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Integrating Digital Media

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Digital media is something that can help to enhance student learning through various ways. Learning through the traditional textbook and worksheet can be a great way to teach students, but not all students can fully understand what is being taught as they might find learning through literature to be complicated or confusing. Instead implementing digital media can help to fill the gaps and hopefully meet the needs of all students in the classroom.

Videos in the Classroom

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Videos in the classroom can help to do several things. One thing that showing a video can do is it can introduce new topic that students would be learning. By using a video to introduce what students will be learning it can get them thinking about what they will be learning and give them real example on how they could solve problems or what is expected of them to come to the right answers. Then after teaching that topic teachers can go back and reteach things that students may find confusing or just have questions about. Another thing that videos can offer is getting students to ask questions. When there is something, they see that they do not understand or want more details about that is when the teacher or other students can jump in and talk about their concerns and the solutions that could be used to solve the problem and answer the question that was asked.

eBooks in the classroom

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Ebooks can be helpful for several reasons. Reason one being that it has the ability to read aloud which can help those who may struggle with reading. The read aloud feature can also help students to learn and recognize pronunciations of words the student may struggle with as well. Another thing that eBooks are useful for are keeping students engaged by asking question about the text as they are reading to ensure they are comprehending what they are reading.


Virtual Reality in the classroom

Virtual Reality has several advantages and drawbacks as a learning tool. It is also growing[1] as an educational tool in the industry. One advantage is that it helps showcase to student's realistic environments that are unfeasible or inconvenient to visit in person. Another advantage is that it helps students whose learning style is visual based. The 3d environments allow them to manipulate[2] and interact in the environment or with the object they are learning about. One drawback is the cost[3] for schools to acquire this technology. Additionally, if a lesson plan is not designed well[4], using virtual reality in the lesson might be more of a distracter rather than a good supplement. Another drawback is the technological requirements.[5] needed in order to use virtual reality. If a classroom doesn't have a computer that can handle the program efficiently, the software will have latency[6] issues and detract from the learning experience. Virtual reality is also widely agreed to be better suited as a supplement[6] rather than to replace live instruction. Another challenge is that the learning curve[7] of using VR is a steep one.

electronic records in different professions

electronic records in classrooms gives the student the opportunity to start to use technology and incorporate it into their future job. When the implementation of electronic records starts the knowledge of advanced technology in the job when the job is not in the pace of the classroom it creates opportunity to get comfortable with Technolgies. Electronic records give the back up of information when looking for patients and how to receive and gather information. Training with these types of technology gives the opportunity to already know how to use different technologies when in the field. Training with these technology gives hands on experience and gives you practice with any records that need to be recorded with technology.

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References

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Ausburn , Lynna J., and Floyd B. Ausburn. “Desktop Virtual Reality: A Powerful New Technology for Teaching and ...” Desktop Virtual Reality: A Powerful New Technology for Teaching and Research in Industrial Teacher Education , Digital Library and Archives, 20 Feb. 2007, https://files.eric.ed.gov/fulltext/EJ753111.pdf.

da Costa, Miguel Gomes, et al. “Opportunities for Improving the Learning/Teaching Experience in a ...” Opportunities for Improving the Learning/Teaching Experience in a Virtual Online Environment, IEEE, 8 Mar. 2020, https://ieeexplore.ieee.org/document/9368419/.

Khan, Firoz, and Jinesh Ahamed. “Hybrid Reality Based Education Expansion System for ... - IEEE Xplore.” Hybrid Reality Based Education Expansion System for Intelligent Learning, IEEE, 19 Jan. 2021, https://ieeexplore.ieee.org/document/9320784.

"Textbooks: Advantages and Disadvantages", Teacher Vision, December 19, 2022

Higgin, Tanner (August 16, 2018), "Using Video Effectively in the Classroom", Common Sense Education

Schugar, Heather; Smith, Carol; Schugar, Jordan (29 May 2015), "Teaching with Interactive Picture E-Books in Grades K–6", Reading Rockets

Singh, Harjeet (10 January 2023), "Future of Content in Education: Digital Media in Education", Kitaboo

Campbell, Linda; Rodgers, Christie (26 July 2021), "How Read-Alouds Can Benefit Older Students", Edutopia

  1. ^ Khan, Firoz; Ahamed, Jinesh (2020-11-25). "Hybrid Reality based Education Expansion System for Intelligent Learning". 2020 Seventh International Conference on Information Technology Trends (ITT). IEEE. doi:10.1109/itt51279.2020.9320784.
  2. ^ J. Ausburn, Lynna; B. Ausburn, Floyd (2008-03-15). "New Desktop Virtual Reality Technology In Technical Education". i-manager's Journal of Educational Technology. 4 (4): 55. doi:10.26634/jet.4.4.582. ISSN 0973-0559.
  3. ^ J. Ausburn, Lynna; B. Ausburn, Floyd (2008-03-15). "New Desktop Virtual Reality Technology In Technical Education". i-manager's Journal of Educational Technology. 4 (4): 55. doi:10.26634/jet.4.4.582. ISSN 0973-0559.
  4. ^ J. Ausburn, Lynna; B. Ausburn, Floyd (2008-03-15). "New Desktop Virtual Reality Technology In Technical Education". i-manager's Journal of Educational Technology. 4 (4): 55. doi:10.26634/jet.4.4.582. ISSN 0973-0559.
  5. ^ J. Ausburn, Lynna; B. Ausburn, Floyd (2008-03-15). "New Desktop Virtual Reality Technology In Technical Education". i-manager's Journal of Educational Technology. 4 (4): 55. doi:10.26634/jet.4.4.582. ISSN 0973-0559.
  6. ^ a b J. Ausburn, Lynna; B. Ausburn, Floyd (2008-03-15). "New Desktop Virtual Reality Technology In Technical Education". i-manager's Journal of Educational Technology. 4 (4): 56. doi:10.26634/jet.4.4.582. ISSN 0973-0559.
  7. ^ Liang, Zilu; da Costa Junior, Miguel Gomes; Piumarta, Ian (2020-12-08). "Opportunities for Improving the Learning/Teaching Experience in a Virtual Online Environment". 2020 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE). IEEE. doi:10.1109/tale48869.2020.9368419.

8.Lou, J.Q., E. Oviawe, and W. Thomson. “Integrations or Information Technology in Nursing Simulation Training.” 2010 2nd International Conference on Education Technology and Computer, Education Technology and Computer (ICETC), 2010 2nd International Conference On 1 (June 1, 2010). doi:10.1109/ICETC.2010.5529190.

9.Navarro-Pablo, Macarena, Yiyi López-Gándara, and Eduardo García-Jiménez. “The Use of Digital Resources and Materials in and Outside the Bilingual Classroom.” Comunicar: Media Education Research Journal 27, no. 59 (January 1, 2019): 83–92. https://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1211821&site=eds-live&scope=site.

10.Darby, Deborah W. Under-Prepared College Students’ Perceptions of the Impact of Technology Integrations in a Developmental Reading Course. [Electronic Resource], 2004. https://search.ebscohost.com/login.aspx?direct=true&db=cat00367a&AN=lano.1074501&site=eds-live&scope=site