to the educational sector you know best?

  • It will change the way students, especialy at upper secondary level, can access information and interact with others. I believe wearable technologies is the most interesting and promising technological innovations we see on the horizon now, and which will have educational implications in different ways. It is a direct continuation of former technological developments from hardware towards mobile devices, and now towards integrated and wearable technologies. At the same time virtual reality might represent a shift in the way this technology now becomes accessible and open up new possibilities.~~~~


(2) What themes are missing from the above description that you think are important?

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(3) What do you see as the potential impact of this technology on teaching, learning, or creative inquiry?

  • The impact might be ways of dealing with information, both access to information through wearable things and ways of documenting information about yourself and your environment, for example as measuring movement or how other people interact with you. Impact might also be in the learning experience itself, as with virtual reality where student might move in time and space in totally new ways. It will also support connected learning where young people move between different contexts and can access technologies much easier than today.~~~~


(4) Do you have or know of a project working in this area?

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http://www.australiancurriculum.edu.au/technologies/introduction