miércoles, 16 de marzo de 2011

EDUCATIONAL TECHNOLOGY

Educational technology is the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources.

Explanation and meaning
Educational technology is most simply and comfortably defined as an array of tools that might prove helpful in advancing student learning. Educational Technology relies on a broad definition of the word "technology". Technology can refer to material objects of use to humanity, such as machines or hardware, but it can also encompass broader themes, including systems, methods of organization, and techniques. Some modern tools include but are not limited to overhead projectors, laptop computers, and calculators.
  
A Short History
Educational technology in a way could be traced back to the emergence of very early tools, e.g., paintings on cave walls. But usually its history starts with educational film (1900s) or Sidney Pressey's mechanical teaching machines in the 1920s.

Education film 1900's
Mech, Mach teach 1920's
Training films 1945's 
Hypertex 1940's
Programmed instruction 1970's
CAI/ CALL/CBT 1990's

Theories and practices
Three main theoretical schools or philosophical frameworks have been present in the educational technology literature.
Behaviorism.
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.

Cognitivism
Cognitive theories look beyond behavior to explain brain-based learning. Cognitivists consider how human memory works to promote learning.

Constructivism.
Is a learning theory or educational philosophy that many educators began to consider in the 1990s. One of the primary tenets of this philosophy is that learners construct their own meaning from new information, as they interact with reality or others with different perspectives.

 Theorists



  • Alan November                                  
  • Seymour Papert
  • Will Richardson
  • John Sweller
  • Alex Jones
  • George Siemens
  • David Wiley
  • David Wilson

Benefits

  • Easy-to-access course materials. Instructors can post the course material or important information on a course website, which means students can study at a time and location they prefer and can obtain the study material very quickly.
  • Student motivation. Computer-based instruction can give instant feedback to students and explain correct answers. Moreover, a computer is patient and non-judgmental, which can give the student motivation to continue learning.
  • Wide participation. Learning material can be used for long distance learning and are accessible to a wider audience.
  • Improved student writing. It is convenient for students to edit their written work on word processors, which can, in turn, improve the quality of their writing. According to some studies, the students are better at critiquing and editing written work that is exchanged over a computer network with students they know.
  • Subjects made easier to learn. Many different types of educational software are designed and developed to help children or teenagers to learn specific subjects. Examples include pre-school software, computer simulators, and graphics software.
  • Differentiated Instruction. Educational technology provides the means to focus on active student participation and to present differentiated questioning strategies. It broadens individualized instruction and promotes the development of personalized learning plans.

Technology in the classroom

  • Computer in the classroom: Having a computer in the classroom is an asset to any teacher. With a computer in the classroom, teachers are able to demonstrate a new lesson, present new material, illustrate how to use new programs, and show new websites.
  • Class website: An easy way to display your student's work is to create a web page designed for your class.
  • Class blogs and wikis: There are a variety of Web 2.0 tools that are currently being implemented in the classroom.
  • Mobile devices: Mobile devices such as clickers or smartphone can be used to enhance the experience in the classroom by providing the possibility for professors to get feedback.

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