Paper Example Doctorate 1,375 words

Incorporating technology in the classroom

Last reviewed: April 18, 2010 ~7 min read

¶ … Technology in the Classroom

To keep up with the fast paced and ever-changing world of today, it is essential that we incorporate new technology into the classroom for keeping the student attentive and focused. Students are part of the digital wave and almost all carry cell phones that can access the internet. Students would rather spend time on games or social networks and this causes some to neglect their academic assignments or only due them half way.

Teachers and school administrators must incorporate new technology that allows the student to learn and interact through computer-based education in the classroom. Students use the tools learned off social networks to enhance their enjoyment and pleasure. Keeping this in mind, we will examine the possibilities and benefits of using technology for education in schools.

Literature

Businesses are using computer-based learning in training and evaluating employees. Many companies have been using this technology for years to enhance the learning capabilities of their employees. According to Klopfer, Osterwell, Groff, and Haas (2009) in the article, "The Instructional Power of digital games, social networking, simulations and How Teachers Can Leverage Them" report, "Games and simulations have been a key component of training doctors and military personnel, but even businesses like PricewaterhouseCoopers used a game about a mining company in outer space to teach its employees about derivatives" (p 2) Medical and defense organizations would not implement the use of this technology if it was not highly effective.

Learning in the classroom can be enhanced by using games, simulations, and animatronics' to introduce materials and make the learning experience more interactive with the students in the class. The number of teachers who are masters in teaching students are numerous and employee numerous exceptional instructional strategies. To maintain the levels of learning these teachers have achieved, we must build and expand upon the process to prepare students for the working world (Klopfer, Osterwell, Groff, and Haas, 2009, p 3)

Looking at the options readily available to teachers, this paper will start with ThinkQuest.com. ThinkQuest promotes learning from an online environment enabling teachers to integrate projects for learning and allows students to gain skills for the 21st century. The ThinkQuest (2010) website, under the section, "What is ThinkQuest" lists the following items as being beneficial to students:

ThinkQuest Projects (formerly Think.com): A project environment where teachers and students engage in collaborative learning

ThinkQuest Competition: A competition space where students participate in technology contests

ThinkQuest Library: The world's largest online repository of student-developed learning projects, visited by millions of web learners each month

ThinkQuest Professional Development: A comprehensive training offering for educators

ThinkQuest is offered to educational institutions for free through the Oracle Education Fund (OEF) and does not allow spam or commercials.

ThinkQuest is password protected, contains anti-virus protection from Symantec, and each school has to apply and be verified before being accepted. The applications are designed to allow teachers to create assignments quickly. Member can upload a variety of files with ease. Member can access the site through the internet and all content has the author s name on it for accountability.

DIIGO.com contains interactive materials allowing you to highlight articles the way you would if reading a book. The person is allowed to attach sticky notes to the pages and promotes the ability to make notes as the student reads (DIIGO, 2010). Access to the site can be through a computer or iPhone.

Starlogo TNG uses modeling and simulation software to allow interaction with students and teach them how to build and comprehend complex situation simulations. The hopes of the Starlogo TNG (2010) for what that plan to accomplish include:

1. Lower the barrier to entry for programming with a graphical interface where language elements are represented by colored blocks that fit together like puzzle pieces.

2. Entice more young people into programming through tools that facilitate making games.

3. Use 3D graphics to make more compelling and rich games and simulation models.

Starlogo TNG could be the tool to introduce potential students in to the computer science related field.

Molecular Workbench contains material enhancing the biological and chemistry fields. The software is free and allows teachers to author other educational materials. As students interact with the website and take assessments, the teacher is notified of the student's progress. Once the student submits his assessment, Molecular Workbench (2010) reports, "SAM activities end by generating a report that includes answers to multiple choice questions, annotated snapshots, and the text of open responses. These reports are emailed to the teacher. Students have a chance to edit reports before they are submitted." Use of this website could produce the next generation of scientists.

Technology used directly in the classroom to allow students and teachers to interact with each other includes the Audience Response System. According to Turningtechnologies.com (2010) the function of the system is declared, "TurningPoint audience response system integrates 100% into Microsoft® PowerPoint® and allows audiences and students to participate in presentations or lectures by submitting responses to interactive questions using a ResponseCard ™ keypad or other hand-held/computer devices." Made up of three basic parts the response system includes: polling software, response keypad, and response receiver. Turning Point further states, "Using a TurningPoint audience response system, your PowerPoint presentations become powerful data collection and assessment tools that collect real-time audience responses and dramatically improves productivity and results for your business or educational organization. Author, deliver, assess and report without ever leaving PowerPoint." These systems can be used mobile devices and computers.

Research remains one of the main reasons for the use of the internet. The vast amounts of knowledge contained in the internet opens up a world of information. Libraries are limited in the number of materials needed to research all the topics available. The only down side to this would be teachers would have to set guidelines on what is credible research sites and this will prepare the student for conducting research in college.

Another new technology available to academics is the advent of wireless technology. Schools can utilize computers in the classroom without the wires and students can print without leaving their seats.

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PaperDue. (2010). Incorporating technology in the classroom. PaperDue. https://www.paperdue.com/essay/technology-in-the-classroom-to-1920

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