This document discusses the benefits of using technology in the classroom. It begins by defining technology and noting how prevalent it has become in daily life. The document then outlines several ways technology can help students, such as familiarizing them with tools they will encounter in the workforce and allowing them to develop in-demand skills. It provides examples of specific technologies that can be used for tasks like presentations, document production, collaboration, gaming, and social networking. The document argues these technologies foster skills like problem-solving and collaboration while making learning more engaging.
2. What is technology?
Merriam-Webster defines technology as the specialized
aspects of a particular field or endeavor.
When we think of technology, we think of tools
Cars
Televisions
Computers
Handheld Devices
Advances in the medical field
3. We live in a high-tech world!
Technology is a part of our daily lives.
Email
Transportation
Online Collaboration
Text Messaging
Voice Commands
Our lives have evolved as new technologies were
introduced and implemented.
4. How can technology help students?
The outside worlds is technologically advanced.
Introduces and familiarizes students with technologies
they will see once they join the working world.
Allows them to develop skills the outside world
demands.
5. Presentation Software
PowerPoint
Facilitates collaboration among students during group
projects
Students take pride in developing and editing a final
product
Smart Boards, Projectors, Lumens, ELMOs
Highly visual and interactive
Promotes class participation and movement
6. What kinds of technology can be
used in the classroom?
Presentation Software and Devices
PowerPoint
Smart Boards
Projectors/Lumens/ELMOs
Document Production
Word
Excel
Collaboration Programs
Google Docs
Games
World of Warcraft
Civilization
Social Networks
Facebook
Twitter
7. Document Production
Microsoft Word
Allows students to create their own product
Students take pride in creation and editing of a final product
Allows students to quickly and easily spot mistakes and
change them
Excel
Promotes organization
Promotes interest in math related subject matter
8. Gaming
Fosters development of key skills demanded from the
working world
Allows players to create programs specific to their goals
Allows players to recruit other players
Allows players to create strategies and manage disputes
Promotes collaboration and problem solving
Creates unique and effective learning environment
Bridges the gap between the classroom and the real
world
9. Social Networking
60% of students age nine to 17 report using social
networking to discuss school related issues
Creates an online educational community beyond the
classroom
Facilitates collaboration and discussion
Proves education is not limited to solely the classroom
10. References
Doering, A.H., & Roblyer, M. D. (2013). Integrating educational technology into
teaching (6th Edition). Upper Saddle River, NJ. Pearson Education, Inc.
Groff, J., Haas, J., Klopfer, E., & Osterweil, S. (2009). Using the technology of
today, in the classroom today. The Educational Arcade. Retrieved from
http://education.mit.edu/papers/GamesSimsSocNets_EdArcade.pdf
Pulda, Arnold. Using technology in the classroom. The College Board.
Retrieved from
http://apcentral.collegeboard.com/apc/members/homepage/11376. html
Author Unknown. (2012, March 8). New research shows promise of technology
to help teachers reach individual students, but can’t replace emotional work of
classrooms. The Wall Street Journal. Retrieved from
http://www.marketwatch.com/story/new-research- shows-promise-of-
technologies-to-help-teachers-reach-individual- students-but-cant-replace-
emotional-work-of-classrooms-2012-03- 28