Using educational technology in your classroom can be a great way to improve the learning process for students. This type of technology can reduce bias in your class and make collaboration easier. It can also help you create a sense of achievement and improve student retention.
Improve Student Learning and Retention
Developing effective online resources for student learning and retention is key to any college’s success. While there is no simple solution to this problem, some helpful strategies can be implemented to increase the odds of a student finishing their studies. These educational technology examples are based on the idea that engaging students makes them more satisfied with their education, which ultimately results in higher retention rates.
For example, allowing students to email a faculty member if they need help can increase the likelihood that they will turn in their assignments on time. Other tactics include building a learning community online that encourages students to engage with each other. These initiatives are important because they help students feel like they are a part of a larger community.
While these tools can be helpful, they also interfere with learning. For example, when a student uses a keyword, an automatic email can be sent to the right staff member.
Gamification Helps Build a Sense of Achievement
Educators can use game elements in educational technology to increase student engagement and build a sense of achievement. They can also use it to improve reading comprehension and encourage creative thinking.
Gamification is a way to engage students and turn the traditional grading model on its head. Instead of receiving a score, students are awarded points and badges for completing learning activities. These rewards encourage students to stay immersed in learning and increase self-confidence.
Gamification in education can be implemented in a physical classroom or online. It only requires a few technology tools. Some platforms allow users to save their progress. In addition, digital badges have rich metadata. These badges can be used to indicate status, ranking, and specialized knowledge.
In the study, the performance of the group that read the paper and used the gamified application was the highest. This result was statistically significant regardless of the academic major of the participants.
The research also revealed that challenge-based gamification had a positive impact on the performance of the participants. This design approach introduces several achievement gamification features, including leaderboards, challenges, points, and badges.
Supports a Variety of Learning Styles
With kids, it can be tempting to take a one-size-fits-all approach. Naturally, it’s quicker and easier, but it could be more efficient. This is so because individuals make up both pupils and the rest of society. They do differ in their strengths and how they react to various educational strategies. To further understand how technology might help each group, it’s helpful to divide learning styles into three basic groups. Auditory learners respond better to spoken than written words. Podcasts, audiobooks, and recorded lessons can all be successfully included in lessons for these students. But the use of sight over sound is more common among visual learners. Compared to auditory learners, they read more quickly and focus more on the fine print. E-books and interactive whiteboards are ideal options for incorporating technology into the classroom for these types of pupils. Lessons using PowerPoint that include graphs and other visually appealing elements, such films, are also useful.
Teachers can encourage tactile learners to use their sense of touch by recognizing that active learning is what they prefer. For them and their teachers, this frequently poses a challenge. Traditional education has typically been seen as a one-way street, particularly in the past. In accordance with that concept, pupils were made to endure lengthy periods of sitting still while the teacher spoke or assigned written tasks.
Working together is one of the numerous benefits technology brings to the classroom. As quickly as digital files and photos can be transferred across the Internet, so too can opinions and ideas.
Students love to share their experiences outside of the classroom on social media platforms like Facebook, Instagram, Twitter, and Snapchat. It follows that more collaboration will result from using technology in the classroom. An entire school, a nation, or even different cities from around the world can be connected via the Internet by connecting students from the same class. Imagine how happy a young person from the United States would be to work on a project with someone from Peru or Italy.
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