2. More and more schools are pushing for technology incorporation
into teachers lessons.
Although teachers are still needed to plan and execute
instruction, modern day technology allows a smoother and more
innovative way of reaching students.
A well planned lesson will allow the teacher to be a
facilitator, and the technology to assist while students learn
through discovery, cooperative grouping or continuous
engagement of the lesson.
TECHNOLOGY IN THE
CLASSROOM
3. Digital projectors
Connects to computer to display PowerPoint presentations, video clips or other media
on a screen or whiteboard.
Document cameras
Can connect to digital projectors to display handouts.
Can record videos of lessons, snap pictures with the camera
Connect wirelessly to live stream with other classes around the world.
COMMON CLASSROOM TECH
TOOLS
4. Interactive whiteboards
Can write on them and the information is transferred to a computer.
Student response systems/clickers
Great for formative assessments and immediate feedback on a concept taught.
COMMON CLASSROOM TECH
TOOLS
5. According to the Software and Information Industry Association, “Vision
K-20” Survey.
Although most schools use a majority of technology for administrative
purposes, as much as 52% usage in technology relates to supplemental
instructional resources and online tutoring at some U.S. schools.
STATISTICS
6. Over 65% of school districts have data dashboards installed in classrooms
84% Utilize video conferencing to offer virtual fieldtrips to students—up
13% from 2011.
Data from Center for Digital Education.
STASTISTICS
7. When students are using technology
during instruction they are actively
making choices about how to
generate, obtain, manipulate, or
display information.
- Ed.gov
REACH MORE. TEACH MORE.
8. A teacher who tweaked a popular video game called Minecraft for his
lesson stated…
Students didn’t just create communities within this game and receive credit…[They]
held elections within their communities and had to verbally explain the reasons behind
certain decisions they made within the system itself and they were excited about it.
Sheehy, K. (2011). High school teachers make gaming academic.
REACH MORE. TEACH MORE
9. My first year at Cunningham, I was stuck with an overhead projector and
had to use transparencies.
It was very time consuming to print and make the copies.
I also had to keep stock of erasable markers that I sometimes bought myself
due to the school’s tight budget.
FIRST-HAND EXPERIENCE
10. With my projector, I open the files from my computer instead of wasting
paper to copy.
With my document camera, I take a picture of the frequently used handouts
and display them from there.
I use clickers to play grammar games like Jeopardy to assess my students.
They think it’s fun and really get into the competitive spirit.
FIRST-HAND EXPERIENCE
11. Now I spend more time making my lessons more creative when I used to
spend lot’s of time making copies and ensuring I have the right utensils in
place.
I rarely have to rewrite notes for my students.
My students are more engaged in the learning process when incorporate
technology.
FIRST-HAND EXPERIENCE
12. Author and date unknown. Effects of technology on classrooms and
students.
Retrieved from http://www2.ed.gov/pubs/EdReformStudies/EdTech/effectsstudents.html
Sheehy, K. (2011). High school teachers make gaming academic. U.S. news and
world report.
Retrieved from http://www.usnews.com/education/high-schools/articles/2011/11/01/high-school-
teachers-make-gaming-academic?page=2
Daggett, W.R. (2010). Preparing students for their technological future. --
Retrieved from
http://www.leadered.com/pdf/Preparing%20Students%20for%20Tech%20Future%20white%20pape
r.pdf
REFERENCES