Classroom technology

Home > Virtues & Parental Teaching > Education (parental teaching) > Classroom technology

The use of technology in the classroom to support teaching and learning.

Learning Management Systems (LMS): This is a software platform that enables educators to manage and deliver educational materials and activities to students through an online platform. Some popular LMS tools include Moodle, Blackboard, and Canvas.
Virtual Classrooms: Virtual classrooms are online tools that allow educators to facilitate remote teaching and collaboration. These platforms may include video conferencing, chat rooms, and whiteboards to enable synchronous learning. Examples include Zoom, Skype, and Google Meet.
Educational Apps: Educational apps are mobile applications designed to aid learning and teaching activities. They range from eBooks, flashcards, games, and quizzes. Some popular examples include Duolingo, Quizlet, and Khan Academy.
Interactive Whiteboards: Interactive whiteboards are electronic boards that enable educators to display and annotate teaching material in the classroom using a stylus or other input devices. They support both audio and visual learning and can allow students to participate in classroom activities.
Social Media Platforms: Social media platforms like Twitter, Instagram, and Facebook can be used to connect with educators and other learners worldwide. These platforms provide opportunities for sharing ideas, discussing topics, and learning from different perspectives.
Video Content Creation: Video content creation is the process of making educational videos to support learning and teaching activities. It involves filming, editing, and providing subtitles or captions, among other aspects.
EdTech Tools for Special Needs: These are tools designed to aid students with disabilities or special needs by providing accessible and inclusive learning opportunities. Some resources include speech-to-text software, screen readers, or adaptive keyboards.
Personalized Learning: Personalized learning is the process of tailoring teaching and learning to meet individual student needs, interests, and preferences. It involves using technology to provide adaptive assessments, differentiated instruction, and varied assignments.
Internet Safety and Online Security: Teaching learners about internet safety and online security is critical in the digital age. Topics in this area include protecting personal information, safe browsing habits, and avoiding cyber threats.
Gamification: Gamification is the use of gaming techniques to engage and motivate learners. It involves incorporating elements such as rewards, challenges, and leaderboards into educational activities to increase student motivation and improve learning outcomes.
Blended Learning: Blended learning is an educational approach that combines traditional classroom instruction with online learning technologies. This approach seeks to leverage the best of both worlds and allows teachers to provide students with a more personalized learning experience.
Augmented Reality (AR) and Virtual Reality (VR): AR and VR are technologies that offer immersive learning experiences. AR overlays digital information on the real world, while VR places learners in virtual environments where they can explore, practice, and learn.
Interactive Whiteboards: A digital whiteboard that allows teachers to interact with the board and teach lessons with multimedia content.
Document Cameras: A camera that displays printed material, objects, or slides onto an interactive whiteboard or projection screen.
Classroom Response Systems: A wireless system where students answer questions individually, and teachers get immediate feedback on student participation and comprehension.
Tablets: A computing device with touch screen technology that allows teachers and students to access educational materials and multimedia content.
Projectors: A device used to project digital content onto a screen or whiteboard for instruction and presentation purposes.
Laptops: A portable computing device used by teachers and students for creating and accessing educational resources and multimedia content.
Digital Cameras: A camera used to capture images and videos for educational purposes and to document student progress and activities.
Smartboards: An interactive whiteboard that allows for digital content to be projected and manipulated.
Virtual Reality Headsets: A headset that immerses students in a virtual world to enhance learning and engagement.
Online Educational Platforms: Online platforms that provide access to educational materials and resources for students and teachers.
Audio systems: Amplification and microphone systems that allow teachers to be heard clearly in larger classrooms.
Educational Software: Software that helps teachers create and deliver educational content and provides students with interactive learning activities.
Learning Management Systems: Online platforms that allow teachers to manage and deliver educational content, track student progress, and provide personalized feedback.
E-book Readers: Electronic devices that allow students to download and read digital books and other educational materials.
Video Conferencing: A tool used to connect students and teachers remotely for virtual meetings and live instruction.
- "Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning."
- "When referred to with its abbreviation, 'EdTech,' it often refers to the industry of companies that create educational technology."
- "EdTech is defined as all the privately owned companies currently involved in the financing, production, and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit."
- "Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "It encompasses several domains including learning theory, computer-based training, online learning, and m-learning where mobile technologies are used."
- "Educational technology uses computer hardware, software, and educational theory and practice to facilitate learning."
- "The goal of the edtech industry is to turn a profit."
- "In EdTech Inc.: Selling, Automating, and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue..."
- "EdTech is no exception to industry ownership and market rules."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "Educational technology involves the combined use of computer hardware, software, and educational theory and practice."
- "Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
- "EdTech industries produce and distribute commercial hardware, software, cultural goods, services, and platforms for the educational market."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "M-learning is one of the domains covered by educational technology, where mobile technologies are used."
- "Educational technology is based on theoretical knowledge from various disciplines such as communication, education, psychology, sociology, artificial intelligence, and computer science."
- "EdTech is defined as all the privately owned companies currently involved in the financing, production, and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit."
- "Educational technology encompasses learning theory as one of its domains."
- "In EdTech Inc.: Selling, Automating, and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue..."