The traditional concept of a classroom could be replaced by a combination of classroom and playroom where students learn through playing, building and discovery. Education technology mashups such as robotics, 3D printing, and programming results in big changes in education. For instance, Wonder Workshop’s two robot products—Dot and Dash—make computer programming accessible and fun for children. The objective is to make kids the creators and directors, not just the consumers, of technology.
On the other hand, heavy, expensive, and quickly outdated textbooks could be replaced by cheap, easy-to-update, interactive, digital “flexbooks”. Augmented reality (AR) applications can transform a static learning experience into something immersive and dynamic. For instance, PBS released an augmented reality application for its math series Cyberchase. The Cyberchase Shape Quest mobile application helps children develop their geometry, spatial reasoning, and problem solving through math-based games in an augmented reality environment.