Running Head: Breaking the Technology Barrier
Breaking the Technology Barrier: Using Technology in Education
Patrick Wellert
ETC 558
Northern Arizona University
Abstract
It has long been difficult for teachers to effectively communicate the objectives and goals in a fun and exciting way that reaches the students. In the changing times teachers need to find ways to include students into the lesson using the technology made available to them. It has long been believed that teachers need to get over their fear and use technology openly with students in order to meet their educational needs. By including students into the lessons teachers will experience a more positive classroom experience.
Breaking the Technology Barrier: Using Technology in Education
Technology and education have always seemed to go together. In order to prepare students for the workplace or college they need to be able to be exposed to it. Teachers in the classroom use technology believing that the students are gaining valuable information and retaining the concepts taught but in reality the students need to be involved in the lesson and actively participating in activities that include technology. Student engagement is critical to student motivation during the learning process. The more students are motivated to learn, the more likely it is that they will be successful in their efforts. (Beeland, 2002).
Uses of Technology
There are numerous uses of technologies that are available to teachers to include students into the classroom’s lesson. These include Interactive Whiteboards, Proximas, PowerPoint games, interactive DVDs, Ventrilo chat software, Myspace, Blackboard, and scavenger hunts. To put the uses of technology into an effective practice, teachers need to help students set achievable goals; encourage students to assess themselves and their peers; help them to work co-operatively in groups and ensure that they know how to exploit all the available resources for learning (Hall, 2006). The following are how some technology is used to help students learn.
Interactive Whiteboards
There are two different types of whiteboards. The first is a virtual version of a dry erase board. It allows students to see what the instructor or other students write or draw using a special pen. The second functions similar to a normal whiteboard but also contains a projector screen, an electronic copy board or as a computer projector screen on which the computer image can be controlled by touching or writing on the surface of the panel instead of using a mouse or keyboard. They function by connecting a projector to the whiteboard panel with the use of a computer and software. It is important to know the different functions in order to determine which whiteboard is right for the educator. By knowing the difference you can also learn the terminology and understand the basic functions of each.
Proximas and PowerPoint
PowerPoint is a software program that is being used in the classroom as a tool to incorporate learning activities into the curriculum. PowerPoint enables teachers and students to actively create presentations with graphics, charts, diagrams, and pictures in their slideshows to help make often complicated ideas and lessons more manageable and understandable. It is a way for students to engage in research, and present information to their peers. When students are actively learning, taking an active role in the learning process, they seem to understand the information better, and enjoy the lesson. The use of a game also allowed Jones and Mungai to directly address the learning style needs of the visual (58%) and tactile learner (22%), which represents eighty-percent of those involved in the content related courses. When constructed with different learning styles in mind, games can often accelerate the learning process (Jones & Mungai, 2003). By itself PowerPoint is not a cure-all remedy, but rather a tool that needs to be understood and used properly for it to be effective as an active learning tool. It also has shown that students that did use PowerPoint as a learning tool were more engaged in the discussions (Rowcliffe, 2003). This will encourage teachers to use PowerPoint as a way to involve students into a lesson by stimulating discussion. For PowerPoint to take place in a classroom an Interactive Whiteboard or a Proxima is needed. A Proxima displays a computer screen onto a screen much like a projector at a movie theater. The user is able to display items such as websites, PowerPoint, and interactive games. A way for students to interact using this technology is through games created by teachers and used in the PowerPoint lesson. Games such as Hollywood Squares, Jeopardy, and Who Wants to be a Millionaire are created using slides and links to answer the questions. Teachers may use a blank template and fill them with different answers for the students to use as a review. Teachers may even let the students create their own review using the blank templates. This activity can also be used in a small group or team setting.
Advantages to the Students
Learning sciences research tells us that students learn much better “by doing” rather than “by listening.” This means that passive learning – the traditional lecture – is being replaced in our classrooms by more active learning activities that emphasize student problem solving, discussion, presentation and other “authentic” learning-by-doing-activities. (Day, 2004). By including students into the lesson it opens up a realm of possibilities because students can retain roughly only 10% of what they write down.
Teacher Apprehension
So why are teachers not using technology that engages and interacts more frequently with students? There are many reasons why teachers feel apprehensive or uncomfortable using an interactive whiteboard, proxima and PowerPoint. The first of which could be the length of time from their college prep program until now. Teachers often get exposed to and learn new technologies in their teacher prep courses. Some might not have been prepared enough upon entering the workforce. Although the availability of technology in American schools has increased (US Department of Education, 2000), information released by The National Education Association (2004) indicates that less than 35% of public school teachers feel they are "well prepared" or "very well prepared" to use this technology effectively.
The second reason is blockage from the school’s control or security system. Teachers claim that the firewalls and filtering systems create blockage in their attempts to educate and communicate with others with technology (Murray, 2004). The teachers and other users can become frustrated when they do not understand why a certain item like a website used for a scavenger hunt or a hyperlink in a PowerPoint are not available.
The inconsistency from school to school is another reason. At one site there may be access to all different types of technology while at another the absence is very evident. The general public perception is that our schools are using technology and managing our resources in that area well. In several surveys done some schools do show nearly 100 percent use of technology while in others the use of technology is nonexistent (Starr, 2003).
Summary
The research has shown that there are proven benefits to using technology in the classroom. The ability to integrate technology into the classroom can add valuable information and ideas to our students.
By facilitating Proximas, PowerPoint, and interactive whiteboards our teachers will be able to reach a broader audience of learners.
References
Beeland, W.D. (2002). Student engagement, visual learning and technology: can interactive
whiteboards help? Retrieved May 31, 2008, from www.apexavsi.com
Day, J. (2004). Enhancing the classroom learning experience with web lectures. Retrieved May 31, 2008 from http://smartech.gatech.edu/dspace/handle/1853/65
Hall, B. (2008, March 4). Explorations in learning. Message posted to Student Centered Learning, archived at http://secondlanguagewriting.com/explorations/Archives/2006/Jul/Studentcent
eredLearning.html
Jones, D. C. & Mungai, D. (2003). Technology-enabled teaching for maximum learning.
International Journal of Learning, (10), 3491-3501.
Murray, C. (2004). Teachers: Limited time, access cut school tech use [Electronic version] e School news, 1-5
National Education Association. (2004): Technology in Schools. Retrieved May 31, 2008 from
http://www.nea.org/cet/
Rowcliffe, S. (2003) Using PowerPoint effectively in science education: lessons
from research and guidance for the classroom. School Science Review 84 (309).
Starr, L. (2003). Encouraging teacher technology use [Electronic Version] Education World, pg 1
US Department of Education. (2000). Internet access in public schools. Washington, DC: National Center for Education Statistic.
By: Patrick Wellert
Archive for September, 2009
Adaptive Technology Catalog
September 24th, 2009JMU’s Mine Action Information Center Releases New Tool for Landmine Suvivors
Adaptive Technology Catalog: Tools for Survivors of Landmines and Explosive Remnants of War Available
Publication is Practical Resource for Disabled
(Harrisonburg, VA—October 27, 2008) Available now, the Adaptive Technology Catalog: Tools for Survivors of Landmines and Explosive Remnants of War provides information on a variety of low-cost, low-technology products that government, survivor assistance and other agencies can purchase to help the victims of landmines and other explosive remnants of war (ERW) get back to self-sufficient work. Focused primarily on serving people who have lost one or both arms, one or both legs, or have eyesight or hearing deficiencies as a result of injuries sustained in explosions or accidents, the Adaptive Technology Catalog is comprised of products that are generally priced under US$500. Low-technology requirements of the more than 300 products included allows for easy repair and replacement using locally available services and supplies.
The Adaptive Technology Catalog includes information on a range of practical tools for automotive repair; communication, computer and office work; mechanical tasks and construction; crafts, hobbies and recreation; farming and agriculture; and culinary applications. These products are designed to assist those victims who have been disabled and want to return to work, in addition to those individuals who desire to be trained in a new occupation. Included in the Catalog is an additional reference section with a number of useful books for organizations working directly with survivors.
Purchases in the U.S. can be made directly from the Catalog sources. As a matter of cost effectiveness, however, product purchases outside the U.S. must be made by organizations that provide assistance to the disabled population, not the individual in need of the tool. Most manufacturers and distributors require a minimum purchase due to international shipping costs and regulations.
A PDF copy of the Adaptive Technology Catalog can be downloaded now or ordered on CD from JMU’s Mine Action Information Center’s Web site: http://www.maic.jmu.edu.
This project was funded by a grant from the U.S. Department of State’s Office of Weapons Removal and Abatement in the Bureau of Political-Military Affairs (PM/WRA). For more information about WRA, visit: http://www.state.gov/t/pm/wra/.
Located at James Madison University in Harrisonburg, Virginia, U.S.A, the Mine Action Information Center, is a public-policy center that manages/publishes information and conducts training relevant to humanitarian mine clearance, victim assistance, mine-risk education and other landmine-related issues. The organization also produces the Journal of ERW and Mine Action, a field-written, print and electronic magazine dedicated to landmine- and ERW-related topics. For more information, visit http://maic.jmu.edu or contact:
By: Mine Action Information Center
E-education –A Platform of learning for present scenario
September 24th, 2009Introduction
Information is the lifeline of the digital age and 21st century is shaping itself in the Knowledge Economy at a breath-taking pace. People now have the power to learn on their own time and at their pace. e-Learning technologies allow for the real-time performance, thus enabling individuals to spend time on their deficiencies rather than spending time on areas that they have mastered already.
1.The advancement of the Information and Communication Technology (ICT) has allowed teachers and lecturers worldwide to test the power and capability of the technology to meet the demand of the new generation in teaching and learning approach. The development of the user-friendly computer networks, internet, multimedia, on-line instruction, satellite and other high-end ICT peripherals have enhanced the usage of this technology in education. Education in the future will exist in different format and technology will transform and dictate the format.
2. The technology in higher education gives greater impact on the teaching and learning process. It demands for a change in the mindset of the students, lecturers and administrators of the university. E-learning could customize the academic programs based on the demands and the geographical constraint of the students.
Objective
The ultimate development objective is to bridge the digital divide, in terms of knowledge and opportunities, among communities in Malaysia through the provision of tools and training required to effectively utilize educational and development-related information to participate in the K-economy for social and economic betterment.
E-learning objectives include the following:
• To reduce the need for classroom training
• To track employee progress
• To track training effectiveness (or absorption)
• To link training with Knowledge Management
• To reduce time away from the job
• To improve job performance
• To support business objectives
• To make learning available anytime, anywhere
Aspects
When computer and communications technologies are combined, the result is information technology, or “infotech”. Information Technology (IT) is a general term that describes any technology that helps to produce, manipulate, store, communicate, and/or disseminate information.
The paper reviews and extends different aspects of Information Technology in education.
The different aspects of information technology can be divided into four as follows:
1. Learning about information technology
Learning about information technology, which is basically programming; software and its applications as well as machinery structure.
2. Learning with the aid of information technology
Learning with the aid of information technology which refers to a further aid to the learning process, using Internet, a CD-ROM encyclopedia, a graphics calculator, or sensors for collecting data; in all such cases the computer is used as s support or a resource, but does not provide the teaching modality.
3. Learning by means of information technology includes both Computer Aided Learning (CAL) and Computer Managed Learning(CML)
Learning by means of information technology includes both Computer Aided Learning (CAL) such as science and geography simulations and computer based modeling; and Computer Managed Learning (CML) referring to computer based programme management of a pupil’s learning progress through a particular course.
4. Information Technology as an aid to school management.
Information technology as an aid to school management, refers to the use of IT for carrying out tasks related to the school management and to store information related to the students learning progress.
Latest Technologies in e-Learning Education:
New computing devices, faster networks, and enhanced digital imaging techniques are expected to drive your future. Many of these new technologies are closer than you might realize. New technologies are expected to revolutionize the way people learn. Listed below are some new technologies in the
field of education.
1. Portable Computing Devices
Handheld devices and laptops are likely to be the mainstay of computer use in education. According to a latest report from market research company IDC, public school districts in the United States are expected to spend $9.5 billion on information technology by the 2005–2006 academic year.
It seems certain that ultimately all students will have some type of personal computing device. Institutions in all probability will accelerate this revolution by providing electronic versions of textbooks on their Web sites. With a couple of taps on their screens, students will use fast wireless networks to download content to their portable computing devices.
2. Wireless Technology
At the regional and local levels, the use of wireless technology is exploding. A recent wireless technology development is the emergence of equipment for the 802.11a wireless standard. This new standard for data transmission allows wireless networks to perform better, stronger, and faster and up to five times as fast as 802.11b-based systems. With the help of this increase in throughput, wireless LANs will become an acceptable conduit for applications such as video and streaming media. For heavy data transportation, high-performance computer networks will continue to expand. These networks are expected to be the future of educational networking and will bring fast connections to regional hubs and nodes.
3. Tele-Immersion and Three-Dimensional Imaging
While most users watch jerky video and listen to stuttering audio, Internet2 users have the benefit of true tele-immersion: the ability to be immersed in a realistic environment with crystal-clear video and digital stereo sound. Tele-immersion allows users at diverse geographical locations to collaborate in real time in a shared, simulated, hybrid environment as if they were in the same physical space. These new tele-immersion atmospheres are created with display types, which are like entire rooms that immerse the viewer in three-dimensional virtual environments.
4. Multimedia Projectors
Multimedia projectors are getting smaller, lighter, and much brighter. Most manufacturers have launched new projectors into the categories of “ultraportable” (units between 6 and 12 pounds), “microportable” (units that are under 6 pounds), and “mini-projectors” (units that weigh less than 4 pounds). The future will certainly offer units that are brighter and lighter. By the beginning of 2004, we might see units breaking the 2-pound barrier, and average lumen ratings will be around 2000.
5. Flatter Display
Most of the new computers being purchased for learning are generally equipped with LCD displays. Of late, LCD displays have finally cracked the 30-inch barrier and are moving toward 40 inches and above. Most of the Japanese and Korean manufacturers are ramping up production of flat-screen plasma displays in sizes ranging from 32 to 61 inches.
By the end of the year 2010, it’s quite likely that learners will carry around a very thin computing device that can access data quickly and efficiently from multiple sources. Just try to imagine the possibilities: video, voice, and data on demand; interactive communication with peers and teachers; and no more heavy books to carry around.
Development:
A number of factors should be kept in mind when designing a meaningful learning environment; many of them fall into six dimensions:
1. Pedagogical Dimension.
The pedagogical dimension addresses issues concerning content analysis, audience analysis, goal analysis, medium analysis, design approach, organization, and instructional methods and strategies. Various eLearning methods and strategies include: presentation, demonstration, drill and practice, tutorials, games, story telling, simulations, role-playing, discussion, interaction, modeling, facilitation, collaboration, debate, field trips, apprenticeships, case studies, generative development, and motivation.
2. Technological Dimension.
The technological dimension examines the issues related to technology infrastructure in eLearning environments. This includes infrastructure planning (e.g., technology plan, standards, metadata, learning objects, etc.) and hardware and software needs (e.g., LMS, LCMS, etc.).
3. Interface Design Dimension.
This refers to the overall look and feel of eLearning programs. The interface design dimension encompasses page and site design, content design, navigation, usability testing, and accessibility.
4. Evaluation Dimension.
This includes both assessment of learners and evaluation of the instruction and learning environment.
5. Management Dimension.
This refers to the maintenance of the learning environment and distribution of information.
6. Resource Support Dimension.
This examines the online support (e.g., instructional/counseling support, technical support, career counseling services, other online support services) and resources (i.e., both online and offline) required to foster meaningful learning environments.
The purpose of these six dimensions is to help designers think through every aspect of what they are doing during various steps of the eLearning design process. As the scope of eLearning design expands, design projects change from one-person operations to complex team efforts. The eLearning structure should ensure that none of these important factors are omitted from the design of eLearning, whatever its scope or complexity.
One may find that designing open, flexible, and distributed eLearning systems for globally diverse learners is challenging; however, as more and more institutions offer eLearning to learners worldwide, designers will become more knowledgeable about what works and what does not. Organizations should try their best to accommodate the needs of diverse learners by asking as many critical questions as possible during the planning period of eLearning design. The number and types of questions may vary based on each unique eLearning system. By exploring more and more critical eLearning issues, one can create meaningful and supportive learning environments for learners.
4C’s of e-Learning Success
While the dawn of Internet technology made it a viable educational alternative, electronic learning can never truly prosper without paying careful attention to the following “4 C’s”:
• A Culture of learning;
• Champions who will lead e-Learning efforts;
• Communications that position eLearning’s value; and
• Attractive Compensation scheme for people to accept the eLearning culture
These 4C’s are broadly described as follows:
Culture – building winning strategies that work
Focus at the enterprise level.
New cultures can be successfully adapted when a sufficient critical mass of people wanting that particular change to happen exists. Trying to work those cultural issues group by group can only prove frustrating and failure-prone. In the event that the training and development community within the organization is fragmented, try to bring unity to the function. Otherwise, not enough clout will exist to change much of anything. A learning management system like Excelearn can assist in this endeavor.
Incorporate learning directly into the work environment.
As far as possible, make eLearning a part of everyone’s daily work activities. A simple way to begin doing this is to take time out of the daily schedule to share new insights or problems.
Resources should be easily accessible.
This means placing main eLearning access points on the intranet pages people visit most often. While this may create some initial fears about cost and security, the advantages that result often more than compensate for the risk.
Champions – helping senior managers & early users
Teach executives.
Give your employees some short, business-oriented eLearning publications that address their chief concerns. Try to offer them benchmarking data that indicates the effectiveness of eLearning. Suggest to your employees a business conference where they can talk to their peers and experts about eLearning.
Pay no attention to the disbelievers.
Never waste your time trying to sell eLearning to those who are resistant to it. Their inability to adapt to eLearning methodologies could be based on good intentions, genuine strategic disagreements, or personal issues such as fear of losing power. Many people come around when they witness that some benefits are resulting from the eLearning process. A custom eLearning development program can illuminate these results more quickly and vividly.
Communication – conveying eLearning needs effectively
Communicate value from the top order.
Always make sure your sponsors are involved in the communication process. If you’ve built management ownership into your agreement, getting them to spread your message to others should be easy. Communication from the top also lends trustworthiness to your efforts to institute an eLearning culture.
Build support with coaches first.
Design a separate communication strategy for front-line managers, as their support is vital if workplace learning is to be successful. Commence your work with them early, before the deployment of your eLearning initiatives, since it will definitely take some time to win them over.
Build and promote an initial win.
Position your communications around best practices and solid examples of what eLearning can accomplish. Highlight what you have already achieved, even if it’s a small win, Tout your eLearning successes with endorsements and testimonials of the resulting benefits and impact on senior managers and learners, if possible.
Compensation – appraisal on eLearning progress
What will I achieve from this?
This is likely to be the first question most of the employees in any organization will ask themselves. Top management has to deal with the incentives issue if they hope to encourage their employees to adopt the new culture readily. If management can effectively relate the eLearning effort to the performance appraisal, workers will see this as directly affecting their own bottom lines: in the form of bonuses, raises and promotional prospects within the organization.
Make everyone aware of the consequences.
The managing committee should clearly spell out the positive consequences of adopting such cultural changes to their employees. Alternatively, the negative consequences should be implied to those who are unwilling to adopt the new culture. Whichever of these two consequential approaches is employed, management must take up fair measurement criteria to track the progress of their employees’ job performance.
Conclusion:
This paper was written to add voice to the growing awareness of the tidal wave of opinion on technological learning tools. Furthermore, e-Learning is gaining the attention of industry and the education sectors alike. In the meantime, the following questions are worth asking:
How long should the scoping process for e-Learning last?
How long before there is a common realization that the term e-Learning is nothing more than another piece of techno-jargon?
How long before there is a realization that the Web-based learning context involves as many components outside the current techno-idiosyncratic framework, as within information technology – that knows no bounds, and truly extends the learning journey through time and space?
By: rubina