"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."Integrating technology with standard curriculum can not only give students a sense of power but also allows for more advanced learning among broad topics. However, these technologies require infrastructure, continual maintenance, and repair – one determining element, among many, in how these technologies can be used for curricula purposes and whether they will succeed. Examples of the infrastructure required to operate and support technology integration in schools include at the basic level electricity, Internet service providers, routers, modems, and personnel to maintain the network, beyond the initial cost of the hardware and software. Standard education curricula with an integration of technology can provide tools for advanced learning among a broad range of topics. Integration of
History
The term 'educational technology' was used during the post-World War II era in the United States to integrate implements such as film strips, slide projectors, language laboratories, audio tapes, and television. Presently, the computers, tablets, and mobile devices integrated into classroom settings for educational purposes are most often referred to as 'current' educational technologies. Educational technologies continually change, and once referred to slate chalkboards used by students in early schoolhouses in the late nineteenth and early twentieth centuries. The phrase 'educational technology', a composite meaning of technology + education, is used to refer to the most advanced technologies that are available for both teaching and learning in a particular era. In 1994 federal legislation for both the Educate America Act and the Improving America's School's Act (IASA) authorized funds for state and federal educational technology planning. One of the principal goals listed in the Educate America Act is to promote the research, consensus building, and systemic changes needed to ensure equitable educational opportunities and high levels of educational achievement for all students (Public Law 103-227). In 1996 the Telecommunications Act provided a systematic change necessary to ensure equitable educational opportunities of bringing new technology into the education sector. The Telecomm Act requires affordable access and service to advanced telecom services for public schools and libraries. Many of the computers, tablets, and mobile devices currently used in classrooms operate through Internet connectivity; particularly those that are application based such as tablets. Schools in high-cost areas and disadvantaged schools were to receive higher discounts in telecom services such as the Internet, cable, satellite television, and the management component. A chart of "Technology Penetration in U.S. Public Schools" report states that 98% percent of schools reported having computers in the 1995–1996 school year, with 64% Internet access, and 38% working via networked systems. The ratio of students to computers in the United States in 1984 stood at 15 students per 1 computer, it now stands at an average all-time low of 10 students to computer. From the 1980s on into the 2000s, the most substantial issue to examine in educational technology was school access to technologies according to the 1997 Policy Information Report for Computers and Classrooms: The Status of Technology in U.S. Schools. These technologies included computers, multimedia computers, the Internet, networks, cable TV, and satellite technology, amongst other technology-based resources. More recently, ubiquitous computing devices, such as computers and tablets, are being used as networked collaborative technologies in the classroom. Computers, tablets, and mobile devices may be used in educational settings within groups, between people, and for collaborative tasks. These devices provide teachers and students access to the World Wide Web in addition to a variety of software applications.Pedagogy
The integration of electronic devices into classrooms has been cited as a possible solution to bridge access for students and close achievement gaps that are subject to theParadigms
Most research in technology integration has been criticized for being atheoretical andConstructivism
Constructivism is a crucial component of technology integration. It is a learning theory that describes the process of students constructing their ownControversy
There is unsettled debate concerning the efficacy of computers in the classroom regarding learning and student performance. The Organization for Economic Co-operation and Development (OECD) report "Students, Computers and Learning: Making the Connection" highlights that while access to computers at home is widespread, the use of computers in schools varies. Specifically, “In 2012, 96% of 15-year-old students in OECD countries reported that they have a computer at home, but only 72% reported using a desktop, laptop or tablet computer at school. Only 42% of students in Korea and 38% of students in Shanghai-China reported that they use computers at school - and Korea and Shanghai-China were among the top performers in the digital reading and computer-based mathematics tests in the OECD Programme for International Student Assessment (PISA) in 2012." Countries like Korea and Shanghai-China, where computer use in schools is less common, have achieved high performance in digital reading and computer-based mathematics tests. On the other hand, countries with more prevalent internet use for schoolwork have experienced a decline in reading performance over time, observed by PISA scores. Schools across the United States have committed to adopting technology in the classroom, but education research and policy are inconclusive on whether technology helps or hinders student performance and creativity. The push to involve students with a screen was exacerbated during the COVID-19 pandemic when remote and hybrid learning models were instituted. Many educators and researchers viewed integrating computers in the classroom as challenging due to the complex relationship between creativity and technology. In "Creativity and technology in teaching and learning," Danah Henriksen et al. emphasizes the lack of common ground and research integration in understanding how creativity and technology intersect in educational practice. The disconnect between research and classroom realities, conflicting stakeholder demands, and varying definitions of creativity heavily contribute to the controversies technology has brought to learning. The article suggests involving practitioners in research, bridging the gap between theory and practice, and engaging in action research to address the complexities of implementing creativity and technology in classrooms. Thus, the relationship between technology and learning lacks consensus and shared understanding both within and between disciplines and research. Excessive reliance on computers may diminish human interaction and interpersonal skills. Despite the extensive research on interaction in online learning, educators often struggle to recreate the same level of engagement as face-to-face classes. Interpersonal interaction, a crucial but complex aspect of online learning, remains a challenge. The study "Purposeful Interpersonal Interaction in Online Learning: What is it and How is it Measured?" by Scott Mehall at Bloomsburg University aims to provide a new perspective on interpersonal interaction in online learning called purposeful interpersonal interaction (PII). By examining various types of interpersonal interaction highlighted in existing literature, they found that we can identify those that lead to improved student outcomes. PII encompasses three key interaction types: purposeful interpersonal instructional interaction, purposeful social interaction, and supportive interaction. These interactions have been linked to important student outcomes, such as perceived learning, satisfaction, and academic achievement. In conclusion, overemphasis on computer-based learning could potentially lead to a decrease in these valuable social interactions.Tools
Interactive whiteboards
Interactive whiteboards are used in many schools as replacements for standard whiteboards and provide a way to allow students to interact with material on the computer. In addition, some interactive whiteboard software allows teachers to record their instruction. * 3D virtual environments are also used with interactive whiteboards as a way for students to interact with 3D virtual learning objects employing kinetics and haptic touch the classroom. An example of the use of this technique is theResponse systems
Student response systems consist of handheld remote control units, or response pads, which individual students operate. An infrared or radio frequency receiver attached to the teacher's computer collects the data submitted by students. The CPS (Classroom Performance System), once set, allows the teacher to pose a question to students in several formats. Students then use the response pad to send their answer to the infrared sensor. Data collected from these systems is available to the teacher in real-time and can be presented to the students in a graph form on an LCD projector. The teacher can also access a variety of reports to collect and analyze student data. These systems have been used in higher education science courses since the 1970s and have become popular in K-12 classrooms beginning in the early 21st century. Audience response systems (ARS) can help teachers analyze, and act upon student feedback more efficiently. For example, with polleverywhere.com, students text in answers via mobile devices to warm-up or quiz questions. The class can quickly view collective responses to the multiple-choice questions electronically, allowing the teacher to differentiate instruction and learn where students need help most. Combining ARS with peer learning via collaborative discussions has also proven particularly effective. When students answer an in-class conceptual question individually, discuss it with their neighbors, and then vote again on the same or a conceptually similar question, the percentage of correct student responses usually increases, even in groups where no student had previously given the correct answer.Types
Mobile learning
Mobile learning is defined as "learning across multiple contexts, through social and content interactions, using personal electronic devices". A mobile device is essentially any device that is portable and has internet access and includes tablets, smartphones, cell phones,Benefits
According to findings from four meta-analyses, blending technology with face-to-face teacher time generally produces better outcomes than face-to-face or online learning alone. Research is currently limited on the specific features of technology integration that improve learning. Meanwhile, the marketplace of learning technologies continues to grow and vary widely in content, quality, implementation, and context of use. Research shows that adding technology to K-12 environments, alone, does not necessarily improve learning. What matters most to implementing mobile learning is how students and teachers use technology to develop knowledge and skills, which requires training. It can keep students focused for longer periods of time. The use of computers to look up information/data is a time saver, especially when used to access a comprehensive resource like the Internet to conduct research. This time-saving aspect can keep students focused on a project much longer than they would with books and paper resources and it helps them develop better learning through exploration and research.COVID-19
COVID-19 changed the perspective of many teachers who had to adapt to the online world when face-to-face interaction became impossible during the COVID-19 pandemic.Boonmoh, A., Jumpakate, T., Saengmanee, S., & Rungkaew, T. (2022). "Integration of Technology during the COVID-19 Pandemic: Experience, Challenges and Needs of Thai EFL Teachers". ''REFLections''. 29 (2): 251–277. It caused a huge disruption in schools, colleges, and universities around the world affecting the way traditional education was held.Huma Akram, Yang Yingxiu, Ahmad Samed Al-Adwan and Ali Alkhalifah (August 26, 2021). "Technology Integration in Higher Education During COVID-19: An Assessment of Online Teaching Competencies Through Technological Pedagogical Content Knowledge Model". ''Frontiers in Psychology''. 12 (736522): 1–11. Emergency teaching differs from online teaching where teachers are prepared and apt to teach because they have the knowledge and the right tools such as computer literacy and digital literacy. During the COVID-19 pandemic, teachers were forced to implement Information Communication and Technology (ICT) applications. ICT enabled teachers to gain competencies to increase their teaching methods and enhance the learning process of students. Teachers had to implement applications such as Microsoft Team, Google Workplace, Microsoft Office, Canva, YouTube, Kahoot!, and Zoom. Researchers found that there was a wide spectrum of help that was offered to students, depending on the university. Student engagement and interaction diminished as many students preferred to not turn their video camera on during virtual sessions.Ramaila, S., & Molwele, A. J. (2022). "The Role of Technology Integration in the Development of 21st Century Skills and Competencies in Life Sciences Teaching and Learning". ''International Journal of Higher Education''. 11 (5): 9–17. Communication between students and teachers/school staff was less frequent than in face-to-face interaction.Teachers
Technology education standards
National Educational Technology Standards (NETS) served as a roadmap since 1998 for improved teaching and learning byPCK and TRACK
In 1986, Lee Shulman worked on his theory about pedagogical content knowledge (PCK) which identified two areas in which teachers needed to be proficient. These areas were content knowledge, which would be passed on to students, and pedagogical knowledge, which refers to techniques that teachers can use to ensure the learning of students.Dikmen, C. H., & Demirer, V. (2022). "The Role of Technological Pedagogical Content Knowledge and Social Cognitive Variables in Teachers' Technology Integration Behaviors". ''Participatory Educational Research''. 9 (2): 398–415.Shulman (1986, 1987) states that teachers’ competencies should involve content knowledge, pedagogical knowledge, pedagogical content knowledge, curriculum knowledge, knowledge of learners’ characteristics, educational context knowledge, educational outcomes, objectives, values, and philosophical and historical foundations.The TRACK (technological pedagogical content knowledge) model was created to provide online teaching knowledge to teachers and to add technological content knowledge as another proficiency skill that teachers needed to succeed in the new digital world.
The benefits of technology integration include engagement, enhanced skills, and collaborative learning. Teachers are usually responsible to coordinate the technology integration in classrooms. Studies show that students have better academic performance when technological integration is involved when compared with traditional teaching.
Examples of activities
CyberHunt
The term "hunt" refers to finding or searching for something. " CyberHunt" means an online activity which learners use the internet as tool to find answers to the question's based upon the topics which are assigned by someone else. Hence learners also can design the CyberHunt on some specific topics. a CyberHunt, or internet scavenger hunt, is a project-based activity which helps students gain experience in exploring and browsing theWebQuests
It is an inquiry oriented activity in which most or all of the information used by the learners which are drawn out by the internet/web. It is designed to use learner 'time well', to focus on using information rather than on looking for it and to support the learners to think at the level of analysis, synthesis, and evaluation. It is the wonderful way of capturing student's imagination and allowing them to explore in a guided, meaningful manner. It allow the students to explore issues and find their own answers. There are six building blocks of webQuests: # The introduction – capturing the student's interest. # The task-describing the activities end product. #The resources-web sites, students will use to complete the task. # The evaluation-measuring the result of the activity. # The conclusion-summing up of the activity.WISE
The Web-based Inquiry Science Environment (WISE) provides a platform for creating inquiry science projects for middle school and high school students using evidence and resources from the Web. Funded by theVirtual field trip
A virtual field trip is a website that allows the students to experience places, ideas, or objects beyond the constraints of the classroom. A virtual field trip is a great way to allow the students to explore and experience new information. This format is especially helpful and beneficial in allowing schools to keep the cost down. Virtual field trips may also be more practical for children in the younger grades, due to the fact that there is not a demand for chaperones and supervision. Although, a virtual field trip does not allow the children to have the hands on experiences and the social interactions that can and do take place on an actual field trip. An educator should incorporate the use of hands on material to further their understanding of the material that is presented and experienced in a virtual field trip. It is a guided exploration through the www that organizes a collection of pre- screened, its thematically based web pages into a structure online learning experienceePortfolio
AnReferences
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