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Home»Education»36 Ways To Use Wearable Technology In The Classroom
Education

36 Ways To Use Wearable Technology In The Classroom

September 19, 2025No Comments3 Mins Read
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How to use wearer technologies in the classroom (practical applications, 2025)

Read a concise manual aimed at practitioners. No fluff – just uses this job, plus one citation of research.

Scope. Wearing here include AR/VR headsets, smart watches/fitness groups and light smart glasses. Use them where they add a clear value: to make visible abstract ideas, capture performance for feedback and improve access/safety.

Instruction and practice

  • AR/VR conceptual modeling. Use headphones to manipulate 3D structures (molecules, architectural forms, planetary movement). Students explain what has changed and why; Shooting the screen from the 30-60s as a micro-assessment.
  • First -person demonstrations. Record the Laboratory Setting Teacher’s perspective, art technique or store safety. Students replay, pause and annotate steps before trying the task.
  • Acquiring skills for PE. Type a smart watch with a short workout (eg working shape). Students compare video + cadnes/HR data and set a specific technical purpose for the next representative.

Evaluation and feedback

  • Capture the process. Students carry head -mounted camera during problems solving (mathematical evidence, wiring of a chain). Send a 2-minute clip explaining the solutions. The teacher gives feedback from time to time.
  • Objective effort data in PE. Use cardiac zones to appreciate your efforts, not speed-more faithful to different levels of fitness. Export a simple summary of the area attached to the section.
  • Coaching teachers/teachers of students. Record short segments of POV teacher lessons; Narrow Protocol Review: What students did, proof of understanding, one change to try the next one.

Accessibility and maintenance

  • Signings and translation available. Smart glasses or paired applications provide screen or translation on the move during D/HOH discussion and multilingual learners.
  • Visual increase. Low -vision students use an adjustable increase/contrast to access to print or laboratory without leaving their work space.
  • Prompt for self -regulation. Discrete Smart clock clicks (breathing, posture/movement reminders are planned around challenging tasks.

Logistics and safety

  • Excursion coordination. Press step by step directions and encounter pins to chapra; Teachers are monitoring the checks of the groups without constant conversations.
  • Laboratory safety. Pass a dangerous demonstration from the teacher’s headset to the students’ screens so that everyone gets a close -up view from a safe distance.

Performance notes (what to solve in front)

  • Purpose first. Choose one goal for an activity that brings uniquely wearing (eg “Analyze the step of working with cadans”).
  • Justice. Provide school kits or partner kits; You never need personal loan devices.
  • Privacy and minimization of data. Disable unnecessary sensors; Store locally when possible; Get consent for a parent/video/biometric data guardian.
  • Norms in the classroom. Headphones only when instructed; There is no recording of peers without explicit authorization; A visible “recording” indicator.

Examination. Meta-analyzes find AR/VR create modest, reliable learning profits when aligned to clear goals and feedback (Merchant, Goetz, Cifuentes, Keeney-Kennicutt, & Davis, 2014).

Start small

  • One lesson, one type of device, one artifact of learning (eg 90-second annotated clip) and a brief reflection of the student (“What helped your device?”).

Related Resources for TeachTought:
Educational technology •
Project

Quotation: Merchant, Z., Goetz, Et, Cifuentes, L., Keey-Kennicutt, W., & Davis, TJ (2014). Efficiency of virtual reality-based instructions on the results of students’ learning in K-12 and higher education: meta-analysis. Computers and education, 7029-40.



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