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This class will introduce you to a variety of classic texts on the nature of technology. Most of these texts advance a critique of technology, and if the texts' arguments are warranted, the implications for social policy (e.g. regulation of science and technology, environmental policy and sustainability) are substantial. The educational implications are also significant-if these authors are correct, it means that we will need to do much more to prepare students to develop an appropriate set of attitudes and skills vis-a4-vis technology. This course is also an investigation of how we might use video games to think critically about technology. In some cases, games may be an especially powerful tool to highlight some of the problematic aspects of contemporary technologies, or they may allow us to come to understand certain social situations or societal challenges more fully. In other cases, games may promote problematic ways of thinking about the world. The course will be divided into three sections: first, we will go through some of the most influential critiques of technology in the last two centuries; second, we will examine critiques of internet technology; and third, we will take a look at some recent analyses (critical and otherwise) of educational technology, particularly games. Although many of these authors do not address education directly (especially in the first section), we will, each week, discuss what these analyses mean for how we teach our children. The principal goal of this class is simple: to get you to think carefully and critically about technological change, and to reflect upon what these critiques might mean in terms of how we prepare future citizens. Course format This course will be offered in a mixed format-some sessions are in-person and some are online. You can access the Zoom meetings through the Moodle site dedicated to the class. The in-person sessions will not be available online. Evaluation Given how much this class will require from you in terms of reading, a significant proportion of your mark will be based on your performance in the weekly discussions and in the course blog.
The Indonesian Journal of Electrical Engineering and Computer Science (IJEECS), 2023
In Peruvian Universities, most of the Moodle platforms and the Zoom videoconference were used in virtual teaching-learning. The teachers and students of the University of Sciences and Humanities, which is the object of study, used these tools in the class session. Moodle and Zoom complement each other for virtual classes during the pandemic time. The objective of the research is the influence of Zoom and Moodle on learning skills. The methodological design of the research has correlational scope, quantitative, non-experimental approach of cross-section. A survey was conducted of 95 students from the first cycles of the university. The instrument was validated by expert judgments with 86.3% approval. In addition, reliability was performed with Cronbach's Alpha, obtaining the value of 0.875. A p-value of 0000 was obtained as a result and the degree of correlation between Moodle and learning skills was 0.438** and Zoom with learning skills was 0.519**; determining in this way that there is a moderate positive significant correlation. It is concluded that the development of learning skills that correspond to digital skills, the communicative and cognitive part is due to the use of the Moodle platform and the Zoom videoconference in the learning sessions.
Techné: Research in Philosophy and Technology, 2021
As part of the Special Section: Technology & Pandemic, this article examines the experience of teaching and learning via Zoom. I examine how technologies mediate the learning process with the postphenomenological notions of embodiment and hermeneutic relations. This section serves as a basis for understanding the transformation of that process into online learning. The next section is named "the Zoom-bie"-a combination of the words Zoom and zombie. The figure of the Zoom-bie provides me a way to critically review the new practices experienced in the spring semester of 2020. After analyzing the variations of the learning process with a fresh look at embodiment and hermeneutic relations, the last section titled "the digital classroom" examines this transformation from an alternative point-of-view, that of the classroom as a technology-saturated background.
Since the beginning of the last two decades of the past centuries, technology, more specifically computers, has advanced at an impressive rate, so fast and so drastically that almost all aspects of human life have been deeply affected. Concepts known for centuries have taken new meaning, and human behavior has become radically different from what it used to be only a few years ago. Not least of these human endeavors to be so much affected is education. Pedagogy has undergone so many changes that for a while one might start to think that the focus of education has shifted to technological improvements and innovations rather than remaining on the learner in the classroom. A huge industry has been built and marketing it has become big business worldwide. This paper, however, will try to show that the main purpose of education is the learner, regardless of the tools used towards the learning process. The paper will attempt to show that no matter how advanced and glorified technological advances can be, they will not replace the inventiveness and creativity of the teacher. The cyber world may have taken over many aspects of human life, but the classroom, with its human interaction between teacher and learner and among learners themselves, remains the main concern of the educator, regardless of the tools available.
Technology has been increasingly developing in recent times of digital ecology. It is growing its importance in the education management system. The more technology is advancing, the more benefits it is providing. It is beneficial to students of all levels in a magnificent way. It provides benefits to teachers as well. Technology is used in the classrooms by instructors in a variety of ways. And, students understand easily and absorb whatever they are taught through the integration of technologies. In this way, teachers’ instructions become easier and more interesting. The teachers as well as the learners feel satisfied at the end of the class. Technology, today, has been incorporated into almost all curricula. Students use computers as well as the internet to complete their projects in no time. Researchers use the internet to carry out their research projects on a variety of topics. Hence, this chapter is just an introduction as to how digital learning can enhance a modern learner who is more inclined towards new learning and transformative pedagogies. It is a well known fact that the paradigm of education or learning has been passing through significant changes due to many reasons. One of the prominent reason is ubiquitous learning which is not feasible without the multimodal sources and digital connection. In other words, Tandem learning may be found as more compatible than any other kind. Today’s teaching-learning does not necessarily depend on the teacher-taught relationship, but peer learning can be more crucial in a specific environment.
Turkish Online Journal of Distance Education, 2022
The main focus of this book is to indicate the supportive role of technology in learning practices and processes. Its intended audience is anyone interested in the nature of learning in the digital age. The book aims at building an understanding of digital learning by emphasizing the role of the learners, and it contributes to Open Educational Resources (OER). To explain the issues mentioned above, the book covers 12 chapters whose topics are varied from games, blended learning, podcasting, proctoring, personal learning networks, digital divide, digital learning at work, digital literacy and skill, playful approaches, finance and a Resources part.
The phrase " Technology in ELT " is simply a reference to the use of technology – audio, video, and multi-media – more of multi-media in modern times with computer and electronic technology recording several advances. However, it also relates to issues arising out of the use of such technology in an ELT class. It is a development that can be seen as correlated to what has come to be called e-learning, which began to be defined in the early years of this millennium. By all accounts, e-learning is a learner-friendly and learner-centred development that focuses on the learners' needs. Cross (2000) as " the convergence of learning and networks and the new Economy " , and Masie (2000) as " the use of network technology to design, deliver, select, administer, and extend learning ". Goodyear (2000) chooses to call it " the systematic use of networked multimedia computer technologies " for (a) the empowerment of the learners, (b) ensuring improvement in learning, (c) fulfilling the learners' needs by putting them in touch with human and other resources, and (d) putting together learning, learner performance, personal and institutional goals into a unified whole by bringing about their integration. Support for this is available in Egbert, Paulus and Nakamichi (2002), who cite from research reported by Lee (2000) and Warshauer & Healey (1998) which we have been able to access and confirm. We do not intend to give this the shape of a research paper and shall, therefore, focus the seven papers presented at that conference which are being published in this issue.
Over the years in the history of Education, Educational Technology has taken New Avatars from the Programmed Learning Movement to the present era of Web 2.0 Technologies and Social Media. By using Social Media Platforms such as Wikis, Blogs, WhatsApp, Facebook and Twitter in the classroom, teachers have seen an increase in achievement and classroom participation – even less sociable students have become more participatory. Tablets not only offer the present digital learners the chance to browse for information in quick fashions, but they also allow them to more easily collaborate on projects and become more engaged in their learning process. They have become exceptional tools that soon every classroom will strive to have. The Smartphones, like the tablet, have had different receptions. In addition to providing access to social media platforms which allow students to more freely interact, the Smartphones also provide easy access to useful information which betters a child’s overall learning experience. They also offer numerous apps designed to help students better budget their time and create more efficient schedules to complete their school work. Like never before, students are able to access any type of information about any subject matter through free web resources. They choose Khan Academy, YouTube, NROER, OER and numerous other forums which have bettered the learning experience and allowed student access to resources necessary to supplement their own education. Since the start of online programmes, anybody is able to pursue education anytime, anywhere. “With the emerging new technologies, the teaching profession is evolving from an emphasis on teacher-centered, lecture-based instruction to student-centered, interactive learning environments” (John Daniel, 2002). Today, the world of education stands loaded with unprecedented hope for a new paradigm of ‘anybody, anytime, anywhere learning’ through collaborative and constructive pedagogical models, thanks to the all-new web technologies. According to Douglas Kellner (2008), this technological revolution will have a greater impact on society than the transition from an oral to a print culture. George Siemens (2009) observed, “Technology is altering (rewiring) our brains. The tools we use define and shape our thinking”. Today’s teachers, whether in school or college are working with students whose entire lives have been immersed in the 21st century media culture.“The previous teaching practices of teacher directed, ‘chalk and talk’ no longer can engage the learner, nor can it provide the learner with the knowledge needed to connect and stay connected in this digital era (Siemens, O’Neill & Carr, 2008). The New York Times (2011) observed, “Learning, like culture, is a dynamic thing. It was an oral thing once, then it became a printed thing and is becoming a digital thing.” The much-hyped 21st century education is bold. It breaks the mold. It is flexible, creative, challenging, and complex.
Academia Letters, 2021
This research is to display how 'digital classroom' can replace 'physical classroom' in the most creative manner. Specifically, it explains how to get the best of the digitalization world and build it into teaching English to students. Digital classroom encompasses digital devices and websites ensconced in a learning environment. In brief, digitalization is a synonym for modern-day education and requires certain methods to bring in class. Therefore, we embarked on running 'courses with a difference' and experimenting with the state-of-the-art tools on the groups of 10-20 learners. Mobile technology is a good choice for productive learning in a digital context. Therefore, we let our students surf the Internet for their research on different aspects of life, fields of interest and areas of expertise. Within this technology, Twitter and Instagram may be used for multiple cultural and educational sections and students' responses to them. Personally, all this is to better students' solid English and improve their general knowledge. Part of the mobile technology is certainly much exploited YouTube. For instance, YouTube channel Steve and Maggie presents lively sketches and acts to animate and educate junior students. Our students relished singing with Steve, repeating words after him and collecting the language playfully. On the other hand, mainly senior students are able to invent their own. What is important here is that small groups are preferred for the best final outcome. Obviously, this is definitely one of the most famous multipurpose platforms for designing great creations for the purpose of engaging learning. Padletis literally an online digital notice board where students can find the Wall to paste their favorite images or quotes. This is also to stimulate primary schoolers to upgrade their English-speaking skills and gain more confidence through depicting the content on the Wall. To test specific knowledge, we highly recommend Google Forms. So, it is a digital quiz with multiple choice and short-answer questions with automatic scores. In our opin
2020
“This shift is significant: mobile technology untethers learning from schools, expands opportunities for informal learning, and helps bridge in and out of-school experiences.” (Press, 2013) Technology is increasingly being integrated in education especially through the use of Learning Management Systems (LMSs) for blended learning and distance learning, such as video, pod-cast, chats, video conferencing and various online interactive tools modalities. The use of disruptive technology for game-based learning and evaluation is still not fully accepted. The latter results in being sceptical about the use of technology in the classroom that can be perceived as disruptive technology, for example the use of smart phones in class during an evaluation activity is considered disruptive. The perception is that this can disrupt students’ performance rather than enhance students’ performance.
Revista de Arte Ibero Nierika
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