Chapter 6
Technology in the Classroom
By Boundless
Educational technology aims to improve educational performance by creating, using and managing technological resources in the classroom.
There are many benefits of technology in the classroom, especially as students are becoming increasingly digitally literate.
Flipped classroom reverses the typical classroom model, assigning readings and lectures at home and activities during class time.
The term gamification refers to the process of employing game mechanics and aesthetics to non-game environments. Gamification is a technique intended to leverage inclinations toward competition, achievement, status, and self-expression. Game-based learning blends learning with gamified elements.
A virtual learning classroom, or online education, is an e-learning education system based on the web.
Blended learning is an education program in which a student learns at least in part through online delivery of content and instruction.
Adaptive learning is an educational method which uses computers as interactive teaching devices.
Digital stories may be used as an expressive medium within the classroom to integrate subject matter with extant knowledge and skills from across the curriculum.
Using online portfolios can help students master digital technology, encourage independent learning, and can have long-term academic and professional benefits beyond the classroom environment.
A massive open online course (MOOC) is an online course aimed at unlimited participation and open access via the web.
In recent years, social media in the classroom has become a valuable pedagogical medium.
Pinterest is a photo-sharing website that allows users to create and manage theme-based image collections such as interests and hobbies.
YouTube can be an effective tool for teachers in the classroom.