Technology in the Classroom

Introduction

Over the past 20 years, technology in the classroom has been transformed. Many years ago, the inclusion of tech in education was the explosion of learning options such as VHS tapes, DVDs, and with the emergence of the internet, free online video options. Another big boom in educational technological strategies was the widespread use of handheld battery-operated devices that worked with specialized gadgets, pens, and attachments. These were once the highlight of technology in the field of education. The IoT (Internet of Things) has made wonderful advances which has significantly enhanced the way teachers deliver educational content. There is a term coined for this current wave of tech in the classroom, it’s called “edutainment.” Edutainment denotes classroom materials, media, and activities that are intended to be both educational and enjoyable (Pojani & Rocco, 2023). If you are fortunate enough to work in any capacity in education, you will understand how important it is to include the IoT in almost every aspect of your day. Rather you are taking the role, submitting grades, placing the lunch count, or teaching a lesson, you are using technology in the classroom. Due to the many developments in tech, it has been proven in research that game-based learning has changed the way in which we educate not only young learners but, learners of all ages and all career fields. Sharrab et al. (2023) suggested “The emergence of new technologies and innovations in virtual reality, artificial intelligence, and high-speed internet has advanced the classroom’s interaction with the world” (p. 4).

Pros and Cons of DBL (Digital Based Learning)

Yes, technology has proven to be one of the most important resources that has been integrated into every aspect of our daily lives. Yes, technology is greatly needed in the classroom to increase learning outcomes and provide differentiation and alternative approaches to teaching and learning. Schrum & Sumerfield (2018) noted, “Digital game-based learning (DGBL) can be used as a tool to develop content knowledge, learning strategies, motivation, social interactivity, creativity, and innovation; improve group dynamics; and prepare students for the digital age workforce” (p. 66). However great these things are, technology has often been a major thorn in my side. If you are like me, you’ve had that dreaded experience of preparing the “perfect lesson” with all the technological bells and whistles only to begin delivering your lesson and realize the internet is out! Though technological resources are wonderful, humans are completely at its mercy. Another disadvantage associated with technology in education is its ability to impact students in various ways. Some students form unhealthy attachments to devices thus making it difficult for them to complete other forms of educational task which does not include the use of technology. I feel that it’s not the fault of the technology, I think it is the fault of our perceptions about technology. There are still unrealistic expectations of it. It is still seen as an end, rather than a means to an end. And I think that is the challenge that we have, to constantly manage people’s expectations of it (Seale, 2020).

Another issue that impacts the success of technology in the classroom is teachers. Unfortunately, many teachers believe that learning about technology is another task being added to their already full plate. School districts love to roll out the latest and greatest PD (professional Development) trainings regarding technology that teachers are required to attend. An unenthusiastic teacher is not going to use that new software or program with fidelity. Often, because of the way it was presented by those outside of the classroom. More than a decade ago, empirical studies have shown that the obstacles to computer and information and communication technology usage among teachers in the classroom are related to time factors, training factors, attitude factors and more (Awang, 2020).

Game-Based Learning Tools

In Conclusion

In conclusion, research has shown technology in education to be beneficial and is rapidly becoming more and more advance. Artificial Intelligence and Virtual Reality has also taken a bold and fascinating step towards non-traditional education. “The technological revolutions greatly impact current and future classrooms. These advances in technology include the revolution of artificial intelligence, virtual reality, and super highspeed internet” (Sharrab et al., 2023). While educators are in continuous pursuit of the newest and greatest pedogeological game-based learning tools, we must keep at the forefront of our lesson planning that the focus should remain on teaching. Though there are thousands of digital game-based learning platforms available, teachers are still required to teach. Many students have too much screen time at home so, it is of vital importance that educators create a healthy balance between traditional teaching strategies and game-based learning. Keeping students engaged in learning should not rely solely upon gamification. “Engagement has been identified as a multidimensional construct that includes a child’s engagement with teachers, peers, and tasks” (Lewis et al., 2023).

In conclusion, research has shown technology in education to be beneficial and is rapidly becoming more and more advance. Artificial Intelligence and Virtual Reality has also taken a bold and fascinating step towards non-traditional education. “The technological revolutions greatly impact current and future classrooms. These advances in technology include the revolution of artificial intelligence, virtual reality, and super highspeed internet” (Sharrab et al., 2023). While educators are in continuous pursuit of the newest and greatest pedogeological game-based learning tools, we must keep at the forefront of our lesson planning that the focus should remain on teaching. Though there are thousands of digital game-based learning platforms available, teachers are still required to teach. Many students have too much screen time at home so, it is of vital importance that educators create a healthy balance between traditional teaching strategies and game-based learning. Keeping students engaged in learning should not rely solely upon gamification. “Engagement has been identified as a multidimensional construct that includes a child’s engagement with teachers, peers, and tasks” (Lewis et al., 2023).

With concluding statements in mind, I have included a link for you to explore one of the game-based learning sites previously discussed. If you are not familiar with Quizizz, please take a moment to click on the interactive asset I created and explore what Quizizz has to offer.

Interactive Quizizz link:

Quizizz | Free Online Quizzes, Lessons, Activities and Homework

References

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