Technology in Curricula
Screen Readers |
Mobile Devices |
The increased use of the Internet and the efficiency of converting print material to PDF, has led to the need to focus on assistive technology and how truly accessible the content is for disabled users. All learning institutions, whether higher education, K-12, or professional, have some number of individuals who are in need of needing assistive technology. In my paper, attached below, I discuss the use of screen readers in the lives of individuals who are sight-disabled.
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Mobile devices quickly became the most popular way to communicate and interact in today's society. Many individuals under the age of 30 have used some sort of digital device from a very young age (as young as 8). It is clear that educational institutions need to make learning in the classroom seamless for these individuals. Most schools ban the use of personal technology during class, but some researchers believe that allowing students to bring their personal devices to class will improve learning. In the attached paper, I discuss some of the studies that have shown improvement in learning and behavior when K-12 students are allow to bring their personal devices to school.
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Multimedia in Education |
Educational Games |
Posted July 24, 2018
It is increasingly important to engage learners in the classroom. The competition for learner bodies is increasing with new learning management systems, online learning, massive open online courses (MOOCs), and a variety of training methods that include more interactive ways to entice learners. There is great advantage to providing the entire multimedia package, to include audio, visual, and kinesthetic opportunities. No technology, including one embedded in multimedia, is a panacea for all learning styles, but providing variety in lesson presentation will put an educational entity in the forefront of choices for those looking. Educational Games PresentationPowerPoint could not be uploaded due to file size.
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Posted July 22, 2018
Research on educational games was most enjoyable for me. I found a large number of games for the required categories: parlor games, role-play games, and mind games. Though many of the games were designed for only enjoyment, a number of them could be used in the classroom. Of the games that could be used for educational purposes, most would only support K-12 and pre-K. I have a more difficult experience finding games that would support or interest college-level students. I found an App called PM Practitioner that allows project management students to practice learning key terms and make decisions as a professional or amateur in the field. I also found CSNotes, which helps computer science students study terms. Also, Computer Science (CS) Crosswords, where students can learn common CS themes and concepts by completing a crossword puzzles. A little fun. |