Module 2 : Classroom Technology Tool and Trends
1.0 Introduction
Classroom technology refers to tools or equipment used to facilitate teaching and learning in a classroom environment. This can include a variety of technologies, from traditional tools such as whiteboards and overhead projectors to more modern tools such as interactive whiteboards, tablets, laptops and online learning platforms. In addition, classroom technology can be used to enhance the educational experience for students, making it more engaging and interactive. It can also help teachers create more personalized learning experiences for their students, allowing them to better meet individual learning styles and needs.
1.2 Definition Tool In Classroom technology
A tool in classroom technology refers to any device, equipment, software or application used to enhance teaching and learning in the classroom. such as blackboards and textbooks, to more complex and modern ones, such as digital educational resources and virtual reality tools. Examples of tools in classroom technology include interactive whiteboards, document cameras, video projectors, educational software, online learning management systems, mobile devices, and virtual and augmented reality tools.
1.3 Definition Trends In Classroom Technology
Trends in classroom technology refer to the general pattern or direction of development and use of technology in the field of education. Trends can be identified by examining the widespread use of certain technology tools and practices in the classroom, as well as their impact on teaching and learning outcomes.
1.4 Types Of Tool In Classroom Technology
Interactive Whiteboard
An interactive whiteboard, also known as a smart-board, is an interactive display in a whiteboard format that responds to user input either directly or through another device. standard whiteboards have been commonly used as a means by which people can share messages, convey information and engage in collaborative brainstorming and idea development. With the same goal of collaboration in mind, interactive whiteboards have the ability to connect to the Internet and digitize tasks and operations instantly.
Augmented Reality
Augmented reality (AR) is a technology that overlays digital information on the physical world. In the classroom, AR can be used to enhance the learning experience by adding interactive elements to lessons. Augmented Reality (AR) in education features aspects that enhance learning abilities such as problem solving, collaboration and creation to better prepare students for the future.
Here are some benefits of using AR in the classroom:
i. Increased engagement: AR can make learning more engaging and interactive by adding 3D models, videos and animations to lessons. This can help students stay focused and interested in the material.
ii. Enhanced understanding: AR can help students better understand complex concepts by illustrating them in a more interactive and engaging way. For example, AR apps can show students how the human body works by overlaying digital images on real-life models.
Virtual Reality
Virtual reality is an emerging technology in the classroom to supplement the teaching of a subject or topic to 'feel' the content. This tool can be used for any subject and gives educators a way to explore with students and engage with different learning styles. For example, students can walk through a rainforest and discover different animals and plants. This technology also offers great scope for design and coding.
Here are some benefits of using VR in the classroom:
i. Enhanced engagement: VR can make learning more engaging and interactive by providing students with a fully immersive and interactive learning experience. This can help students stay focused and interested in the material.
ii. Enhanced understanding: VR can help students better understand complex concepts by depicting them in a more interactive and engaging way. For example, VR simulations can allow students to explore the human body in 3D, or visit historic sites and learn about their significance.
iii. Personalized learning: VR can be customized to meet the individual needs of students. For example, students struggling with certain concepts can use VR for additional support and guidance.
Makerspace
Maker spaces are rooms that contain tools and components, allowing people to come in with ideas and come out with completed projects. The best part is that the makerspace is communal. The goal is to work together to learn, collaborate and share. Most importantly, maker spaces allow us to explore, create new things or improve existing ones.
BYOD
BYOD stands for "bring your own device" and refers to the practice of allowing students to use their personal mobile devices, such as laptops, tablets and smartphones, in the classroom. BYOD has increased in recent years due to the widespread availability and affordability of mobile devices, as well as a growing recognition of the potential benefits of technology integration in the classroom. BYOD allows students to access digital resources and educational content using their personal devices, which can help increase access to technology in the classroom, especially for students who may not have access to these resources at home. It can also facilitate collaboration among students, encourage personalized learning and help develop digital literacy skills.
Cloud Computing
Cloud computing offers an efficient and cost-effective way to use technology. Over the past decade, businesses and individuals have increasingly adopted cloud-based solutions for their computing needs. Schools have now joined this trend. With cloud computing technology, schools can store data over the internet with servers provided by third parties, such as Amazon Web Services. This eliminates the need for school districts to maintain large physical data centers and servers. Instead, they rely on third-party technology services, including computing power, databases, analytic programs, automated routine processes and storage.
1.5 Types Of Trends In Classroom Technology
Coding As New Literacy
There is no doubt that coding is an increasingly important skill in today's society, and it has the potential to become the new literacy in the classroom. Just as reading, writing and math are important skills, coding is also quickly becoming an important skill. Overall, teaching coding in the classroom can help prepare students for the future and equip them with important skills they will need in the workforce. It can also empower students to create and innovate and understand technology.
Types of Cloud Computing:
- Coding can help students develop problem-solving skills: Coding requires individuals to think logically and break down complex problems into smaller, more manageable tasks.
- Coding can empower students to create and innovate: By learning to code, students can create and innovate their own digital solutions, such as mobile apps, websites and games. This can be a powerful tool for self-expression and creativity.
MOOC - Massive Open Online Courses
Massive open online courses (MOOC) or open online courses are online courses intended for unlimited participation and open access via the Web. In addition to traditional course materials, such as filmed lectures, readings and problem sets, many (MOOC) provide interactive courses with user forums or social media discussions to support community interaction among students, professors and teaching assistants, as well as immediate feedback to quizzes and assignments.
OER - Open Educational Resources
Open Educational Resources (OER) are teaching and learning materials that you can freely use and reuse at no cost, and without having to ask for permission. Unlike copyrighted resources, OER has been authored or created by individuals or organizations that choose to retain few, if any, ownership rights. Students can download resources and share with colleagues and students. In other cases, students may be able to download the resource, edit it in some way, and then repost it as a remixed piece. OER often has a Creative Commons license or other permission to tell you how the material can be used, reused, adapted and shared.
Some examples of OER are:
i. Textbook
ii. Lecture Slides
iii. Podcast
iv. Online courses
v. Video
vi. Quiz
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