Wearable technology will be big in classrooms new research shows
The market for classroom wearable technology in the US is set to grow by 46% annually over the next four years according to Technavio market research analysis. Wearables, iPads and other high tech devices will become commonplace, providing students with ways to enhance their learning experience.
Wrist wearables will account for more than 44% of total market share by 2020 according to the study. This product segment includes devices like the Apple Watch, Samsung smart watches, and fitness tracker bands such as those offered by Fitbit and Garmin. The increasing adoption of activity trackers by students taking up physical education classes and sports activities will lead to strong growth of this market segment.
Another important trend that will fuel the prospects for growth in this market is the decreasing prices of technology. This significant decline will augment its adoption rate among education institutions which typically buy devices in bulk.
We wrote recently about the partnership between Adidas and Interactive Health Technologies (IHT) to launch Zone, a new durable fitness tracker that’s designed for children to use in physical education classes.
Essential reading: Adidas brings fitness tracking to school children
The Zone tracker is an activity tracker for the wrist that offers real-time feedback via a digital display. It tracks heart rate and nothing else, the idea being that the only thing that matters is that the child is moving. The band will show a child’s heart rate and a colour will indicate the level of activity being registered (low, moderate or vigorous). During the 2015 school year, according to IHT, 600,000 children were enrolled in the IHT Spirit System. The aim is to reach one million students nationwide by the end of this year.
Virtual and augment reality is also likely to prove popular in classrooms in the near future according to Technavio. The ability to take classes on 3D trips to places like Machu Picchu or Paris should increase engagement in lessons and enhance learning and creative skills. It may also lead to more learning activity outside of classrooms, as students test the virtual and augmented reality devices at home.
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