Technology education
TABLE OF CONTENT
Introduction
Technology Education
Different tools that aids education in technology
Frequent ask question
conclusion
INTRODUCTION
Technology education is the study of technology, in which students “learn about the processes and knowledge related to technology. As a field of study, it covers the human’s ability to shape and change the physical world to meet needs, by manipulating materials and tools with techniques. It addresses the disconnect between wide usage and the lack of knowledge about technical components of technologies used and how to fix them. This emergent discipline seeks to contribute to the learners’ overall scientific and technological literacy,
Technology education should not be confused with educational technology. Educational technology focuses on a more narrow subset of technology use that revolves around the use of technology in and for education as opposed to technology education’s focus on technology’s use in general. Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, EdTech, it is often referring to the industry of companies that create educational technology.
In addition to practical educational experience, educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science. It encompasses several domains including learning theory, computer-based training, online learning, and m-learning, where mobile technologies are used.
The Association for Educational Communications and Technology (AECT) defined educational technology as “the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources” It denoted instructional technology as “the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning”. As such, educational technology refers to all valid and reliable applied education sciences, such as equipment, as well as processes and procedures that are derived from scientific research, and in a given context may refer to theoretical, algorithmic or heuristic processes: it does not necessarily imply physical technology. Educational technology is the process of integrating technology into education in a positive manner that promotes a more diverse learning environment and a way for students to learn how to use technology as well as their common assignments.
Technology Education
TeachThought, a private entity, described technology education as being in the “status of childhood and bold experimentations. A survey of teachers across the United States by an independent market research company found out that 86 percent of teacher-respondents agree that technology must be used in the classroom. 96 percent say it promotes engagement of students and 89% agree technology improves student outcomes. Technology is present in many education systems. As of July 2018, American public schools provide one desktop computer for every five students and spend over $3 billion annually on digital content.In school year 2015–2016, the government conducted more state-standardized testing for elementary and middle levels through digital platforms instead of the traditional pen and paper method.
The digital revolution offers fresh learning prospects. Students can learn online even if they are not inside the classroom. Advancement in technology entails new approaches of combining present and future technological improvements and incorporating these innovations into the public education system. With technology incorporated into everyday learning, this creates a new environment with new personalized and blended learning. Students are able to complete work based on their own needs as well as having the versatility of individualized study and it evolves the overall learning experience. Technology space in education is huge. It advances and changes rapidly. In the United Kingdom, computer technology helped elevate standards in different schools to confront various challenges. The UK adopted the “Flipped Classroom” concept after it became popular in the United States. The idea is to reverse conventional teaching methods through the delivery of instructions online and outside of traditional classrooms.
In Europe, the European Commission espoused a Digital Education Plan in January 2018. The program consists of 11 initiatives that support utilization of technology and digital capabilities in education development. The Commission also adopted an action plan called the Staff Working Document which details its strategy in implementing digital education. This plan includes three priorities formulating measures to assist European Union member-states to tackle all related concerns. The whole framework will support the European Qualifications Framework for Lifelong Learning and European Classification of Skills, Competences, Qualifications, and Occupations.
In East Asia, The World Bank co-sponsored a yearly (two-day) international symposium. In October 2017 with South Korea’s Ministry of Education, Science, Participants planned and discussed issues in use of new technologies for schools within the region.
Improved Internet functionality enabled new schemes of communication with multimedia or webcams. The National Center for Education Statistics estimates the number of K-12 students enrolled in online distance learning programs increased by 65 percent from 2002 to 2005, with greater flexibility, ease of communication between teacher and student, and quick lecture and assignment feedback.
According to a 2008 study conducted by the U.S Department of Education, during the 2006–2007 academic year about 66% of postsecondary public and private schools participating in student financial aid programs offered some distance learning courses; records show 77% of enrollment in for-credit courses with an online component. In 2008, the Council of Europe passed a statement endorsing e-learning’s potential to drive equality and education improvements across the EU. Computer-mediated communication (CMC) is between learners and instructors, mediated by the computer. In contrast, CBT/CBL usually means individualized (self-study) learning, while CMC involves educator/tutor facilitation and requires scenarization of flexible learning activities. In addition, modern ICT provides education with tools for sustaining learning communities and associated knowledge management tasks.
Students growing up in this digital age have extensive exposure to a variety of media. Major high-tech companies have funded schools to provide them with the ability to teach their students through technology. 2015 was the first year that private nonprofit organizations enrolled more online students than for-profits, although public universities still enrolled the highest number of online students. In the fall of 2015, more than 6 million students enrolled in at least one online course.
In 2020, due to the COVID-19 pandemic, many schools across the world were forced to close, which left more and more grade-school students participating in remote learning, and university-level students enrolling in online courses to enforce distance learning. Organizations such as Unesco have enlisted educational technology solutions to help schools facilitate distance education.] The pandemic’s extended lockdowns and focus on distance learning has attracted record-breaking amounts of venture capital to the ed-tech sector. In 2020, in the United States alone, ed-tech startups raised $1.78 billion in venture capital spanning 265 deals, compared to $1.32 billion in 2019.
Different tools that aids Technology Education
- task structuring support: help with how to do a task (procedures and processes),
- access to knowledge bases (help user find information needed)
- alternate forms of knowledge representation (multiple representations of knowledge, e.g. [ video, audio, text, image, data]
Numerous types of physical technology are currently used: digital cameras, video cameras, interactive whiteboard tools, document cameras, electronic media, and LCD projectors. Combinations of these techniques include blogs, collaborative software, ePortfolios, and virtual classrooms. The current design of this type of applications includes the evaluation through tools of cognitive analysis that allow to identify which elements optimize the use of these platforms.
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Audio and video
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- Video technology has included VHS tapes and DVDs, as well as on-demand and synchronous methods with digital video via server or web-based options such as streamed video and webcams. Telecommuting can connect with speakers and other experts. Interactive digital video games are being used at K-12 and higher education institutions. Radio offers a synchronous educational vehicle, while streaming audio over the internet with webcasts and podcasts can be asynchronous. Classroom microphones, often wireless, can enable learners and educators to interact more clearly. Screencasting allows users to share their screens directly from their browser and make the video available online so that other viewers can stream the video directly.The presenter thus has the ability to show their ideas and flow of thoughts rather than simply explain them as simple text content. In combination with audio and video, the educator can mimic the one-on-one experience of the classroom. Learners have the ability to pause and rewind, to review at their own pace, something a classroom cannot always offer. Webcams and webcasting have enabled the creation of virtual classrooms and virtual learning environments. Webcams are also being used to counter plagiarism and other forms of academic dishonesty that might occur in an e-learning environment.
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Computers, tablets and mobile devices
Collaborative learning is a group-based learning approach in which learners are mutually engaged in a coordinated fashion to achieve a learning goal or complete a learning task. With recent developments in smartphone technology, the processing powers and storage capabilities of modern mobiles allow for advanced development and the use of apps. Many app developers and education experts have been exploring smartphone and tablet apps as a medium for collaborative learning. Computers and tablets enable learners and educators to access websites as well as applications. Many mobile devices support m-learning. Mobile devices such as clickers and smartphones can be used for interactive audience response feedback. Mobile learning can provide performance support for checking the time, setting reminders, retrieving worksheets, and instruction manuals. Such devices as iPads are used for helping disabled (visually impaired or with multiple disabilities) children in communication development as well as in improving physiological activity, according to the iStimulation Practice Report. Computers in the classroom have been shown to increase rates of engagement and interest when computers and smart devices are utilized educationally in classrooms.
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Collaborative and social learning
Group webpages, blogs, wikis, and Twitter allow learners and educators to post thoughts, ideas, and comments on a website in an interactive learning environment. Social networking sites are virtual communities for people interested in a particular subject to communicate by voice, chat, instant message, video conference, or blogs. The National School Boards Association found that 96% of students with online access have used social networking technologies, and more than 50% talk online about schoolwork. Social networking encourages collaboration and engagement and can be a motivational tool for self-efficacy amongst students.
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Whiteboards Technology Education
There are three types of whiteboards. The whiteboard , analogous to blackboards, dates from the late 1950s. The term whiteboard is also used metaphorically to refer to virtual whiteboards in which computer software applications simulate whiteboards by allowing writing or drawing. This is a common feature of groupware for virtual meetings, collaboration, and instant messaging. Interactive whiteboards allow learners and instructors to write on the touch screen. The screen markup can be on either a blank whiteboard or any computer screen content. Depending on permission settings, this visual learning can be interactive and participatory, including writing and manipulating images on the interactive whiteboard.
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Virtual classroom Technology Education
A virtual learning environment (VLE), also known as a learning platform, simulates a virtual classroom or meetings by simultaneously mixing several communication technologies. Web conferencing software enables students and instructors to communicate with each other via webcam, microphone, and real-time chatting in a group setting. Participants can raise hands, answer polls, or take tests. Students can whiteboard and screencast when given rights by the instructor, who sets permission levels for text notes, microphone rights, and mouse control. A virtual classroom provides an opportunity for students to receive direct instruction from a qualified teacher in an interactive environment. Learners can have direct and immediate access to their instructor for instant feedback and direction. The virtual classroom provides a structured schedule of classes, which can be helpful for students who may find the freedom of asynchronous learning to be overwhelming. Besides, the virtual classroom provides a social learning environment that replicates the traditional “brick and mortar” classroom. Most virtual classroom applications provide a recording feature. Each class is recorded and stored on a server, which allows for instant playback of any class over the course of the school year. This can be extremely useful for students to retrieve missed material or review concepts for an upcoming exam. Parents and auditors have the conceptual ability to monitor any classroom to ensure that they are satisfied with the education the learner is receiving.In higher education especially, a virtual learning environment (VLE) is sometimes combined with a management information system (MIS) to create a managed learning environment, in which all aspects of a course are handled through a consistent user interface throughout the institution. Physical universities and newer online-only colleges offer to select academic degrees and certificate programs via the Internet. Some programs require students to attend some campus classes or orientations, but many are delivered completely online. Several universities offer online student support services, such as online advising and registration, e-counseling, online textbook purchases, student governments, and student newspapers. Due to the COVID-19 Pandemic, many schools have been forced to move online. As of April 2020, an estimated 90% of high-income countries are offering remote learning, with only 25% of low-income countries offering the same.
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Augmented Reality Technology Education
Augmented reality (AR) provides students and teachers with the opportunity to create layers of digital information, including both virtual world and real-world elements, to interact within real-time. AR technology plays an important role in the future of the classroom where human / AI co-orchestration takes place seamlessly. Students would switch between individual and collaborative learning dynamically, based on their own learning pace, while teachers, with the help of AR, monitor the classroom and provide necessary interventions in cases where computer systems are not yet designed to handle. In this vision, the technology’s role is to enhance, rather than replace, human teachers’ capabilities.
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Learning management system
A learning management system (LMS) is a software used for delivering, tracking, and managing training and education. It tracks data about attendance, time on task, and student progress. Educators can post announcements, grade assignments, check on course activity, and participate in class discussions. Students can submit their work, read and respond to discussion questions, and take quizzes. An LMS may allow teachers, administrators, students, and permitted additional parties (such as parents, if appropriate) to track various metrics. LMSs range from systems for managing training/educational records to software for distributing courses over the Internet and offering features for online collaboration. The creation and maintenance of comprehensive learning content require substantial initial and ongoing investments of human labor. Effective translation into other languages and cultural contexts require even more investment by knowledgeable personnel. Internet-based learning management systems include Canvas, Blackboard Inc. and Moodle. These types of LMS allow educators to run a learning system partially or fully online, asynchronously or synchronously. Learning Management Systems also offer a non-linear presentation of content and curricular goals, giving students the choice of pace and order of information learned. Blackboard can be used for K-12 education, Higher Education, Business, and Government collaboration. Moodle is a free-to-download Open Source Course Management System that provides blended learning opportunities as well as platforms for distance learning courses.
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Learning content management system
A learning content management system (LCMS) is software for author content (courses, reusable content objects). An LCMS may be solely dedicated to producing and publishing content that is hosted on an LMS, or it can host the content itself. The Aviation Industry Computer-Based Training Committee (AICC) specification provides support for content that is hosted separately from the LMS.
- Computer-aided assessment
Computer-aided assessment (e-assessment) ranges from automated multiple-choice tests to more sophisticated systems. With some systems, feedback can be geared towards a student’s specific mistakes, or the computer can navigate the student through a series of questions adapting to what the student appears to have learned or not learned. Formative assessment sifts out the incorrect answers, and these questions are then explained by the teacher. The learner then practices with slight variations of the sifted out questions. The process is completed by summative assessment using a new set of questions that only cover the topics previously taught.
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Training management system
A training management system or training resource management system is a software designed to optimize instructor-led training management. Similar to an enterprise resource planning (ERP), it is a back office tool which aims at streamlining every aspect of the training process: planning (training plan and budget forecasting), logistics (scheduling and resource management), financials (cost tracking, profitability), reporting, and sales for-profit training providers. A training management system can be used to schedule instructors, venues, and equipment through graphical agendas, optimize resource utilization, create a training plan and track remaining budgets, generate reports and share data between different teams. While training management systems focus on managing instructor-led training, they can complete an LMS. In this situation, an LMS will manage e-learning delivery and assessment, while a training management system will manage ILT and back-office budget planning, logistics, and reporting.
Frequently ask question
- 1. Who profits from online learning?
If online learning is being championed because it enriches knowledge, we then have to ask if it really does. However, if it is being championed because it enriches shareholders, then we have to raise an entirely different set of concerns. This is one of the most fundamental educational questions of our moment. Until we know the benchmark for success in any given situation—whether we are measuring student success or a healthy bottom line for the company’s owners–then the question of technology or no technology is basically irrelevant. Since so much online education is also for-profit, it is important not to blur the method with the motive.
(2) What is the cost-cutting motive behind using technology?
This is a less cynical variation of the profit question. For public schools or even non-profit private schools, the issue often isn’t who gets rich off the students but whether or not using technology will save money, presumably by hiring fewer teachers. Here again we have to ask if the benchmark is student success. There is evidence that replacing a teacher with an online course can save money; there is no evidence that students taking an online course perform as well on either standardized testing or in subsequent retention tests for the content.
(3) Is there innovative thinking behind a school’s adoption of technology in the classroom?
If the institution (whether non-profit or for-profit) is simply dropping expensive technology into the classroom without rethinking pedagogy — teaching methods, rules, models, content, and modes of student-teacher interaction — then students are not getting their money’s worth. Parents should not ask what devices are available to their students but how the devices are being used to enhance learning.
Conclusion
The most important thing here is that technology in education is extremely educative to everyone of course is a large part of today’s education. It is very important to be able to not only use technology today, but also have the ability to learn new technology. This also gives the necessary skills to integrate my classroom with technology more efficiently. This benefits not only the students but also assists me as an educator. It also sharpened the skills with technology that I was already familiar with. . it will now be better prepared to create a digital age classroom. This includes teaching students about new technology, how it should and should not be used, assessing students with technology, and inspiring creativity. These components involving technology have created a path for everyone precisely the student to an effective learning on any available platform.
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