Moving on from mobile hand-held devices, technology firms are now exploring the possibilities of watches, headsets and wristbands. But can such innovation have a place in the education sector?
Google's Glass headset is one of the most high-profile examples of this technology. Currently within the developer stage -- before being released to the public next year with a $1500 price tag -- Project Glass is a headset complete with a single lens. The lens adds a virtual layer on to a user's surroundings; displaying information to the wearer including location, social media feeds and data on the environment.
A number of companies have already begun developing applications suitable for use with the headset. Game developers, news outlets, stock brokers, fashion rags and blogging firms are only a handful of those producing applications -- while Google itself is seeking ways to monetize the headset with emotion-registering advertising.
There are a handful of apps, including storytelling boards and note takers, which could have a place in our schools, although the full potential of wearable technology is yet to be explored. Students could wear jewelery that alerts them when working in chemical laboratories to hazardous conditions, wearable cameras could take thousands of photos on offsite geology digs or at performances, and wearable mobile sign language translator pendants could be developed that recognize hand gestures and translate them into action.
"One of the most compelling potential outcomes of wearable technology in higher education is productivity," InformED writes. "Wearable technologies that could automatically send information via text, email, and social networks on behalf of the user, based on voice commands, gestures, or other indicators, would help students and educators communicate with each other, keep track of updates, and better organize notifications."