To me, a good use of digital technology in the math and science classroom is technology that engages students on a “deeper” level than traditional, let’s say “chalk-and-talk” lessons; lessons where the teacher is the distributor of “knowledge” and students “receive knowledge” . It’s when the use of the digital technology allows concepts to be explained in a more natural, fluid, concrete, intuitive and/or personally-meaningful way. I’ve learned to understand that tech is just a tool, but my opinion is that “good” tech use is when the tech is implemented is such a manner that the learning experience is augmented. It strives to do something different that was quite simply impossible in another medium, or through another platform.
Viewed from another perspective, what makes the use of digital technology “good” is not the tool/tech itself but the manner in which it’s used. For example, if students are tasked to write a paper, using Google Docs as the platform is not necessarily a “good” use of tech. Word would have been equally sufficient (this would be the S in the SAMR model). However, if the goal is to collaborate synchronously and/or asynchronously on a project, sharing ideas to construct something despite being physically separate, I’d certainly consider Google docs a “good” use of tech!
Other “good” uses of digital tech could be to use responsive/interactive simulations, AR, visualizations, or to teach our students to code. We should be mindful to give our students not only tools, but the knowledge and skills required to apply the tools to create something. Too many people think that simply incorporating tech and saying “go! Explore!” will result in better engagement. It’s been suggested by research, such as in Clements & Sarama’s The Role of Technology in Early Childhood Learning (2002, p.341), that “curriculum designed around [tech] should have children do more than merely engage in free exploration, which can lead to boredom”.
Finally, “good” uses of digital tech are absolutely not just a “vision”; they’re 100% real and 100% happening right now as we speak. One simple yet enormous challenge is that using tech in this way is still very new to the average teacher. Better training programs, among other solutions, are required. This could allow the average teacher hands-on experience with tech to become
- more aware of the opportunities digital tech can afford and
- confident enough to apply them, starting with small tasks that and grow in complexity along with their skill set.
After all, teachers, like children, “learn by doing and by thinking about what they do” (Clements & Sarama, 2002, p. 342).
Reference
Clements, D. H., & Sarama, J. (2002). The role of technology in early childhood learning. Teaching Children Mathematics, 8(6), 340-343.
Question answered was from the STEM 2018 Blog:
- What is a good use of digital technology in the math and science classroom? What would such a learning experience and environment look like? What would be some characteristics of what it is and what it isn’t? How might a learning experience with technology address a conceptual challenge, such as the one you researched in the last lesson?
- What makes this a good use of digital technology? Is this a vision or is it possible in real classrooms? What makes this vision a challenge to implement and what might be needed to actualize it?