Please enable JavaScript.
Coggle requires JavaScript to display documents.
Unit 5: Computer Technology in Education - Coggle Diagram
Unit 5: Computer Technology in Education
EdTech
EdTech is short for educational Technology
It refers to computer technologies (hardware and software) that are specifically designed
*for teaching-learning purposes
*to improve students’ education outcomes
IoT in education
Better connectivity and collaboration – it gives students better access to learning materials and communication channels, and it allows educators to track and measure student progress in real time
21st century learning skills
Skills are essential to survive in the 21st century (Information Age)
21st century skills transform students into “versatilists”,students who can “apply depth of skill to a progressively widening scope of situations and experiences, gaining new competencies, building relationships and assuming new roles.”
Literacy skills focuses on how students can discern facts, publishing outlets, and the technology behind them
Strong focus is on determining trustworthy sources and factual and relevant information to separate it from the misinformation, and the correct answer
Literacies are important for finding truth and credible information in a world that is saturated with information
There 3 literacy skills
Information literacy
Helps students to understand facts found online
Teaches students how to separate fact from fiction
Media Literacy
Helps to differentiate the ones that are credible
Learn which media outlets/formats to believe or ignore
Technology literacy
Gives the basic info to understand what devices perform what tasks and why
Need to understand the concepts of computers, programming and mobile devices
Benefits of computer technologies in education
Allows education to continue
Teaching and learning activities can still go on even when students and educators are forced to go into isolation/physical distancing/lockdown
Become technologically literate
Students and educators need to keep up with technology skills
Students can prepare for modern workplaces through having these skills
Level of interactivity
The usage of multimedia gives users the ability to interact with the technology – see, listen, touch, talk
Can interact with anyone, anywhere
Computer technologies in education
Collaboration tools
To support students and educators working together to achieve a goal(s) (collaboration)
Examples:
*Online video conferencing (Zoom, Google Meet, Skype)
*Cloud storage (Dropbox, Google Drive)
*Online document editing suite (Google Docs, Microsoft 365)
Social media can also be used as collaboration tools
Google Scholar
It is a web search engine by Google for scholarly literature
Contains almost 400 million documents
It is the world’s largest academic search engine
Plagiarism checker
Compare submitted works by students against existing works to check for similarity and plagiarism
Distance learning
A form of education in which students and instructor(s) are in different geographical and/or time locations
Advantage for students who live far from campus and/or work full time
Usually focused on non- traditional students
*Full-time workers, adults, people living in remote areas
Modeling software
Allows users to create just about anything
Many modelling software available that can be used in education to do visualization
Example: Autodesk Maya, 3Ds
Reference management software
Software to record and keep track of references/citations
Can be used to generate bibliographies or list of references
Example: Mendeley, EndNote, JabRef, etc.
Course management systems
CMS is known as learning management systems (LMS)
Usage:
*Share and download course materials (lecture notes, tutorials, etc.)
*Manage students’ coursework and grades
Example: Moodle, Blackboard Learn
Augmented and virtual reality
AR and VR provides resources that allows students to explore and/or travel without leaving the classroom
Allows students to be immersed in the environment for learning
Simulation
Approximate imitation of a process or product using computer technology
Useful for training purposes when real situations are not feasible (harmful/too expensive)
Example: flight simulators, military and military training
The Anatomage Table is a virtual anatomy dissection table
Contains a virtual cadaver (human body) for learning human anatomy
Virtual labs
Interactive lab simulations for STEM (science, technology, engineering, math) subjects
Virtual experiments can be performed
Serious games
Developed for learning or training
Used in education, defense, aeronautics, science, health, etc.
Example: Where in the world is Carmen Sandiego?, Darfur is Dying, PeaceMaker, IBM CityOne, World Without Oil
Educational games
-Computer games that have been specifically designed to teach students about a certain subject with fun elements
MOOC
MOOC stands for Massive Open
Online Course
An online course with unlimited participation and open to anyone
MOOCs can be free or paid
OCW
OCW stands for Open Courseware
Course materials created by universities and published for free
-Open and accessible to anyone around the world
Issues and challenges
Issues in online Leraning
Budget
Maintenance & upgrading
Not enough training, facilities and resources
No Internet
Over reliance on technology
Challenges in online learning
Poor/no reliable Internet
No conducive learning environment
Having to share gadget with siblings
Heavier workload for students and educators
Struggle to adapt/learn to use technologies