
The Impact Of Technology On The Classroom
Technology is now advancing at a quicker pace than ever, yielding tools and resources only ever imagined before. It’s now possible for consumers to experience state of the art technology in all aspects of life, whether it’s in the form of a mobile phone, a car, home appliances, or a computer. Perhaps this advancement is most apparent in the world of education, where schools and classrooms are granting students access to all types of technology-based resources. However, as technology has planted its feet in education, many have also launched debates regarding its impact on students, learning and teaching processes, and the overall effectiveness of technological teaching tools.
One of the biggest debates has been brought to light by teachers themselves, who often fear that technological resources – for example, technology-based games – can distract students in the classroom. Games alone can make many students feel as though they’re engaging in a casual, or “let loose” activity, and its pairing with technology is often seen to heighten that impression. Ultimately, the main issue with this debate is control, with many teachers concerned that using technology-based games in the classroom can result in loss of student control.
However, using these types of games in the classroom can also prove to be a huge advantage, as games can increase participation, encourage students to experiment, help them understand different perspectives, and improve language skills. There are also many games deigned to help students with learning difficulties. In fact, a recent Harnessing Technology government agency survey revealed that many types of ICT (information and communication technologies) equipment supporting new ways of learning are being released. What’s more, three out of five teachers who were surveyed said their students enjoyed lessons more if they were supplemented with ICT equipment.
So what’s one solution to the debate regarding technology in the classroom? Ultimately, while most teachers would agree that classroom technology is a useful tool for teaching, many also say it’s something that should come with sufficient direction and, in the case of games, rules or limits. For instance, a lot of teachers recommend that technology-based games be used in short increments – for example, 30 minutes – rather than for an entire class, differentiating classroom play from play at home, which might be more continuous. Many teachers will also pace the introduction of innovative resources, coupling modern technology – such as video cameras, computers and interactive whiteboards – with conventional games, like role-playing or board games. With an appropriate approach, technology can prove to be a great advantage for students of all ages, across the curriculum.
About the Author
Paul Buchanan writes for a digital marketing agency. This article has been commissioned by a client of said agency. This article is not designed to promote, but should be considered professional content.
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