**1. Wearable technology**

Wearable technology is a group of devices that can be worn by people and track and communicate the colorful information with the outside world. The first known wearable computing device was invented in 1961 by MIT Edward Thorp and Claude Shannon, and the world's first calculator wristwatch was released in 1975. Wearable technology specially Fitbit, smart watches, and smart phones is attracting more interest of many consumers in the finance, gaming, health, music fields, as well as educators specially after the 2010s. They are specially designed to address the majority of the population who are still inactive [1]. These devices can be integrated into clothing, recognizable personal accessories (glasses, contact lenses, and watches), or additional devices (pocket device to count steps) [2]. Revenues in this segment are forecast to grow even faster than unit shipments, more than tripling in value to over \$32 billion by 2019 up from \$10 billion in 2013 (see **Figure 1**) [3].

As wearable devices become smaller, inexpensive, and more feature packed, the opportunity for use in various applications grows alongside [4]. People have tactile and kinesthetic senses to feel the objects' properties like its size, shape, weight (light or heavy), and temperature (hot or cold), and these ensures them about the existence and the reality. In this meaning, using wearable devices in education motivates students more than the other devices.

**Figure 1.**

*Global shipment and revenue market forecast for wearable technology [3].*
