Professional Documents
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INSTRUCTIONAL
TECHNOLOGY IN ECED
Educational Technology
Educational technology, sometimes shortened to EduTech or EdTech, is a
wide field. Therefore, one can find many definitions, some of which are
conflicting. Educational technology as an academic field can be considered
either as a design science or as a collection of different research interests
addressing fundamental issues of learning, teaching and social organization.
Educational technology as practice refers to any form of teaching and learning
that makes use of technology. Nevertheless, there are a few features on
which most researchers and practitioners might agree:
Other definitions
Educational technology is a very wide field. Therefore one can find many
definitions, some of which are conflicting.
Terminology issues
What is it about ?
Defining the field is both simple (e.g., see the definitions at the top) and
difficult. There are a several perspectives.
Crosssections
Owen (2008) identifies three key pedagogical facts that "organise" the ICT-
enhanced pedagogical landscape.
Owen (2008): Pedagogical Underpinnings for ICT Enhanced Learning &
Teaching Design
From a fundamental research perspective
Many researchers in the field rather adopt a more fundamental research
stance and they focus on small well defined problems such as "under which
conditions can multimedia animations be effective." As such, few researchers
working in the field identify themselves as primarily educational technology
researchers
From an research-institutional perspective
A field is implicitly defined by journals, conferences and study programs.
The Journal of Interactive Learning Research published by the association for
the Advancement of Computing in Education included on March 2006 the
following enumeration of interactive learning environments that gives an idea
on the technical scope of the field.
authoring systems
cognitive tools for learning
computer-assisted language learning
computer-based assessment systems
computer-based training
computer-mediated communications
computer-supported collaborative learning
distributed learning environments
electronic performance support systems
interactive learning environments
interactive multimedia systems
interactive simulations and games
intelligent agents on the Internet
intelligent tutoring systems
microworlds
virtual reality based learning systems
Note: Main-stream e-learning is a special case of computer-based
training and computer-mediated communication. It also may include other
elements like passive or interactive multimedia animations.
From a technology perspective
Each time a new technology appears soon after it may be hailed as a new
solution to education by both researchers and practitioners. Therefore, one
also could argue that fundamentally speaking, educational technology
research and practice is technology driven (although not many members of
the community would accept this stance). E.g., see Daniel
Chandler's Technological or Media Determinism discussion.
The Educational technologies article attempts to categorize some
technologies.
From a media selection perspective
According to Bates there is no adequate instructional design method or model
for selecting media. However, he does recommend a method that will
structure the selection process:
Students
Ease of use
Cost
Teaching functions, including pedagogical affordances of media
Interaction
Organizational issues
Networking
Security and privacy
Distance education
Blended learning
Technology-enhanced classrooms (at all school levels)
Informal learning (of various sorts)
A short history
Educational technology in way could be traced back to the emergence of very
early tools, e.g., paintings on cave walls. But usually its history is made to
start with educational film (1900's) or Sidney Pressey's mechanical teaching
machines in the 1920'.
First large scale usage of new technologies can be traced to US WWII training
of soldiers through training films and other mediated materials. Today,
presentation-based technology, based on the idea that people can learn
contents trough aural and visual reception, exists in many forms, e.g.,
streaming audio and video, PowerPoint presentations + voice-over. Another
interesting invention of the 1940's was hypertext, i.e., V. Bush's memex.
The 1950's led to two major still popular designs. Skinners work led to
"programmed instruction" focusing on the formulation of behavioral objectives,
breaking instructional content into small units and rewarding correct
responses early and often. Advocating a mastery approach to learning based
on his taxonomy of intellectual behaviors, Bloom endorsed instructional
techniques that varied both instruction and time according to learner
requirements. Models based on these designs were usually referred to
as computer-based training" (CBT), Computer-aided instruction or computer-
assisted instruction (CAI) in the 1970's through the 1990's. In a more
simplified form they correspond to today's "e-contents" that often form the
core of "e-learning" set-ups, sometimes also referred to as web-based
training (WBT) or e-instruction. The course designer divides learning contents
into smaller chunks of text augmented with graphics and multimedia
presentation. Frequent Multiple Choice questions with immediate feedback
are added for self-assessment and guidance. Such e-contents can rely on
standards defined by IMS, ADL/Scorm and IEEE.
The 1980's and 1990's produced a variety of schools that can be put under
the umbrella of the label Computer-based learning (CBL). Frequently based
on constructivist and cognitivist learning theories, these environments focused
on teaching both abstract and domain-specific problem solving. Preferred
technologies were micro-worlds (computer environments were learners could
explore and build), simulations (computer environments where learner can
play with parameters of dynamic systems) and hypertext.
Digitized communication and networking in education started in the mid 80s
and became popular by the mid-90's, in particular through the World-Wide
Web (WWW), eMail and Forums. There is a difference between two major
forms of online learning. The earlier type, based on either Computer Based
Training (CBT) or Computer-based learning (CBL), focused on the interaction
between the student and computer drills plus tutorials on one hand or micro-
worlds and simulations on the other. Both can be delivered today over the
WWW. Today, the prevailing paradigm in the regular school system
is Computer-mediated communication (CMC), where the primary form of
interaction is between students and instructors, mediated by the computer.
CBT/CBL usually means individualized (self-study) learning, while CMC
involves teacher/tutor facilitation and requires scenarization of flexible learning
activities. In addition, modern ICT provides education with tools for sustaining
learning communities and associated knowledge management tasks. It also
provides tools for student and curriculum management.
In addition to classroom enhancement, learning technologies also play a
major role in full-time distance teaching. While most quality offers still rely on
paper, videos and occasional CBT/CBL materials, there is increased use of e-
tutoring through forums, instant messaging, video-conferencing etc. Courses
addressed to smaller groups frequently use blended or hybrid designs that
mix presence courses (usually in the beginning and at the end of a module)
with distance activities and use various pedagogical styles (e.g., drill &
practise, exercises, projects, etc.).
The 2000's emergence of multiple mobile and ubiquitous technologies gave a
new impulse to situated learning theories favoring learning-in-
context scenarios. Some literature uses the concept of integrated learning to
describe blended learning scenarios that integrate both school and authentic
(e.g., workplace) settings. Web services, both educational and non-
educational gain popularity.
The 2010's include MOOCs, a consolidation of rapid elearning in business, a
return of a type of simulations through serious gaming and a technical trend
towards delivery with HTML5 (as opposed to proprietary solutions). Non-
educational on-line applications are main-stream now, e.g. shared office
applications, note pads, ang various instant messaging applications. In
addition, there is a lot of noise about learning analytics and statistical AI to
analyze the data. Other topics like PLE or educational badges don't have
much success. Simple content delivery and simple student management and
assessment tools are still king as demonstrated by the (UK-
based) Association for Learning Technology Annual Surveys.
See also the very complete (until the early 2000s) History of virtual learning
environments on Wikipedia or the more recent the 25 Years of Ed Tech blog
posts by Martin Weller.
Many topics fade in and out over longer cycle (typically about 15 years), e.g.
technology can lower costs, intelligent tutoring, adaptive systems, individual
learning, student data to improve education. Some authors talks about
"Zombie" ideas “The zombie idea that is rapidly being converted into policies
that in the past have been “refuted with evidence but refuse to die” is: new
technologies can cure K-12 and higher education problems of teaching and
learning.” (Larry Cuban on School Reform and Classroom Practice (2012,
retrieved April 2019).
1. Courseware oriented
1. instructor-instructor interaction
2. instructor-content interaction (e.g., authoring systems)
3. content-content interaction (e.g., automatic retrieval)
4. learner-interface interaction
Design-related issues
Instructional design method
Design methodology
The category design methodologies
Research-related issues
Effectiveness
Learning Theories
Ever since there have been educators trying to teach students, there have
been theories that guide how those educators view the learning process.
These learning theories encompass our beliefs about the nature of knowledge
and how a person learns.
Debates surrounding learning theories have existed for millennia, and even in
the modern world, there is great diversity in how scientists, psychologists, and
educators view learning. Some of the major learning theories that shape
modern conversations surrounding technology integration include
behaviorism, cognitivism, constructivism, constructionism, and connectivism.
Each of these theories has been studied and written about at length, and it is
impossible to devote sufficient time and attention to each theory in the limited
space provided in this chapter. Rather, all educators should study competing
learning theories and develop their own understanding of how people learn. In
this chapter, we will merely provide an extremely high level overview of each
of these theories, briefly explaining what each entails and what each might
mean for teaching and learning with technology.
Behaviorism
Behaviorism was popularized in the mid-20th century as psychologists studied
behavior patterns and response systems in humans and other animals.
Behaviorism treats learning as a response to stimulus. That is, humans and
other animals are trained to respond in certain ways to certain stimuli, such as
salivating when a dinner bell rings or repeating a memorized fact to receive
some external reward. Teaching and learning, then, is a process of
conditioning students to properly react to stimuli, and technology can help
facilitate this training by providing incentives to learning, such as games or
other rewards, or by providing systems to efficiently develop stimulus-
response conditioning, such as drill-and-kill practices.
Cognitivism
Cognitivism arose as an alternative to behaviorism in part because
behaviorism treated the processes of the brain as an imperceptible black box,
wherein understanding how the brain worked was not considered important
for helping people learn. Cognitivism, therefore, dealt with brain functions and
how information is processed, stored, retrieved, and applied. By treating
humans as thinking machines, rather than as animals to be trained, research
in cognitivism for teaching and learning focused on helping people develop
efficient teaching and studying strategies that would allow their brains to make
meaningful use of presented information. Through this lens, technology can
help in providing information and study resources that assist the brain in
efficiently storing and retrieving information, such as through the use of
mnemonic devices or multiple modalities (e.g., video, audio).
Constructivism
However, both behaviorism and cognitivism tended to treat learning the same
for all humans, despite their age, culture, or personal experiences.
Recognizing that these factors might influence how learning
occurs, constructivism arose as a means for understanding how individual
and social factors might influence the process of learning for different groups
of people and individuals. Constructivism holds that learning is constructed by
learners on top of previous experience, attitudes, and beliefs. This means that
for learning to occur, new learning experiences must take into consideration
these human factors and assist the individual in assimilating new knowledge
to their existing knowledge constructs. Thus, if you are teaching students
about fractions, you must teach them using language that they will understand
and connect their learning to experiences in their own lives that will have
meaning for them. Technology can help the constructivist learning process by
making abstract concepts and facts more grounded in personal experiences
and the values of learners and also by allowing the learning experience to be
differentiated for individual learners (e.g., through personalized
developmentally-appropriate software).
Constructionism
Believing that knowledge is constructed in the mind, some then took
constructivism to the stage of a pedagogical process and called
it constructionism. From the constructionist viewpoint, the most effective way
to teach in a constructivist manner is to have students construct artifacts in
the outside world that support and reflect their internal construction of
knowledge. For instance, if a student needs to learn about basic engineering
concepts, in order to build the internal mind models necessary to understand
engineering, students must construct external models, which might take the
form of a bridge or catapult. Technology can support constructionist
approaches to teaching and learning by empowering students and teachers to
create and construct external models reflecting internal mind models with
resources and possibilities not available in the real world. By using a
simulation, for instance, students can construct any structure or machine
without the need of expensive materials, or they might seek to understand
economic principles of supply and demand by creating a simulated community
that allows them to influence supply chains in ways that would not be possible
in the real world.
Connectivism
Even with these competing theories, some still believed that learning
experiences and processes as they actually exist in the real world were not
fully represented, and this has become especially obvious now that we live in
a society that is heavily networked and connected via electronic and social
media. All traditional views about learning had placed knowledge and learning
squarely in the mind or body of the student, but modern technologies in
particular lead us to consider whether all memory, information processing,
and other aspects of learning traditionally ascribed to the mind might not also
be distributed with external devices. Connectivism holds that the process and
goals of learning in a highly networked and connected world is different than
learning in the predigital world, because learners are now persistently
connected to information sources and other resources through their electronic
devices, such as smartphones or laptops. From the connectivist perspective,
learning need not be isolated to the mind, but becoming a learned and
capable citizen in a digital society requires learners to become connected with
one another in such a way that they can make use of the network as an
extension of their own mind and body. Thus from a connectivist perspective,
the goal of education is to more fully and efficiently connect learners with one
another and with information resources in a manner that is persistent and in
which learners can make ongoing use of the network to solve problems. From
this perspective, technology can be used to improve learning experiences by
more fully connecting students with one another and information resources in
a persistent manner.
Differing Assumptions
Each of these learning theories views the learner, the learner's relationship
with society, and the learner's relationship to technology quite differently. For
that reason, when we begin to consider what constitutes effective technology
integration, we must acknowledge that different people and groups who have
differing assumptions about how students learn will view technology
integration very differently. A connectivist would believe that guiding students
to use modern technologies to develop networked relationships with peers
and experts in the field is an essential element of learning. However, this may
require very little information processing and recall to be occurring in the mind
of the learner, which would seem dubious to a cognitivist. Similarly, a
constructionist would look to an architecturally sound structure created in a
physics engine as evidence of understanding of mathematical engineering
concepts, while a behaviorist might consider such an artifact useless in
determining the student's ability to recite foundational mathematical equations
that every engineer should know. In short, the effectiveness of technology
integration requires evidence that the integration is effective, but what is
believed to be effective for learning will depend upon our view of learning.
Thus, the first step toward defining effective technology integration for yourself
is to consider how you define learning and what constitutes evidence of
learning. Similarly as teachers work within educational institutions, the criteria
by which they and their students are evaluated will rely upon one or more of
the learning theories mentioned above. If there is misalignment between how
the teacher views learning and how the institution views learning, then
misunderstandings will arise, because what the teacher views to be effective
technology integration may not be recognized or valued by the institution and
vice versa.
As such, teachers need to decide for themselves what learning is to them and
also understand what learning means in the institutions in which they operate.
So, before you can ask yourself what is effective technology integration, you
must first ask yourself the following two questions:
Once you understand how both you and your institution view the learning
process, then you can move to the next step and consider your beliefs and
values with regard to technology. Some people might value the acquisition of
technical skills for the sake of technical skills to be a good thing, while others
might believe that technology should only be used if it is helping students to
learn content better or to learn more. Though all students should learn some
level of technical skill competency in order to make them suitable for the
modern workplace (e.g., productivity software, keyboarding, basic
programming), most technologies in education are not focused on this type of
learning.
Similarly, schools and districts have their own beliefs and values about
technology, how it should be used, and how it will impact students. For this
reason it is important for us to understand each of these groups' beliefs and
values, how they may be different, and how this influences the process of
technology integration. Though personal beliefs and values are complicated
and will vary between different people, we will consider four areas of belief
and value that guide teachers and institutions in their technology integration
practices. These include: Proof, Facility, Compliance, and Institutionalization.
Proof
First, proof deals with the efficiency or efficacy of a technology to help
improve student learning. Proof requires some form of discernible or
measurable outcome and will be most important to teachers in the classroom
or to principals and other administrators who invest time and money into
technology and must prove that it is improving student achievement. From a
teacher's or principal's perspective, if a technology does not directly improve
students' ability to learn in a discernible or measurable way, then the value of
that technology will be dubious. Teachers are stressed for time and they do
not want to invest the effort necessary to learn and implement new
technologies if they are not going to see actual results in how their students
are learning. Likewise, principals face financial and other stressors which
require them to provide evidence of student learning and that they are being
wise stewards of institutional resources.
Proof might be slightly different for teachers and principals, however, due to
their level of vision and operation. A teacher will want evidence that a
technology works in her classroom through the creation of student artifacts or
saved time, while a principal might want evidence that a technology works in
all classes, preferring more generalizable research evidence over anecdotal
evidence from one or two teachers. This means that teachers and principals
might not always see eye-to-eye when it comes to identifying meaningful
evidence for technology integration, because a classroom teacher will not
care about what the research says if she is not seeing success in her
classroom, and a principal might not care what an individual teacher says as
long as the evidence from other teachers is strong.
Facility
Second, facility (as in facile or easy) deals with the ease at which a new
technology can be learned, implemented, or managed at the teacher- or
student-level. Teachers want to use tools that are easy to learn, and the
greater the learning curve associated with a new technology the less likely a
teacher will be willing to invest the time and energy necessary to learn it.
Similarly, if the technology requires teachers to invest a large amount of time
troubleshooting or providing tutorials to students, then they are much less
likely to use it. Teachers value technologies that they can pick up, easily use,
and put away. Technology support personnel value these technologies as
well, because it means that they can provide less support to teachers in
learning and troubleshooting them, but principals and other administrators
may not believe that facility is very important in comparison to other values,
because in their eyes the value of the technology for learning would outweigh
the difficulties in terms of time or effort. Thus, a principal might require all
teachers to learn a new technology, because she believes that it will
drastically improve student learning, even though that technology is very
difficult to use and requires high levels of support.
Compliance
Third, compliance deals with the legal and ethical requirements of technology
use in contrast to their pragmatic use. Those who value compliance will
ensure that new technologies meet security requirements or legal
requirements regarding student security. Teachers and administrators rarely
think about compliance when integrating new technologies, or if they do, they
only do so as an afterthought. Rather, strategic technology support personnel
deal most heavily with this issue and seek to ensure that technologies that are
used in the classroom and across institutions will not pose legal risk to the
institution. Thus, the teacher may have students use an online blogging
platform without letting school or district personnel know, because those same
personnel might tell her to stop, because the platform does not meet
mandated security, accessibility, or privacy requirements. Similarly, filtering of
web searches is typically managed at the school or district level to ensure
compliance with state and federal regulations, while classroom teachers might
complain about how strict filtering systems are or may have little say in
determining what is allowed and what is banned. In short, compliance is an
essential consideration for schools to ensure safe, legal, and ethical
technology use, but it is typically only considered by those in specialized
positions, such as technology administrators or those in a disabilities office.
Institutionalization
And fourth, institutionalization deals with infrastructural compatibility, cost,
lifespan, and management scale of new technologies. When a teacher
purchases a new device or set of devices for her classroom she may not think
ahead about the long-term costs associated with those devices (e.g., the price
of apps or software updates, breakage, replacement), whether or not the
devices are compatible with the school's technology infrastructure (e.g., can
they access the network?), or the work involved in keeping those devices up-
to-date and working. Rather, technology support personnel often understand
these issues very well, and this will guide them to prefer certain technologies
over others. For instance, technology personnel might want to provide
Chromebooks to students (which are easy to manage at scale) instead of
iPads (which are not), even though teachers might want iPads. This can
create a tension between technology personnel and teachers, where teachers
want to use technologies that may be too difficult to support or technology
personnel might want to use technologies that have limited classroom value.
What are the most important factors that will guide my own technology
integration decision-making?
1. How do I communicate and collaborate with others who may have
different values?
TPACK
TPACK is the most commonly used technology integration model amongst
educational researchers. The goal of TPACK is to provide educators with a
framework that is useful for understanding technology's role in the educational
process. At its heart, TPACK holds that educators deal with three types of
core knowledge on a daily basis: technological knowledge, pedagogical
knowledge, and content knowledge. Content knowledge is knowledge of one's
content area such as science, math, or social studies. Pedagogical knowledge
is knowledge of how to teach. And technological knowledge is knowledge of
how to use technology tools.
These core knowledge domains, however, interact with and build on each
other in important and complicated ways. For instance, if you are going to
teach kindergarten mathematics, you must both understand mathematics (i.e.
content knowledge) and how to teach (i.e. pedagogical knowledge), but you
must also understand the relationship between pedagogy and the content
area. That is you must understand how to teach mathematics, which is very
different from teaching other subject areas, because the pedagogical
strategies you use to teach mathematics will be specific to that content
domain. When we merge content knowledge and pedagogical knowledge
together, a hybrid domain emerges called pedagogical content knowledge.
Pedagogical content knowledge includes knowledge about content and
pedagogy, but it also includes the specific knowledge necessary to teach the
specified content in a meaningful way.
RAT is an acronym for replace, amplify, and transform, and the model holds
that when technology is used in a teaching setting, technology is either used
to replace a traditional approach to teaching (without any discernible
difference on student outcomes), to amplify the learning that was occurring, or
to transform learning in ways that were not possible without the technology
(Hughes, Thomas, & Scharber, 2006). Similarly, SAMR is an acronym for
substitution, augmentation, modification, and redefinition (Puentedura, 2003).
To compare it to RAT, substitution and replacement both deal with technology
use that merely substitutes or replaces previous use with no functional
improvement on efficiency. Redefinition and transformation both deal with
technology use that empowers teachers and students to learn in new,
previously impossible ways.
Both of these models are helpful for leading educators to consider the
question: what effect is using the technology having on my practice? If the
technology is merely replacing or substituting previous practice, then it is a
less meaningful use of technology. Whereas technology use that transforms
or redefines classroom practice is considered to be more valuable.
PICRAT
The PICRAT Model
Building off of the ideas presented in the models above, we will now provide
one final model that may serve as a helpful starting point for teachers to begin
thinking about technology integration. PICRAT assumes that there are two
foundational questions that a teacher must ask about any technology use in
their classrooms. These include:
Teachers should seek to move their practice toward the top-right of PICRAT
For instance, if a history teacher shifts from writing class notes on a
chalkboard to providing these notes in a PowerPoint presentation, this would
likely be categorized in the bottom-left (PR) section of the grid, because the
teacher is using the technology to merely replace a traditional practice, and
the students are passively taking notes on what they see. In contrast, if an
English teacher guides students in developing a creative writing blog, which
they use to elicit feedback from peers, parents, and the online community on
their short stories, this would likely be categorized in the top-right (CT)
section, because the teacher is using the technology to transform her practice
to do something that would have been impossible without the technology, and
the students are using the technology as a tool for creation.
Bakpax
Bakpax is an AI tool that autogrades student work, giving them (and the
teacher) instant feedback on assignments! As teachers know, hand grading
student work can take hours, so Bakpax allows teachers to save time with the
more administrative aspects of teaching, so they can focus more on creative
lessons/activities and individualizing student instruction.
Bakpax wants to support educators during the transition to remote learning,
so teachers can currently access Bakpax for free!
Pear Deck
Pear Deck allows teachers to make lessons interactive so every student can
actively participate, whether instruction is synchronous or asynchronous. It
utilizes formative assessment, active learning, retrieval practice, and more to
close the achievement gap, even for students who are learning from afar.
Bonus: PearDeck has the stamp of approval from many Ozobot Certified
Educators.
SeeSaw
Rather than limit students to one method for demonstrating their
knowledge, SeeSaw allows students to show what they know with tools like
draw+record, collage, video, and more. Educators report that SeeSaw is
intuitive for students to use, so minimal support is required to use this tool!
For more tips on creating successful virtual learning environment, check out
our Ozobot Certified Educator-hosted webinar!
Students who grow up with a love of learning are more likely to stay engaged
in STEAM subjects and other lessons as they grow older. They won’t take
what they learn at face value, and will instead seek out ways to expand their
knowledge and ask questions about what they learn.
Teachers are always looking for ways to pique student interest, from engaging
experiments to unique learning methods. If you want to add fresh elements to
your classroom and encourage your students to be creative, check out these
tools. They might offer the tech solutions you need to wow your students
during the learning process.
Nearpod
Nearpod specializes in multimedia displays to make discussions more
engaging. One of their top tools for teachers is Nearpod VR, an affordable
virtual reality headset that lets teachers explore different concepts in 3D.
There are more than 450 VR tutorials, broken down by subject and grade
level. Take your students to explore volcanoes or for a historic look at the Taj
Mahal. This technology inspires curiosity about the world and student
engagement in lessons.
Glogster
Glogster is one of the fastest-growing multimedia management tools for
teachers and students. Your students can easily create posts and other
graphic designs to enhance their learning experience. This site also allows
teachers to find awesome content. There are more than 40,000 Glogs shared
online across 80 topics and nine disciplines. With over 1.9 million teacher
accounts and 17 million student accounts, Glogster is a favorite worldwide.
FlipGrid
Do you wish classroom discussion could continue after the bell rings? Do you
wish you could encourage quiet students to speak their minds without feeling
intimidated? With FlipGrid, teachers create discussion topics and students
can respond with video recordings. Their peers can respond to keep the
discussion going. This tool helps students formulate their ideas in a pre-
recorded setting, which means no one gets talked over or ignored by louder
voices.
TodaysMeet
TodaysMeet provides a backchannel of discussion for your classroom.
Teachers monitor chat discussions during the lessons and can respond to or
highlight questions asked by students as they go. Instead of stopping the
class or losing your train of thought to answer questions, teachers can set
aside time for questions and discussion at various points throughout. Plus,
quiet students can ask questions and voice their opinions without having to
worry about speaking up or waiting until the end.
Microduino
Microduino offers small electronic building blocks that kids can creatively
assemble to find solutions to problems or explore ideas. These blocks can be
stacked on LEGO bricks, expanding your resources as far as your imagination
will go. This product also has open-source code compatible with Scratch and
other programs you might already use.
TinyTap
TinyTap is home to more than 100,000 learning activities for students and
teachers to use. You can search for games for your kids to play to better help
them understand concepts, or ask them to create games of their own.
TinyTap Market encourages students to learn by teaching, and provides the
tools to help people develop their own games. Creators can even sell their
games to gain recognition for their work.
Because Learning
This tool is ideal for teachers who want to bring STEAM learning to the
classroom but worry about their lack of programming background. You don’t
have to be a professional web developer to engage your students. Because
Learning is designed for educators and offers STEAM kits based on national
learning standards. You and your students can start creating in just a few
steps.
SiLAS Solutions
More instructors are increasingly concerned with social skills and encouraging
their students to work together. SiLAS Solutions is a tool that can help.
Through video game technology and 3D development, students use
characters and create conversations with their own voice recordings. They
can make videos talking through problems and expressing their emotions.
Grading is easy, with teachers able to assess students and provide feedback
through the system.
Labster
Do you wish you had
access to a University-
calibre laboratory?
Consider testing
simulations
with Labster. Students
can run a variety of
simulations on topics
ranging from diabetes
to herpetology. The
software runs
mathematical algorithms based on the criteria so students get a full lab
experience. Teachers can grade participation in different parts of the
simulation as they would with a full-fledged science lab.
PhET Sims
Another simulation software that younger students can use
is PhET simulations. Teachers can filter simulations by grade level and topic
and use them to explore different ideas in the classroom. The goal of this
organization is to increase STEAM literacy worldwide and create engaging
interactive content that encourages students to ask questions and explore
topics beyond what the common core demands.
ZeeMaps
ZeeMaps is a tool that students and teachers can use to create their own
graphics. You can create maps on a local, state, national, and even global
level. Students can choose different map types and assign colors and labels
as needed. This is perfect for creating visual aids for projects, mapping out
complex concepts (like battles in a war or evolving country borders), and
letting students learn in an interactive manner.
Tiki-Toki
Just as ZeeMaps is useful for mapping out various concepts and ideas, Tiki-
Toki is great for developing timelines. Students can customize events and
choose different formats to explore their ideas. They can provide as much
information as they need to fully explain a topic. This tool is ideal for both
classroom-led activities and solo work.
Popplet
Popplet is a mind-mapping and brainstorming tool for students. You can use
this tool to guide assignments, encouraging students to create mind maps for
their projects, or create a classroom-guided brainstorm to explore new ideas.
This tool is also used in group projects to help students creatively come up
with solutions to problems. It teaches the concept of brainstorming and has a
useful option to save your ideas for later.
Venngage
You don’t need to be an expert graphic designer to create engaging
infographics for your classroom. Even better, your students can create
graphics for you! Venngage offers free infographic tools to help students
visualize their data and clearly present ideas. The infographics can be shared
and saved online, so they can be used by students in real time and future
students can also benefit.
Sutori
Sutori lets anyone build a multimedia-rich story that looks like a timeline,
though the focus is on arranging information into an engaging, interactive
format for storytelling. It’s a useful format, too, because it’s a more intuitive
way to illustrate the relationships between concepts than, say, a slidedeck.
The applications are many, as well: Teachers can use pre-made stories in
their lesson plans (there are nearly 800,000 users, so stories are plenty), or
they can create their own stories in a snap to use as teaching tools or study
aids. What’s more, stories can even be assigned as projects or homework,
which could be a welcome alternative to an essay assignment.
Lifeliqe
With more than 1,100
3D models and 700
lesson
plans, Lifeliqe provides
an interactive way to
meet Common Core
and Next Generation
Science Standards. This tool has data behind its name: 86 percent of
students who used their 3D models to learn improved their science scores.
The company attributes their success to the idea that 65 percent of the
population is made of visual learners. By connecting with kids in the way they
learn best, they’re more likely to enjoy the material.
Storybird
STEAM educators who are looking to add reading and writing elements to
their curriculum can try Storybird. This company curates millions of images
from illustrators across the world and encourages students and teachers to
use them to tell stories. Consider assigning an image to each student and
asking them to write about it, or ask them to create a book using the lessons
they learned in science or math class. It’s a great way to get creative with
online tools.
KidBlog
If you’re trying to get your students to blog more and reflect on what they
learned, consider using Kidblog. Nothing goes live until the teacher approves
it, so you have final say in what is published. KidBlog creates a safe space for
students to publish content without exposing them to the trolls of the Internet.
It’s available for K-12 students and you can tailor your lessons based on the
age group. You can also track engagement statistics each year to see if your
students are reading each other’s work.
LiveBinders
The goal of LiveBinders is to help educators and their students go paperless
with digital binders. Users can save articles and videos, take notes, and post
other forms of content in one place. They can also share binders with each
other and collaborate to create something useful. With this tool, you never
have to limit yourself to just one textbook or resource. You can keep all of
your resources in one place for years to come, always adding when you find
something new.
Padlet
Padlet is another collaboration tool that teachers can use. Students can
submit a variety of supplemental material to make the learning process easier
and can comment and interact with it as needed. Teachers can monitor all
interactions that students have with the content and track engagement
analytics. This tool can be used for any subject or grade level.
Celestia
This tool is definitely more space-focused instead of the other one-size-fits-all
solutions on this list. However, it’s rare to find such a dynamic resource for
exploring outer space. Not only is there a wide variety of content on Celestia,
but students and educators can customize the content or add their own based
on their needs. If there’s something you can’t find, create it.
Project Noah
Launched in 2010, Project Noah was created to encourage citizen scientists
to document the world around them. People can photograph organisms and
share them online, helping scientists document the location and rarity of
various species. Teachers can make this part of the classroom experience by
turning students into citizen scientists sharing their discoveries.
Teachers TryScience
If you’re uncertain where to start with science and STEAM lessons, check
out Teachers TryScience. Teachers can find lesson plans and follow different
strategies and tutorials to make their content more engaging. It can be
intimidating giving students the keys to explore a particular topic, but this site
makes it easier.
As a teacher you need to be able to identify where you are in regards to the
framework of the TPACK. In other words, you need to know your knowledge
bases pertaining to technology (TK , TCK , TPK , and TPACK ). Metacognitvie
awareness of the TPACK will allow you to be a thoughtful/critical consumer of
technology, and be able to reflect and refract on the best times when to
integrate technology in the classroom.
Having a technology based method may allow you to use technology as a
solution for your current teaching problems. According to Everett Rogers,
people resist new ways of doing things even if it might be better than their
current ways. However, if a person is aware of the substantial benefits of the
change they are more partial to adopt the new way or ways. He calls
this relative advantage . Before you try to solve a problem, you need to
clearly state the problem you are trying to solve; it sounds simple but people
usually try to jump ahead without assessing.
As a teacher you will decide the skills you want your students to learn from
technology-integrated lessons and will design a way to assess how well
students retained the information and how effectively the activity was carried
out. Some examples of assessment include: higher achievement outcome
(assessed with a test), cooperative
work outcome (use an existing rubric
to grade skills), attitude outcome
(create an attitude survey to assess
satisfaction), and improved
motivation (create and use an
observation sheet). Before creating
specific ways to assess you should
always ask yourself "What outcomes
do I expect from using the new
methods?"
Teachers are the ones that decide on instructional strategies and how to carry
them out. When teachers create an instructional design for technology
integration, they need to consider the characteristics of their topic and the
needs of their students and then decide on a course of action that will meet
both needs within the constraints of their classroom environment. When
deciding on teaching/learning methods the first distinction a teacher must
make is whether or not to use directed strategies or constructive strategies.
After determining whether integration strategies will be primarily directed or
constructive, also consider content approach. Should the approach be single
subject or interdisciplinary? A few other questions that a teacher will need to
answer while developing instruction is: Should students work individually, in
pairs, in small groups, or as a whole class? How can technology best support
these methods? How can I prepare students adequately to use these
techonologies?
Remember as a teacher you never stop learning. Ask yourself questions and
don't be afraid to do a little research.
Since the start of the 21st century, educational technology has played a
major role in students’ academic progress, especially in the area of the
sciences in the United States high school education system (Chacko,
Appelbaum, Kim, Zhao, & Montclare, 2015; Tarbutton, 2018). The United
States government made it a priority that American students have access
to adequate resources and programs to motivate more high school
students to enter the Science, Technology, Engineering, and Mathematics
(STEM) fields as a career option (Gonzalez & Kuenzi, 2012; Kuenzi, 2008).
High schools are trying new ways of incorporating technology into the
classrooms to support the new environment: The Digital Era (Gros,
2007; Özer, Kanbul, & Ozdamli, 2018). Bennett et al. describe the Digital
Era as the time when “Digital Natives”, a generation of individuals, have
been exposed to technology since birth (Bennett, Maton, & Kervin,
2008; Dingli & Seychell, 2015). As a result, teachers are trying to find ways
to incorporate technology into their classrooms to make their lectures more
interesting and relatable to this new generation of learners, so that they are
more autonomous about their education (Domingo & Garganté,
2016; Lacina, 2008; Waghid, 2015). With more schools opting out of using
traditional teacher-centered methods and electing for student-centered
learning, technology has become a forefront in today’s education system in
anticipation that it will increase student motivation and engagement
(Hoffmann & Ramirez, 2018; Özer et al., 2018). One such example is
gamification—the act of increasing student motivation and enthusiasm to
learn by using game-thinking and game mechanics to solve problems and
to engage an audience (Cunningham & Zichermann, 2011; Nicholson,
2015; Su, 2015; Whitton, 2007, 2010; Yapıcı & Karakoyun, 2017).
Features:
Website: Angular.JS
2. Chrome DevTools
Features:
Website: Chrome DevTools
3. Sass
Price: Free
Features:
Website: Sass
4. Grunt
Grunt is a JavaScript Task Runner that is useful for automation. It will perform
most of the repetitive work such as minification, compilation, Unit testing, etc.
Features:
Website: Grunt
5. CodePen
Features:
Website: CodePen
When you are considering applying for a study programme that’s off-campus,
deciding on a course will come easier if you understand what each type of
learning offers.
In online learning, the key element is the use of internet. Online learning refers
to the idea of using online tools for learning. Basically, an online course implies
a distance between you and your teachers.
Lectures, assignments, tests are all enabled by virtual platforms. A fully online
university degree means you will not have to travel at all for your studies.
The 2020 COVID-19 pandemic was a boon to print publishing. Sales rose
8.2% year over year to a total of 751 million copies, according to Printing
Impressions, a publishing industry journal. More leisure time and a need to
educate children at home were cited as reasons for the book-buying spree.
While e-books are helping the publishing industry, they can be a bit daunting
for readers. If you are used to going to a local bookstore, browsing the aisles,
and perhaps reading the first chapter before purchasing, you still can with e-
books, albeit with a little adjustment.
Print Books
Print books have the feel of a book that many readers love. You can hold it,
turn the pages, and feel the paper.
People who love to read spend a lifetime acquiring books. They may find it
wrenching to abandon their shelves of books for a single slab of plastic.
Readers may also compare the quality of illustrations between the two
formats and find the print versions superior. The New Annotated Sherlock
Holmes can be bought in either hardcover or Kindle versions but readers may
find the Kindle version lacking due to the shrunken size of the illustrations and
the relative clumsiness of toggling between story text and annotations.
Some readers also experience some eye strain using an electronic device
instead of a printed book.
A Cost Comparison
Print books are still a little more expensive than e-books, but not all that much.
President Barack Obama's memoir, A Promised Land, is currently $17.99 for
the Kindle edition, and $23.96 for the hardcover. John Grisham's past
bestseller, The Guardians, is $9.99 for the Kindle edition, $9.64 for the
paperback version, and $14 for the hardcover.
Classics are the real bargain in any format. You can get Charles Dickens: The
Complete Works for Kindle for $2.99, while Bleak House alone is $5.95 in
paperback. Both prices are bargains, of course, because the publishers don't
have to pay anyone for the rights.
E-Books
Books on paper are difficult to carry around, especially hardcovers. If you're
an avid reader and you're going on a trip, or if you're just stepping out to a
coffee shop, an e-reader or iPad is a far lighter burden than a book or a stack
of them.
The price gap is closing. An e-book might be priced about the same as the
paperback edition but less than the hardcover.
There's also the satisfaction of having an entire library at your fingertips, not to
mention an infinite supply just a click away, ready to download instantly.
In addition, e-book buyers have the advantage that the internet gives
consumers of any products: No space constraints. Just about everything ever
published is available, all the time.
There are some drawbacks. You must recharge an e-reader or any other
electronic device. Some screens are not easily readable in sunlight. And, if
you are one of the millions who spend the entire workday in front of a
computer, reading your favorite author on a computer screen in the evening
may not appeal.
The trouble is, many readers assume that e-books should be free, or at least
much cheaper than their print counterparts. Some publishers respond that
printing a book accounts for only about 10% of its cost.
Beyond Amazon
Avid e-book readers can stray beyond Amazon or Barnes and Noble and read
for free.
The nonprofit Project Gutenberg offers 60,000 free downloadable books, most
of them classics well beyond their copyright protection expiration dates. The
site Free Classic Books offers just that, in an alphabetized list from Alcott,
Louisa M., to Wodehouse, P.G.
Google Books brags that it has more than 10 million books available to
download for free, including textbooks and government documents as well as
literary classics.
Most independent authors have to hire someone to convert their books into e-
book format. Plus, they still have the marketing and promotional costs that are
required to get their books noticed. However, e-books are overall lower in cost
to produce, and that is typically reflected in their lower price than print
editions.
The effects are not all positive, however. While technology has helped
to bridge a global gap by connecting people via the digital world, those who
are physically close together are often far apart due to their inability to
separate themselves from their mobile devices. This is called Virtual
Distance. Additionally, modern Technology is often linked to an over exposure
to EMFs, and is linked to excessive blue light exposure, while developing
children not only face possible cognitive changes due to constant exposure to
the above factors, but often grow up in a possibly more isolated manner due
to constantly being “wired” to their smart devices instead of physically
spending time with friends.
Digital Storytelling
“By telling thoughtful stories,
we clarify our own thinking
about what we have learned
to share with others in a
profound way that sticks with
us over time.”
—Annette Simmons, The
Story Factor
In an age of mathematical,
logical, and scientific thinking, storytelling is often considered appropriate only
for language arts projects for young learners. However, in today’s information-
loaded world, storytelling is being rediscovered as an effective tool for helping
us make sense of this data barrage. According to the brain research explored
by Roger Shanks, storytelling provides a memory structure and depth of
context that engages learners in a sense-making of facts.
The final narrative script is next recorded as a voiceover for the story. The
author must work to ensure that the oral delivery has power and emotion.
When an author “feels” his or her words, the voice becomes a conduit for
others to experience the message.
Myths, legends, and tall tales provide a familiar place to start. Most families
and organizations use legends to represent values and pride. Myths help
explain our cultural origins, values, and beliefs. Tall tales are romanticized
exaggerations that highlight accomplishments or events. Justine, a classroom
teacher in Arizona, has invited her third-grade students to create a multimedia
tall tale about themselves, exaggerating their great qualities and
achievements in a way that will be passed down to family and friends for
generations to come.
2. Docudramas
Story prompts asking students to act as if they are living in the times or events
they are studying helps make facts come alive for both authors and the
audience. These docudramas require students to conduct in-depth research
and practice their creativity to role-play a storytelling narrative as George
Washington, a freed slave, a character in literature, the life of pi squared, a
circle’s happiest accomplishments, or the lessons a Granny Smith apple
learns from her life cycle.
Thread the beads of your facts together with a plot, so they don’t roll
away.
—Annette Simmons, The Story Factor
Describe and conclude tasks often require students to simply tell about a
topic. To deepen the learning, ask students to share the wisdom of what they
learned from the topic—the “so what?” developed from learning about people,
events, or situations. A personal point of view can be added by asking: how
does the event affect my life, thinking, or beliefs? How does knowing the facts
about a famous person or event influence my own thinking or beliefs? This
type of storytelling reflects the author’s full intellectual and personal
engagement with the subject, not just a reporting of facts and information.
This type of digital storytelling uses the power of personal appeal along with
voice, music, and images to create influence and impact. Authors combine
their personal messages with the lessons learned to provide a compelling call
to action. A popular television version of this approach is the “Above the
Influence” series calling attention to the consequences of choices made or not
made.
Telling stories together about things that really matter has an extraordinary
effect on people. This effect is further magnified when the story is distributed
and related meaningfully to the world community through the Web. May your
students discover the magical power of releasing their own storytelling into
your communities!
The Bad
So how can something like a TV,
computer, or cell phone be harmful to the
development of your children’s cognitive,
emotional, social, and overall health and
well-being?
And if it so bad for them, why aren’t more
people talking about it?
And what can we do as parents to help
our kids become media/technology literate in a world that is generally run
by and relies on these types of gadgets every day?
As a parent have you ever been concerned when your kids are inside playing
video games or watching TV when they could be outside enjoying the fresh air
on a sunny afternoon? Or maybe you’re a parent who doesn’t like when your
teenager is texting friends under the table at dinner time.
Well, parents, your gut reactions are right on! The over-use of screen devices
like TV, video games, cell phones, computers, and iPad’s are being found by
researchers to have significant effects on the developing brains of children.
The Brain
The brain is a very complex structure. Not fully functional at birth, it is
designed to grow and mature over years in many different ways. This
development occurs mainly through a person’s direct interactions with the
world.
Seeing, hearing, tasting, touching, and smelling are the primary ways we
experience our world, so if we are not using these five senses, then we are
not learning to the best of our brains’ abilities.
The best advice is to listen to your parental intuition. You are the experts on
your children and you know what values you want to instill in them.
Trust your intuition rather what the media says you should do and choose to
parent in a way that best supports your child’s growth to become a fully
developed, self-actualized, productive citizen of the world.
If you get control of your time, you will get control of your life. ~ Bob Harrison
The use of computers and other digital technologies continues to rise in early
childhood programs, and technology is being used as a means for improving
program quality in many interesting ways.
Technology has changed the way we manage finances, keep records, write
newsletters, market programs, give presentations, teach children, and train
teachers.
Child care centers are most likely to use computers for administrative tasks,
with financial management and accounting being the most common use.
Database software for managing information and records is also an important
use. This software is being used in every type of size and program.
That’s where child care management software comes in: It helps child care
employees simplify and streamline the manual processes they do every day
such as recordkeeping, billing, attendance, student profiles and overall
documentation. It also increases parent engagement and classroom
management via technology/mobile devices.
With ProofHub, you can have a bird’s eye view of all your projects and teams.
Its easy-to-use interface ensures that onboarding is easy so you can become
familiar with its functionalities in no time. One of the best things about
ProofHub is that teams of any size, any industry, any department can use it.
As a complete project management software, ProofHub brings you and your
team to a single place where everyone stays up-to-date regarding project
progress.
Custom Roles
Every organization works in a hierarchy and when using a centralized project
management system, it’s important to control who can access what. ProofHub
allows you to create custom roles and define the access level for each role. It
also has three three default roles, namely Owner, Admin, and Normal, just in
case you don’t want to create custom roles
Flexible Task Management
Task management is a key responsibility of managers. With ProofHub,
creating and assigning tasks to team members is a breeze. The software
allows you to create tasks with deadlines, break them into smaller subtasks,
add comments, attach files, and mark progress percentages for each task.
Additionally, you can create custom workflows using the Kanban board and
streamline your task management endeavors.
Online Proofing Tool
Reviewing files and adding comments as feedback is essential for your team
to deliver quality work. The online proofing tool in ProofHub allows you to
proof files in real-time and share feedback in an effortless manner. You can
even use markup tools to ensure clear feedback and leave no room for
confusion. It is also possible to upload new versions of files, which makes it
easy to compare files and review the changes.
Custom Project Reports
From time to time, it is essential to keep the progress of a project in check,
and this is where project reports come into the picture. ProofHub helps
managers stay on top of their projects and resources with its detailed project
reports. You can even customize the parameters in reports according to your
preferences, and plan your projects and resources more efficiently.
Additionally, the burn-up charts will let you compare the work done against the
total amount of work, which can prove to be of great help.
Timer and Timesheets
Time tracking plays a vital role when you want to see how members of a team
are devoting their time to different tasks and projects. ProofHub comes
integrated with an automatic timer that allows you to record time for each task
within a project. You can also add work hours manually. Furthermore, the
timesheets store all the time data, which you can access easily at your
convenience.
Cloud-based File Management
Managing files associated with projects becomes challenging when your files
are scattered across different devices and platforms. ProofHub eliminates this
problem by offering a cloud-storage space to upload, organize, and share
files. You can easily access the files from different devices by logging into
your ProofHub account. Also, the advanced search option saves a lot of time
when you need to find certain files and documents among your uploads. In
fact, with its third party integration with apps like Google Drive, OneDrive, Box
and Dropbox, you can eventually bring all your data to one centralized
location.
Cloud storage service is a must to manage and access all your project files
and documents from a single space. Google Drive has become the preferred
choice for managers to store and share files.
Being a cloud storage service, you can access files that you have uploaded
from literally anywhere using any device. Upload photos, documents, videos,
audio files, PDFs, etc. and open them to view on Google Drive itself.
Notable Features:
G Suite Basic plan costs $6/user per month with 30 GB of Google Drive
storage
Notable Features:
Get reminders for your emails that haven’t gotten a response within a
specific time frame
Write perfect emails with the help of AI-powered assistant
Communicate easily with people in different time zones
How Much You Need to Pay for Using Boomerang?
Supported Platforms: Web
Besides video conferencing, Zoom also offers a chat interface that allows you
to send messages and even share files with your teammates. Also, you need
not be a tech-savvy to start video meetings with your colleagues using this
app.
Notable Features:
Instead of using several apps for managing work, opt for an all-
in-one project management software like ProofHub. Sign up for
Free!
Notes and Notebooks
Switching to ProofHub means that you no longer need a notebook and pen to
jot down important information. The notes available within the project
management software are practical and easy to use. Subscribe team
members to notes and collaborate with them without even leaving your table.
Set different colors to notes and organize them smartly in notebooks for better
organization.
In-built Chat tool
When working in a group to achieve common objectives, staying in touch with
one another becomes vital. To help teams stay connected, ProofHub has a
built-in chat app that allows you and your team to instantly communicate with
one another. Chat one-on-one with a team member or start a group chat by
adding multiple participants. The chat interface also supports emojis and you
can even share files in it.
Request Forms
Managing work requests, tickets, etc. is quite difficult using emails. The
request forms feature incorporated into ProofHub allows you to manage any
kind of requests with relative ease. Add request forms for different projects
and add labels to differentiate them easily. Also, you can customize a request
form by adding fields of your choice and get information that you need to
process a request.
One of the best things about ProofHub is its simple, no per-user pricing. You
can get the Ultimate Control plan, with unlimited users and unlimited projects,
at just $89 per month (limited time offer).
Over the past several years, integrating technology in early childhood learning
environments has become a topic of concern among the early childhood
professional community. Educators worry that children spend too much time
on electronic devices at home and it may not be developmentally appropriate
to utilize technology at a young age.
There is no denying that young children are growing up in the digital age and
technology is an integral part of their world. A study published in 2017
by Common Sense Media revealed statistics of technology use for children
from birth to age 8 by comparing usage from 2011 to 2017. The statistics
revealed:
The percentage of families who used mobile devices rose from 52% in
2011 to 98% in 2017.
A third of all screen time is mobile for this age group. This is an
increase of 31% from 2011.
The average time spent on mobile media has tripled, increasing from 5
minutes to 48 minutes per day.
Overall, from birth to age 8, children spend an average of just over 2
hours per day with screen media.
If you are interested in early childhood development and education, you may
consider a bachelor of science in early childhood administration.
Students in Purdue University Global’s early childhood administration program
learn the skills to provide developmental and learning opportunities for
children from birth to age 8. For more details, request more information.