Imagine a classroom where all students are engaged in learning not only academic content but also technology skills necessary for success in 21st century society. On any given day, observers can see students using a wide range of technological devices to acquire information, practice and demonstrate learning such as: I Pod Touches, Kindle Fires, I Pads, laptops, desktops, Flip Video cameras, interactive slates, document cameras, and other technological devices. You can hear the productivity of students through keystrokes, assignment acceptance dings, video streaming, and student interactions, collaboratively learning as they record video footage.
Students in this blended classroom, where direct instruction using traditional methods as well as technology enhanced instruction, practice, project creation, and assessment, are attentive to the learning process. Not only do these students complete their work and excel at academic tasks but they also have fun doing so. The learning in this model of education doesn’t stop in the classroom. With the development of cloud based file storage, websites, online assessment tools, and game based education platforms, students continue the learning anytime anywhere, they have Internet access. This teacher is willing to research and stay current on educational trends pertaining to the integration of educational technology. They do this because they understand that technology engages learners, makes educational tasks easier, increases productivity, and levels the playing field for struggling learners.
Students are engaged in using technology in their daily lives through gaming. In an article, by Don Resigner states, “91 percent of kids between 2 and 17, or about 64 million people, are playing video games, up 9 percentage points compared to 2009.” (Resigner, 2011). Data such as this is what has lead to educators working on the gamification of classroom content. If school were like a game with similar features such as badges, levels, awards, and hidden tasks then students may engage more in the learning process.
What does the teaching look like in this environment? The classroom teacher has engaged in numerous hours of professional development to be able to employ these technologies effectively as classroom tools for their students. The administration encourages those staff members that are incorporating technology into their classroom instruction through a variety of means. Why do they do this? Because the administration knows that in order for students to be successful in the jobs of tomorrow, they need to have the skills of the 21st century for acquisition of information, presentation, and productivity. According to Philip Molebash of the Indus Training & Research Institute, “The challenge is to prepare the children of today for a world that has yet to be created, for jobs yet to be invented, and for technologies yet undreamed.” In order to keep pace with an ever changing technological world, students need to work on mastering the technology of today to be able to be competitive in the jobs of the future.
One of these methods as a stand alone isn’t the key. It is the conscious use of the appropriate technology to maximize student learning outcomes by teachers that will continue to revolutionize education as we know it. This is a continual process of refinement and growth for educators and students alike. It is imperative that educators stay current on new technologies to aid students in bridging the skill divide of today with the future that faces them in the job market of jobs yet to be created.
Molebash, P. (n.d.). Technology and education : Current and Future Trends. Retrieved from http://www.itari.in/categories/futuretrendsineducation/FutureofEdu-Tech.pdf
Reisinger, D. (2011, October 11). Cnet: 91 percent of kids are gamers, research says. Retrieved from http://news.cnet.com/8301-13506_3-20118481-17/91-percent-of-kids-are-gamers-research-says
Students in this blended classroom, where direct instruction using traditional methods as well as technology enhanced instruction, practice, project creation, and assessment, are attentive to the learning process. Not only do these students complete their work and excel at academic tasks but they also have fun doing so. The learning in this model of education doesn’t stop in the classroom. With the development of cloud based file storage, websites, online assessment tools, and game based education platforms, students continue the learning anytime anywhere, they have Internet access. This teacher is willing to research and stay current on educational trends pertaining to the integration of educational technology. They do this because they understand that technology engages learners, makes educational tasks easier, increases productivity, and levels the playing field for struggling learners.
Students are engaged in using technology in their daily lives through gaming. In an article, by Don Resigner states, “91 percent of kids between 2 and 17, or about 64 million people, are playing video games, up 9 percentage points compared to 2009.” (Resigner, 2011). Data such as this is what has lead to educators working on the gamification of classroom content. If school were like a game with similar features such as badges, levels, awards, and hidden tasks then students may engage more in the learning process.
What does the teaching look like in this environment? The classroom teacher has engaged in numerous hours of professional development to be able to employ these technologies effectively as classroom tools for their students. The administration encourages those staff members that are incorporating technology into their classroom instruction through a variety of means. Why do they do this? Because the administration knows that in order for students to be successful in the jobs of tomorrow, they need to have the skills of the 21st century for acquisition of information, presentation, and productivity. According to Philip Molebash of the Indus Training & Research Institute, “The challenge is to prepare the children of today for a world that has yet to be created, for jobs yet to be invented, and for technologies yet undreamed.” In order to keep pace with an ever changing technological world, students need to work on mastering the technology of today to be able to be competitive in the jobs of the future.
One of these methods as a stand alone isn’t the key. It is the conscious use of the appropriate technology to maximize student learning outcomes by teachers that will continue to revolutionize education as we know it. This is a continual process of refinement and growth for educators and students alike. It is imperative that educators stay current on new technologies to aid students in bridging the skill divide of today with the future that faces them in the job market of jobs yet to be created.
Molebash, P. (n.d.). Technology and education : Current and Future Trends. Retrieved from http://www.itari.in/categories/futuretrendsineducation/FutureofEdu-Tech.pdf
Reisinger, D. (2011, October 11). Cnet: 91 percent of kids are gamers, research says. Retrieved from http://news.cnet.com/8301-13506_3-20118481-17/91-percent-of-kids-are-gamers-research-says