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Educators found they needed new skills as new technologies entered the field. Consequently, technology knowledge became an essential feature of teacher knowledge. Scholars proposed different frames about TPACK to promote a particular view, including ways and diverse perspectives on understanding and working with technology in the classroom.
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.
Computer accessibility refers to the accessibility of a computer system to all people, regardless of disability type or severity of impairment. The term accessibility is most often used in reference to specialized hardware or software, or a combination of both, designed to enable the use of a computer by a person with a disability or impairment.
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 ...
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 ...
Examples of accessible technology date back to the 17th century, French priest and mathematician Jean Leurechon first mentioned the instrument in his 1634 Recreations mathématiques. [10] In 1808 Pellegrino Turri built one of the first typewriters to help a blind friend write. [11] In 1829, Braille was invented by Louis Braille. [12]
The concept of accessible design and practice of accessible developments ensures both "direct access" (i.e. unassisted) and "indirect access" meaning compatibility with a person's assistive technology (for example, computer screen readers). [2] Accessibility can be viewed as the "ability to access" and benefit from some system or entity.
Immersive technology can be used in the classroom as a form of digital pedagogy. It provides students with the ability to engage in 3D modelling and collaborative world building. Examples of 3D modelling include Matthew Nicholls' Virtual Rome and SketchUp Pro which allows users to create 3D models of historical structures. [9]
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