Sunday, April 25, 2010


I as draw near the conclusion of my master’s program at Walden University, I feel personally empowered with the skills and knowledge necessary to identify emerging technologies that can have a positive, long-term impact in teaching and learning. I am confident in my ability to become a change leader at my school by influencing and leading the adoption of new and emerging technology that will transform our classrooms into 21st century learning environments. To stay abreast of emerging technologies available, I will use the 2009 Horizon Report (Johnson, Levine, Smith, & Smythe, 2009), which provides a detailed summary of emerging technologies to watch. The report details emerging technologies and timeframes for their entrance into mainstream use for teaching, learning, or creative applications.

My first plan of action as a change leader at my site is to form a technology leadership team that will be responsible for creating and implementing a 21st century vision for our school. The first emerging technology I would like to present for adoption consideration in the Quest Atlantis MUVE. This engaging online multi-user environment will support our school in successfully integrating these new technologies to their best potential and to engage our students in meaningful learning activities (role-plays, simulations, virtual apprenticeships, etc.) not previously possible in the classroom. Our goal is to foster dispositions that will inspire productive participation in the 21st century.

This generation of digital natives have been raised with unparalleled access to advanced technologies, including computers, the Internet, instant messaging, iPods, and video games. Research is starting to show that this generation may show higher levels of analytical thinking, team building, multitasking, global citizenship, and problem solving. It seems logical that learners in schools today differ from those in previous generations, simply based on the different activities in which they choose to fill their lives. The structure of many K-12 classrooms limits opportunities for students to engage meaningfully with information, thus positioning students as mere recorders of content rather than critical consumers and producers.

Video games are comprised of worlds where students have to solve problems. According to Deubel (2006), “An expert gamer has anything but a lazy mind. In fact, superior gaming has been linked to expert behaviors such as self-monitoring, pattern recognition, principled decision-making, qualitative thinking, and superior long- and short term memory” (p. 32). The multi-user virtual environments provide authentic learning experiences, which can increase student engagement and their depth of learning. Student work must have meaning. Students must be personally interested in the topic, make a connection between the academic task and the real world, and share their work with an audience outside the classroom (Lemke & Coughlin, 2009 p. 54).

Sharlett Gillard and Denice Bailey (2007) point out common obstacles in adopting new technologies, “Teachers need support specific to the technology they are planning to implement, and they need it when they are preparing to use the technology with their students” (p.88). The authors go on to say, “The level of support that educators receive as they are adopting and implementing new skills and knowledge significantly impacts the success rate” (p. 89). Quest Atlantis offers an extensive training and support system. Teachers are required to participate in a professional development class. There are also school coordinators and regional coordinators available for training and technical support.

Over the next year, the second emerging technology I plan to investigate further is the new iPad. In Apple iPad Review: Laptop Killer? Pretty Close, Walt Mossberg (2010) provides a detailed report on the capabilities and limitations of the newly released iPad. “It’s qualitatively different, a whole new type of computer that, through a simple interface, can run more-sophisticated, PC-like software than a phone does, and whose large screen allows much more functionality when compared with a phone’s.”

“A recent survey by the PEW Internet & American Life Project predicts that by the year 2020, most people across the world will be using a mobile device as their primary means for connecting to the Internet” (Johnson et al., 2009, p. 16). I can only imagine the learning my students could accomplish with instant Internet access, thousands of interactive applications, simulations, music, art, calculators, and languages to name just a few.


Deubel, P. (2006). Game on. T.H.E. Journal, 33(6), 30–41.

Gillard, S., & Bailey, D. (2007). Technology in the classroom: Overcoming obstacles, reaping rewards. The International Journal of Learning, 14(1), 87–93

Johnson, L., Levine, A., Smith, R., & Smythe, T. (2009). The 2009 Horizon Report: K-12 Edition. Austin, Texas: The New Media Consortium.

Lemke, C., & Coughlin, E. (2009). The change agents. Educational Leadership, 67(1), 54–59.

Mossberg, W. (2010). Apple iPad Review: Laptop Killer? Pretty Close. Retrieved from