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Computers in the classroom include any digital technology used to enhance, supplement, or replace a traditional educational curriculum with computer science education. As computers have become more accessible, inexpensive, and powerful, the demand for this technology has increased, leading to more frequent use of computer resources within ...
The creation and display of these artifacts allow students opportunities for engagement, revision and feedback, all hallmarks of quality learning design. [ 3 ] A cognitive artifact is a physical representation of a conceptual idea, such as an experience, a memory, a thought, or a feeling.
Happy back to school! Parents, teachers and students, find funny and motivational back-to-school quotes about education, learning and working with others.
By 1999, 99% of public school teachers in the United States reported access to at least one computer in their schools, and 84% had access to a computer in their classroom. [5] The invention of the World Wide Web in 1992 simplified internet navigation and sparked further interest in educational settings. Computers were initially integrated into ...
E-learning also has been rising as a supplement to the traditional classroom. Students with special talents or interests outside of the available curricula use e-learning to advance their skills or exceed grade restrictions. [178] Some online institutions connect students with instructors via web conference technology to form a digital classroom.
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
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.
Use of digital video or digital images for learning activities. Use of a VLE to run courses and activities within and outside an educational establishment. Interactive quizzes/activities - either online or within a classroom using an electronic voting system made up of infra-red handsets and a receiver.