Sei sulla pagina 1di 12

Running head: EDUCATIONAL TECHNOLOGY IN EDUCATION 1

Educational Technology in Education

Shelley Scott-Johnson

Liberty University
EDUCATIONAL TECHNOLOGY IN EDUCATION 2

Abstract

Educational technology includes software, tools, and hardware used in education to enhance

learning and teaching. Various research has been executed in reference to the diverse types of

technology that has been and continues to be used in education. The research both supports the

implementation of technology and the encumbrance of technology in education and how it can

be implemented in the classroom. Technologies includes mobile devices, gaming and

simulations, electronic books (E-books), whiteboards, and various others. Each of these, in its

own right, can enhance both the learning and teaching experience in and out of the classroom.

The technologies promote engagement, collaboration, and new learning opportunities among

students. For teachers, it presents additional delivery methods to introduce content as well as

unique ways to teach students and encourage new ways to learn. Educational technology is

expanding expeditiously in todays learning environment and has become a necessity in all

realms and levels of education.

Keywords: education, technology, mobile devices, whiteboard, E-book, simulations, gaming,

educational technology
EDUCATIONAL TECHNOLOGY IN EDUCATION 3

Interactive Whiteboard Technology

There are numerous forms of educational technology used in education. Whiteboards are

a form of digital technology used in the classroom as a platform for interaction and

interconnectivity between student-to-student and teacher-to-student. Students can use the

whiteboard as a collaboration tool to share ideas amongst each other. Teachers integrate

whiteboards in their lessons to assist students in engaging conversations and to gain an enhanced

understanding of the content delivered by the teacher. What students learn relates to how a

technology is used in the classroom, and how a technology is used relates to the teacher's (and

students') perceptions of how it can be used, which also relates to their previous experience of

similar technologies (Armstrong, Barnes, Sutherland, Curran, Mills, & Thompson, 2006).

To ensure this technology is effective in the classroom, the teacher must receive training

on how to use it, how to incorporate it in lesson plans, and allowed time to practice to ensure a

seamless implementation. Once the whiteboard has been introduced to the students, a

demonstration must occur to make certain the students understand how and why it should be

used in the classroom. Students can utilize the whiteboard with a keyboard, a stylus type pen, or

a mouse to navigate areas of the whiteboard. They can interact with each other by writing,

drawing, or typing on the whiteboard. The teacher is accountable for recognizing how it can be

used to support learning objectives.

Throughout the research project, the whiteboard was used in various subjects. One of the

subjects was Science. The teacher integrated the whiteboard for the first time in a virtual fish

lesson and allowed the children to use it as a gaming element, which became the focus of the

lesson. The science portion of the lesson became secondary. Upon completion of the lesson, she

learned the different types of engagement that can be used and how she should structure future
EDUCATIONAL TECHNOLOGY IN EDUCATION 4

lessons and when implementing the whiteboard. The teacher was also able to provide assistance

and advice to other teachers who deemed to incorporate this technology into their classrooms.

Mobile Technology

Technology in education can create opportunities to learn content with a hands-on

approach. It can create rich, imaginative, challenging, and aesthetically appealing activities for

children rather than programs intended to teach skills (Eisenberg, 2010). Mobile computing is

significant in the instruction environment and are utilized by students immensely. Technology is

an integral tool for instructional designers to create quality courses and engaging content. It

creates a playground of imagination beyond infinity. Mobile technology has presented a variety

of ways to communicate, collaborate, and construct materials for learning. Technology produces

an innovative and effective classroom and learning environment. It is also useful when

constructing lessons and introducing new or complex content.

Today, mobile computing is an extension of a students learning environment in the

classroom and in the surrounding environment outside of the classroom on a daily basis. They

have access to laptops, tablets, smartphones, and other similar modes of mobile technology.

Students use portable flash drives that enable their documents to be portable, webcams to

collaborate and see others, and pen-based computing. Teachers can use micro-projectors to port

presentations or show videos and pictures. The implementation of mobile technology can invent

a plethora of ways for students to explore and design activities. Activities afford children the

opportunity to create, build, reflect, exercise curiosity, and cultivate lifelong interests (Eisenburg,

2010).
EDUCATIONAL TECHNOLOGY IN EDUCATION 5

Gaming and Visualization

Gaming and visualization is a newer educational technology that has been implemented

into the classroom. Implementing these technologies into the learning environment can promote

an increase in a students interest in the content. Students are more apt to learn and demonstrate

their knowledge of understanding through this form of technology. It provides study motivation

in virtual learning environments and provides an option for students who are visual learners to

grasp content. Gaming can increase the learners self-control in an online learning environment

which may impact their interaction within the course. Gaming has also proven to be an integral

tool in teaching the concepts of computer programming, especially to students who experience

difficulty in comprehending those concepts.

Clickers Promote Engagement

Clickers are a form of technology that promote engagement and foster feedback and

allow instructors to gather large amounts of data anonymously. Currently, instructors collect

feedback by deploying course evaluations or writing assignments. Using this form of collecting

feedback can be time consuming. Clickers are used as a tool to collect student responses for polls

and facilitate active learning in courses. Due to instructors teaching very large classes in

universities, engaging students has become more difficult.

The implementation of clickers allows instructors a unique way to deliver effective

pedagogical strategies and it promotes critical thinking among students. The instructor is able to

view the responses immediately and students can discuss the outcomes. The use of student

response systems (SRS) can help to facilitate principles of good teaching. SRSs can be used to

facilitate five existing principles of good teaching in higher education: (1) eliciting student
EDUCATIONAL TECHNOLOGY IN EDUCATION 6

feedback, (2) identifying students' preconceptions and assumptions about course material, (3)

facilitating opportunities for small- and large-group discussions, (4) improving social cohesion in

the learning community, and (5) gathering anonymous data from students to support conceptual

application (Hoekstra & Mollborn, 2012).

The benefits of students using clickers in their courses are they are able to immediately

view their peers responses as well as their own, engage in lively discussions, thrive in a

productive learning environment, and provide anonymous responses. Benefits for instructors to

implement clickers are it stimulates students to engage in the learning process, help students

understand their peers, provide an opportunity for students to express opinions. Using clickers to

gather feedback and promote engagement presents a positive alternative for everyone.

E-Books

E-books are a less expensive alternative to paperback books. E-books provides additional

capabilities that are not obtainable with printed books. Graduate and undergraduate students

were surveyed and they provided feedback on which form of media they preferred and the pros

and cons of both. While some appreciated the features of an e-book and its portability, others

preferred paperback. E-books have advantages and disadvantages in the educational environment

and both students and teachers have their preferences. The advantages of e-books are they are

interactive, provide advanced search capabilities, can be linked to or within other content, and

are easily portable.

They are especially useful in online learning and distance education. Students, both

undergraduate and graduate, find e-books promote active learning due to its hypertext capacity to

link outside sources, promote enhanced learning and make search and retrieval convenient.

Teachers appreciate the accompaniments such as instruction software, lesson plans, outcomes,
EDUCATIONAL TECHNOLOGY IN EDUCATION 7

and summary. Several e-books can be downloaded and accessed on mobile devices such as

tablets, e-readers, smartphones, and laptops. Having to carry several print books is inconvenient

and may cause physical problems in the hands, arms, and back.

The disadvantages of e-books are eye and neck strain, having to use the scroll feature to

view pages, and the additional cost of purchasing an e-reader, mobile device, or computer and

Internet service. Teachers must learn how to implement and utilize e-books effectively in their

courses and learn retrieval and search methods. Placing the e-book format into teaching and

learning not only has an instant cost-saving effect in teachers' lifelong learning, but also prepares

them with skills and knowledge they can utilize in their own teaching and learning, research, and

collaboration with each other (Shin, 2014). Although there are disadvantages to using e-books,

the advantages outweigh these challenges. The consensus amongst the students and teachers are

they are willing to adopt this form of technology for their educational use.

Technology and the Impact on Learning and Students

The implementation of technology can provide instructors an abundant of ways to share

and deliver content to students. Although technology can be useful in the classroom, students

may encounter some frustrations within their learning environment. It can also affect their

learning and comprehension of the material. There are three common methods of instruction and

all were researched to determine which was more effective in producing learning for college

students. These three methods are traditional lecture (TL), slide-show supplemented lecture

(SSL), and the virtual learning environment (VLE). The research also provided ways technology

impacts learning within a specific learning environment.

In the TL method, content was presented and delivered using a dry-erase board ad

diagrams and students used paper and pencil to take notes. In the SL method, content was
EDUCATIONAL TECHNOLOGY IN EDUCATION 8

delivered using an interactive slide-show presentation with graphics, photos, and media. Finally,

with the VLE method, students accessed the Blackboard learning management system and were

provided instructions to view the presentation and post questions in the discussion board.

Students expressed greater frustration with the VLE method compared to the TL and SSL

method. Students were frustrated because they felt it was the absence of direction and guidance

from the instructor. Frustration is defined as the participants experience of feeling insecure,

stressed, discouraged, and annoyed versus feeling secure, gratified, content, and relaxed while

engaged in a task (Hove & Corcoran, 2008).

As for the implementation of various educational technologies that deliver visually

stimulating content, it is believed the VLE and SL methods of instruction created a more active

learning environment, which was preferred among the participants. It is basically individual

preference as to which method of instruction they are most comfortable with.

Teachers Perception of Technology


Most of the focus concerning technology in education is typically from a students

perspective and how it benefits them. After implementing and using various forms of technology

in the learning environment, instructors provided their feedback on how it has enhanced or

caused frustration within their courses. This provided a balance of the end-users experience and

viewpoint of educational technology. Universities are embracing technology and instructors are

implementing technology within their courses. Some instructors find technology challenging and

prefer not to use it, however, it is necessary in online instruction. It is also necessary to use

technology to engage students. Students as young as kindergarten age use technology such as

tablets regularly.
EDUCATIONAL TECHNOLOGY IN EDUCATION 9

Teachers must be trained in how to use technology effectively within the curriculum.

They must also continue to participate in professional development to stay up-to-date of new

technologies. Some are experienced with technology and some either have very little experience

or no experience, which presents challenges. Some stated the advantages of technology are it can

be a time saver, a way to make courses interesting, and enrich students learning experience.

They also stated it can provide a more effective way to communicate and add value to content.

Technology also provides flexibility and provides an alternative for teachers to teach virtually.

Some of the challenges encountered were technology has a negative impact on the learning and

teaching process, technology consistently changing, and it may be a detriment to face-to-face

interaction.

When introducing technology to teachers, the benefits should be thoroughly explained

and opportunities provided for hands-on instruction. Refresher workshops should be provided to

benefit teachers with staying up-to-date with new updates, and any necessary resources should be

provided to help maintain technology in use. The use of technology in the classroom is a

necessity and an enhancement in presenting content.

Conclusion

In conclusion, educational technology for the most part, is very beneficial for both the

student and the instructor. There are some challenges and opportunities for improvement with

how to use it to deliver content, create a productive learning environment, and promote

engagement and collaboration. However, the educational community works together to minimize

these challenges and shares ideas on how to make it conducive in the classroom and the

curriculum. Course designers must implement effective technology when designing courses and
EDUCATIONAL TECHNOLOGY IN EDUCATION 10

content and continuous training must be provided for all to ensure the technology is used

effectively.

Conference Information

The Future of Education Technology Conference consists of educators, administrators, and

technology experts to share techniques and strategies for teaching and learning and integration of

technology in the classroom to include grades K12 and Higher Education. This conference

would be an appropriate place to present my review on Educational Technology in Education as

I discuss various forms of technology that are useful in the classroom and can be incorporated

into the curriculum of K-12 and Higher Ed. These technologies include promoting engagement,

enhancing learning, providing alternatives to accessing materials and content, and creating

collaboration amongst students and instructors. By sharing this information with the attendees of

the conference, it may engage in the sharing of ideas and new ways to implement and use

educational technology in the classroom.


EDUCATIONAL TECHNOLOGY IN EDUCATION 11

References
Armstrong, V., Barnes, S., Sutherland, R., Curran, S., Mills, S., & Thompson, I. (2006).

Collaborative research methodology for investigating teaching and learning: The use of

interactive whiteboard technology. Educational Review, 57(4), 457469.

http://doi.org/10.1080/00131910500279551

Eisenberg, M. (2010), Educational technology, reimagined. New Directions for Youth

Development, 2010: 2533. doi: 10.1002/yd.372

Hoekstra, A., & Mollborn, S. (2012). How clicker use facilitates existing pedagogical practices

in higher education: Data from interdisciplinary research on student response systems.

Learning, Media and Technology, 37(3), 303320.

http://doi.org/10.1080/17439884.2011.568493

Hove, M. C., & Corcoran, K. J. (2008). Educational technologies: Impact on learning and

frustration. Teaching of Psychology, 35(2), 121-125. doi:10.1080/00986280802004578

Olsson, M., Mozelius, P., & Collin, J. (2015). Visualisation and gamification of e-learning and

programming education. Electronic Journal of E-Learning, 13(6), 441-454. Retrieved

from

http://ezproxy.liberty.edu:2048/login?url=http://search.proquest.com/docview/175901202

7?accountid=12085

Shin, S. (2014). E-book usability in educational technology classes: Teachers and teacher

candidates' perception toward e-book for teaching and learning. International Journal of

Distance Education Technologies, 12(3), 62+. Retrieved from

http://doi.org/10.4018/ijdet.2014070105
EDUCATIONAL TECHNOLOGY IN EDUCATION 12

Steel, J., & Hudson, A. (2001). Educational technology in learning and teaching: The perceptions

and experiences of teaching staff. Innovations in Education and Teaching International,

38(2), 103111. http://doi.org/10.1080/13558000010030158

Potrebbero piacerti anche