Introduction
As various school districts and teachers have noted, students are able to relate better with technology driven lessons rather than traditional methods of teachings. This is evidenced by numerous studies that compared teaching utilizing traditional means with that of technology utilization.
These studies utilized computer programs that turned ordinary lessons into games enabling students to learn in a “fun” way. This resulted in higher levels of student interest which actually resulted in greater lesson retention and even curiosity regarding new lessons that were to be presented, a factor rarely seen in the traditional method of teaching.
In direct relation to this, the creation of the iPad can be considered a tool that enables teachers to open a child’s imagination and feed their natural curiosity with little effort on the part of the teacher. The degree of interactivity helps to make lessons fun which has been shown to create a greater predisposition towards learning in effect creating the potential for greater degrees of student participation in lessons, enabling better subject retention and as a result creating higher scores on academic exams and quizzes.
Articles
Mayo, M. J. (2007). GAMES FOR SCIENCE AND ENGINEERING EDUCATION. Communications of the ACM, 50(7), 30-35.
The article discusses the use of video games to teach science and engineering in American colleges. The United States has a relatively small percentage of engineering graduates compared to other developing nations, a statistic that is attributed to the perception that science and engineering is a boring course of study.
The author suggests that this perception can be changed if computer programs are used to teach the topics in kindergarten through grade twelve, encouraging more students to continue the studies in college. Overall this article helped me to understand how greater interactivity in lessons results in a distinct increase in student interest which would thus help improve information retention and increased awareness in the subject.
Overall the article was worthwhile but it actually brought up various concepts I was already inherently aware of such as greater interest in lessons leading to higher levels of information retention.
Schultz, K. (2008). Computer program aims to teach science, communication to students. DVM: The Newsmagazine of Veterinary Medicine, 394. Retrieved from EBSCOhost.
The article focuses on the significance of computer programming in teaching science and communication to veterinary students in the U.S. Computer programmer Duffy Jones is working on a prototype of unnamed computer game to strengthen student interest in anatomy and science. It is also designed to understand the veterinary profession and communication skills.
His idea is to have a video game-like program that can be used by veterinarians in classrooms and have a good presentation. This article enabled me to realize that interest can be captured in a variety of ways with video games being a great facilitator of interest due to the higher level of student interaction involved. As such, I do find this article worth while since it enabled me to learn of news processes that could help facilitated the process of education, namely utilize video games as a means of teaching.
Tools for Online and Hybrid Learning. (2011). Education Digest, 76(8), 26. Retrieved from EBSCOhost.
The article provides information on the use of a variety of devices and websites in education. Information is presented on the educational aspects of ultra-portable devices such as smartphones, netbooks, and tablet computers like the iPad. The virtual world Second Life has been used in classrooms, but it has not been universally adopted by educators.
The benefits of using locative media are explored as is the use of platforms like Blackboard. In this article I was able to learn the applicability of online computer programs, virtual communities and their use in the learning process. In fact, for me, this article is worthwhile since it shows future trends in education and how potentially a person’s educational experience may occur in the next digital frontier of virtual reality.
Shah, N. (2011). Special Ed. Pupils Find Learning Tool In iPad Applications. (cover story). Education Week, 30(22), 1.
The article discusses the use of the iPad tablet computer as a learning tool by special education students. It explores the use of device applications (apps) on the iPad for students with autism, Down syndrome, and other disabilities. The impact of the tablet computer on students’ performance, communication skills, and self esteem is addressed.
From this article I learned of the diversity of the current applications available online and how they can be utilized in order to teach students from a variety of intellectual backgrounds. This article is worthwhile since it shows how the simplicity of the Ipad enables even kids suffering from various mental disorders the ability to interact with lessons and thus enable a greater degree of learning as compared to traditional methods of teaching.
WIEDER, B. (2011). iPads Could Hinder Teaching, Professors Say. Chronicle of Higher Education, 57(28), A22.
The article discusses the iPad tablet computer and examines the educational benefits and downfalls of the device in comparison to PC tablet computers produced by companies such as Samsung and Lenovo. It provides examples of studies completed by professors and students at colleges such as Pepperdine University, the University of Notre Dame, and Reed College regarding ways n which they used the iPad in courses and examines how the inability to annotate text on the device is viewed as a major hindrance to its use in higher education.
Other topics include the use of electronic textbooks on the iPad, comments from lecturer Beth Simon on the advantages of being able to write on the Lenovo tablet computer, and remarks from Reed College technology officer Martin Ringle. Compared to the other articles which encourage the use of technology in classroom settings this one states that there is actually little evidence as of yet to prove that students learn faster by using iPads.
It elaborates on the fact that no conclusive studies have actually been created that have produced valid quantitative results in the form of grade point average comparisons between students that have used the iPad or not which validates their use within classrooms. As such, this article helps to shed new light on the debate between the use of advancing methods of technology in the classroom versus the traditional method of learning which is predominant in most school sectors.
Summary of Findings:
Based on the various articles presented it was noted that the utilization of technology based computer applications wherein lessons were turned into games and through the use of step by step animations to teach difficult lesson concepts students were noted as being drawn into the lessons which created a better environment for learning. When examining the applicability of particular technologies and programs to the process of education it becomes an argument of tradition versus innovation.
It brings about the question of where the future of education is headed and whether traditional methods of education will be supplanted by an apparent future where technology based learning environments will be dominant. As seen in the 5 articles presented various educators do agree that greater interest in learning usually brings about higher grades and the utilization of technologies such as computer based learning systems such as the iPad definitely increases the level of interest children have in learning new lessons and concepts which of course is the goal of all educators.
This increased level of interest which has been shown to create a greater predisposition towards learning in effect creating a whole new standard for the future of education. What must be understood is that impact of learning through technology based systems is still fairly new and thus does not come with certain results as noted by Wieder (2011) yet it does show great potential as evidenced by the other 4 articles.
It is based on this that it can be stated that this topic holds the potential for further research in order to discover what the full effects of technology based learning will have and whether it is more effective than the traditional method of teaching.
Description
This particular topic was selected due to my inherent interest in the development of education in the future and how technology continues to and will play a role in the process of education. It is due to this that during the course of this research assignment I researched various articles specifically focusing on the use of new forms of technology as teaching tools (i.e. the iPad, video games and computer programs).
The end result gave me exactly the type of data I needed which enabled me to show how technology has impacted the process of education and what might be in store in the future. The only barriers are encountered was only a slight difficulty in obtaining the needed articles but this was eventually overcome.
Overall Findings:
The overall findings of the research showed that students are able to relate better with technology driven lessons rather than traditional methods of teachings due to the greater degree of interactivity brought about by lessons using video games or Ipad applications.
Key points from Findings:
1. Lessons utilizing technology in the form of interactive computer programs have been shown to increase the degree of student interests in lessons.
2. The potential for the use of technology in education is potentially limitless and could possibly supplant the current method of teaching.
3. Students are able to interact more with technology based lessons this facilitating greater knowledge retention and interest in the subject.
4. Even though various studies show improvements in interest there have been no definitive studies which prove that students who use technology based methods of learning get better results in tests as compared to students who rely primarily on traditional methods of learning.
Evaluation of the Research
Overall the research was definitely able to support the chosen topic area since it showed how technology is distinctly changing methods in student education and how technology based lessons may become a standard in the near future supplanting the traditional means of education.
Knowledge, skills and insights gained
Overall this activity enabled me to gain a greater degree of insight into the future of the process of education and helped to improve both my research and my writing skills.
Application of Research
Program of Studies
Based on the research activity done the information garnered will enable me to better understand how particular lessons taught in class could be improved the use of technology based applications thus facilitating greater knowledge retention.
Personal Growth
On a more personal level this research activity has helped me realize that not all video games are purely for entertainment purposes, rather some can actually be used as a means of encouraging people to study and learn.
Current Role
As an educator this research assignment has enabled me to realize other avenues of teaching that I can pursue that would not only make the process easier but more enjoyable for students as well.
The Research Project and my Career
Based on the findings of the research project I can state that its applicability in my career is its ability to enable a greater understanding of how the teaching process works and what methods can be put in place in order to improve it. In this particular case this comes in the form of various technological applications that not only increase the level of interactivity in lessons but the interest of people in them as well.
Reference List
Mayo, M. J. (2007). GAMES FOR SCIENCE AND ENGINEERING EDUCATION. Communications of the ACM, 50(7), 30-35.
Schultz, K. (2008). Computer program aims to teach science, communication to students. DVM: The Newsmagazine of Veterinary Medicine, 394. Retrieved from EBSCOhost.
Shah, N. (2011). Special Ed. Pupils Find Learning Tool In iPad Applications. (cover story). Education Week, 30(22), 1.
Tools for Online and Hybrid Learning. (2011). Education Digest, 76(8), 26. Retrieved from EBSCOhost.
WIEDER, B. (2011). iPads Could Hinder Teaching, Professors Say. Chronicle of Higher Education, 57(28), A22.