Educational Technology: Educational Technology Is The Study and Ethical Practice of Facilitating Learning and Improving
Educational Technology: Educational Technology Is The Study and Ethical Practice of Facilitating Learning and Improving
Educational Technology: Educational Technology Is The Study and Ethical Practice of Facilitating Learning and Improving
Educational technology is most simply and comfortably defined as an array of tools that might
prove helpful in advancing student learning.
Educational technology
From Wikipedia, the free encyclopedia
Educational technology is the study and ethical practice of facilitating learning and improving
performance by creating, using and managing appropriate technological processes and
resources."[1] The term educational technology is often associated with, and
encompasses,instructional theory and learning theory. While instructional technology covers the
processes and systems of learning and instruction, educational technology includes other
systems used in the process of developing human capability. Educational Technology includes,
but is not limited to, software, hardware, as well as Internet applications and activities. But there
is still debate on what these terms mean.[2]
Contents
[hide]
3.1.1 Skinner's
Contributions
o 3.2 Cognitivism
o 3.3 Constructivism
Those who employ educational technologies to explore ideas and communicate meaning are
learners or teachers.
The first large scale usage of new technologies can be traced to US WWII training of soldiers
through training films and other mediated materials. Today, presentation-based technology,
based on the idea that people can learn through aural and visual reception, exists in many
forms, e.g., streaming audio and video, or PowerPoint presentations with voice-over. Another
interesting invention of the 1940s was hypertext, i.e., V. Bush's memex.
The 1950s led to two major, still popular designs. Skinners work led to "programmed instruction"
focusing on the formulation of behavioral objectives, breaking instructional content into small
units and rewarding correct responses early and often. Advocating a mastery approach to
learning based on his taxonomy of intellectual behaviors, Bloom endorsed instructional
techniques that varied both instruction and time according to learner requirements. Models
based on these designs were usually referred to as computer-based training" (CBT), Computer-
aided instruction or computer-assisted instruction (CAI) in the 1970s through the 1990s. In a
more simplified form they correspond to today's "e-contents" that often form the core of "e-
learning" set-ups, sometimes also referred to as web-based training (WBT) or e-instruction. The
course designer divides learning contents into smaller chunks of text augmented with graphics
and multimedia presentation. Frequent Multiple Choice questions with immediate feedback are
added for self-assessment and guidance. Such e-contents can rely on standards defined by
IMS, ADL/Scorm and IEEE.
The 1980s and 1990s produced a variety of schools that can be put under the umbrella of the
label Computer-based learning (CBL). Frequently based on constructivist and cognitivist
learning theories, these environments focused on teaching both abstract and domain-specific
problem solving. Preferred technologies were micro-worlds (computer environments where
learners could explore and build), simulations (computer environments where learner can play
with parameters of dynamic systems) and hypertext.
Digitized communication and networking in education started in the mid 80s and became
popular by the mid-90's, in particular through the World-Wide Web (WWW), eMail and Forums.
There is a difference between two major forms of online learning. The earlier type, based on
either Computer Based Training (CBT) or Computer-based learning (CBL), focused on the
interaction between the student and computer drills plus tutorials on one hand or micro-worlds
and simulations on the other. Both can be delivered today over the WWW. Today, the prevailing
paradigm in the regular school system is Computer-mediated communication (CMC), where the
primary form of interaction is between students and instructors, mediated by the computer.
CBT/CBL usually means individualized (self-study) learning, while CMC involves teacher/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. It also provides tools for student and curriculum management.
In addition to classroom enhancement, learning technologies also play a major role in full-time
distance teaching. While most quality offers still rely on paper, videos and occasional CBT/CBL
materials, there is increased use of e-tutoring through forums, instant messaging, video-
conferencing etc. Courses addressed to smaller groups frequently use blended or hybrid
designs that mix presence courses (usually in the beginning and at the end of a module) with
distance activities and use various pedagogical styles (e.g., drill & practise, exercises, projects,
etc.).
The 2000s emergence of multiple mobile and ubiquitous technologies gave a new impulse to
situated learning theories favoring learning-in-context scenarios. Some literature uses the
concept of integrated learning to describe blended learning scenarios that integrate both school
and authentic (e.g., workplace) settings.
[edit]Behaviorism
This theoretical framework was developed in the early 20th century with the animal learning
experiments of Ivan Pavlov, Edward Thorndike,Edward C. Tolman, Clark L. Hull, B.F.
Skinner and many others. Many psychologists used these theories to describe and experiment
with human learning. While still very useful this philosophy of learning has lost favor with many
educators.
[edit]Skinner's Contributions
[edit]Cognitivism
Cognitive science has changed how educators view learning. Since the very early beginning of
the Cognitive Revolution of the 1960s and 1970s, learning theory has undergone a great deal of
change. Much of the empirical framework of Behaviorism was retained even though a new
paradigm had begun. Cognitive theories look beyond behavior to explain brain-based learning.
Cognitivists consider how human memory works to promote learning.
[edit]Constructivism
Constructivist learning environments require students to utilize their prior knowledge and
experiences to formulate new, related, and/or adaptive concepts in learning. Under this
framework the role of the teacher becomes that of a facilitator, providing guidance so that
learners can construct their own knowledge. Constructivist educators must make sure that the
prior learning experiences are appropriate and related to the concepts being taught. Jonassen
(1997) suggests "well-structured" learning environments are useful for novice learners and that
"ill-structured" environments are only useful for more advanced learners. Educators utilizing
technology when teaching with a constructivist perspective should choose technologies that
reinforce prior learning perhaps in a problem-solving environment.
[edit]Theorists
This is an area where new thinkers are coming to the forefront everyday. Many of the ideas
spread from theorists, researchers, and experts through their blogs. Extensive lists of
educational bloggers by area of interest are available at Steve Hargadon's "SupportBloggers"
site or at the "movingforward" wiki started by Scott McLeod.[8] Many of these blogs are
recognized by their peers each year through the edublogger awards.[9] Web 2.0 technologies
have led to a huge increase in the amount of information available on this topic and the number
of educators formally and informally discussing it. Most listed below have been around for more
than a decade, however, and few new thinkers mentioned above are listed here.
Although technology in the classroom does have many benefits, there are clear drawbacks as
well. Lack of proper training, limited access to sufficient quantities of a technology, and the extra
time required for many implementations of technology are just a few of the reasons that
technology is often not used extensively in the classroom.
Similar to learning a new task or trade, special training is vital to ensuring the effective
integration of classroom technology. Since technology is not the end goal of education, but
rather a means by which it can be accomplished, educators must have a good grasp of the
technology being used and its advantages over more traditional methods. If there is a lack in
either of these areas, technology will be seen as a hindrance and not a benefit to the goals of
teaching.
Another difficulty is introduced when access to a sufficient quantity of a resource is limited. This
is often seen when the quantity of computers or digital cameras for classroom use is not enough
to meet the needs of an entire classroom. It also occurs in less noticed forms such as limited
access for technology exploration because of the high cost of technology and the fear of
damages. In other cases, the inconvenience of resource placement is a hindrance, such as
having to transport a classroom to a computer lab instead of having in-classroom computer
access by means of technology such as laptop carts.
Technology implementation can also be time consuming. There may be an initial setup or
training time cost inherent in the use of certain technologies. Even with these tasks
accomplished, technology failure may occur during the activity and as a result teachers must
have an alternative lesson ready. Another major issue arises because of the evolving nature of
technology. New resources have to be designed and distributed whenever the technological
platform has been changed. Finding quality materials to support classroom objectives after such
changes is often difficult even after they exist in sufficient quantity and teachers must design
these resources on their own.
Experimental evidence suggests that these criticisms may have limited basis. See, for example,
the work done by Sugata Mitra.[17]. A recent presentation summarizes the research and Dr.
Mitra's current research initiative. [18]
see also: [19]
[edit]Educational technology and the humanities
Research from the Alberta Initiative for School Improvement (AISI) [20] indicates
that inquiry and project-based approaches, combined with a focus on curriculum,
effectively supports the infusion of educational technologies into the learning and teaching
process.
Class website: An easy way to display your student's work is to create a web page
designed for your class. Once a web page is designed, teachers can post homework
assignments, student work, famous quotes, trivia games, and so much more. In today's
society, children know how to use the computer and navigate their way through a
website, so why not give them one where they can be a published author. Just be
careful as most districts maintain strong policies to manage official websites for a
school or classroom. Also, most school districts provide teacher webpages that can
easily be viewed through the school district's website.
Class blogs and wikis: There are a variety of Web 2.0 tools that are currently being
implemented in the classroom. Blogs allow for students to maintain a running dialogue,
such as a journal,thoughts, ideas, and assignments that also provide for student
comment and reflection. Wikis are more group focused to allow multiple members of
the group to edit a single document and create a truly collaborative and carefully edited
finished product.
Digital Games: The field of educational games and serious games has been growing
significantly over the last few years. The digital games are being provided as tools for
the classroom and have a lot of positive feedback including higher motivation for
students. [23]
There are many other tools being utilized depending on the local school board and funds
available. These may include: digital cameras, video cameras, interactive whiteboard tools,
document cameras, or LCD projectors.