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Running head: TEACHING AND LEARNING IN A TECHNOLOGY RICH CLASS 1
Teaching and Learning in a Technology Rich Classroom
Kathryn A. Kilkenny
University of West Georgia
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Abstract
The purpose of this study was to review current literature regarding teaching and learning with
technology. The following research questions guided this study:
1. What tools are available for effective teaching with technology?
2. How are these tools implemented?
3. What are the barriers to implementing technology? Through the review of current
literature regarding types of technology and their influence on student achievement, conclusions
are made regarding best practices for the successful use of technology in the classroom. The
future research section discusses two areas in need of further study. These areas include the
relationship between active-engagement and the use of technology, and the relationship between
teacher technical knowledge and student success.
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Teaching and Learning in a Technology Rich Classroom
The purpose of this paper is to review current literature regarding teaching and learning
in a technology rich environment. The following research questions guided this study:
1. What tools are available for effective teaching with technology?
2. How are these tools implemented?
3. What are the barriers to implementing technology?
There has been an increase in demand for the use of technology within the classroom, and
finding ways to use technology in a productive and suitable way is a struggle for many educators
(Tolentino et al., 2009). As shared by Murphey, Miller, and Roberts (2009) using technology is
not new, but the amount of new technologies available to educators has changed dramatically in
recent years. These technologies have become more flexible, more adaptable, and more portable
than ever before (Murphey et al., 2009). Many research studies have shown the effectiveness of a
technology integrated classroom over a traditional classroom in the presentation and retention of
instructional material (Akcay & Yager & Akcay, 2008, 2010; Doppelt, Mehalik, Schunn, Silk, &
Krysinski, 2008; Li, 2010; Marino, 2009; Rosen, 2009). To this end, it is important educators
stay abreast of current technologies, their implementation, and their effectiveness within their
own classroom environments. This paper begins with the discussion of current technologies and
their successes or failures. The future research section discusses two areas for further research
regarding the effectiveness of technology implementation.
Research Methodology
Research for this paper was conducted through searches of ERIC, EBSCO Host,
Academic Search Premier, Google, and Google Scholar. The main search descriptors included
technology, science, middle school, qualitative research, and quantitative research. These
descriptors were used in association with relevant terms such as websites, internet, pod-casting,
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social media, student centered instruction, direct instruction, iPod, and design-based learning.
These search methods turned up hundreds of possible articles for review, and abstracts were
thoroughly investigated for relevant material. From the original sample, 25 articles were read in
their entirety, and 15 of the most relevant papers were chosen for this review.
Results
The findings regarding technology tools used in this literature review are arranged in
three categories. Basic technology tools commonly used by the general public make up the first
category. The second category includes intermediate tools easily obtained and used by teachers
or public persons with average technical abilities. The final category, advanced tools, is
comprised of complicated and/or highly expensive tools not readily available to educators or the
general public. It should be noted that these categories were determined by the author of this
paper who is highly aware and well versed in technologies available to schools. Therefore,
category definitions should be seen merely as an organizational tool and not as a definitive
grouping.
Basic Technology Tools
Fancovicova, Prokop, and Usak (2010) investigated the use of website information versus
traditional text information. Using a website containing biology information coinciding with the
current text information, the authors discussed the advantages and disadvantages to using the
World Wide Web as a tool in the classroom (Fancovicova et al., 2010). Using websites for
biology instruction had several advantages such as avoiding the ethical questions of animal
dissection and increasing positive attitudes towards biology (Fancovicova et al., 2010). However,
the website used as a strictly informational reading tool was found to have no advantages in
knowledge gained when compared to the traditional textbook (Fancovicova et al., 2010).
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Marcia Mardis (2005) explored the relationship between audio visual tools available in
the middle school library to the advancement of science literacy. Using a teacher survey, it was
found that audio/visual technologies had a significant influence on student achievement and
literacy (Mardis, 2005). The main findings indicate topic-specific videos which integrate well
with the science curriculum helped increase student interest in science and provided teachers
with a rich source of information (Mardis, 2005).
Intermediate Technology Tools
Murphey et al. (2009) described iPods and their podcasts as an advantageous tool for
disseminating audio content in a portable and flexible manner. These handy tools can be used to
cut through the large body of text available on the Internet and in textbooks (Murphey et al.,
2009). Podcasts can be especially useful in distance education as they add a personal touch to
the information and many students expressed a higher feeling of connection to the distance
learning community (Murphey et al., 2009). The increasing availability and use among students
of mobile media devices, especially the iPod, showed promising possibilities for use in education
(Murphey et al., 2009).
Rosen (2009) found that the use of BrainPOP, an animation based software, showed
promise especially in helping younger students to perform “near” transfer of knowledge in the
learning environment. BrainPOP was also seen as a highly motivational tool for younger students
(Rosen, 2009). This technology is an internet based application purchased by individual teachers
or a school system. It includes short informational animations with two consistent characters,
short assessments based on the video, supplemental informational texts, and topics for further
study (Rosen, 2009).
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Smith, Draper, and Sabey (2005) investigated the use of WebQuests as an instructional
tool to support student learning in a problem-based learning environment. WebQuests have been
seen as important educational tools, because they require collaborative groups to solve problems
using real-world issues (Smith et al., 2005). WebQuests are generally created in a Microsoft
Word or HTML format and include several sections (introduction, task, list of information
sources, process description, guided questions, evaluation method, and conclusion). Smith et al.
(2005) discovered students enjoyed this problem solving approach to science learning, and gains
were seen in the ability of students to discuss science issues in a productive, educated manner.
Although seen as a highly structured approach to problem solving, students were able to apply
the skills learned to less structured, more independent work (Smith et al., 2005).
Advanced Technology Tools
SMALLab is a mixed-reality software that integrates physical manipulation, 3D physical
gestures, and a digitally expressed interface (Tolentino et al., 2009). Tolentino et al. (2009)
describe the highly interactive and collaborative nature of this software as some of the most
positive features for the classroom. This technology was seen as exceedingly helpful in
knowledge acquisition especially in the physics classroom, because students are able to see, hear,
and feel during complex simulations (Tolentino et al., 2009). Physically, the SMALLab includes
many complex features such as floor sensing mats, video projectors, surround sound audio
speakers, and several tracked physical objects (Tolentino et al., 2009).
Interactive whiteboards (IWBs) are computer linked systems which include the use of a
projector and a large touch-sensitive electronic board (Kershner, Mercer, Warwick, & Staarman,
2010). Kershner et al. (2010) investigated the relationship between the use of IWBs by students
in a semi-autonomous manner and their classroom talk and learning. It was found that the
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novelty of working with the IWB was highly motivational to students and increased their level of
talk (Kershner et al., 2010). High levels of sharing were also observed, because the board only
allowed one movement at a time (Kershner et al., 2010). However, one drawback of this tool was
the complexity which tended to frustrate some students (Kershner et al., 2010).
Game building offers new opportunities for students to engage in learning through the
creation of active learning roles (Li, 2010). Students involved in game building not only learned
simple programming, but were provided a vehicle for creative expression (Li, 2010). Li (2010)
explains that due to the advancement of Web 2.0 technologies students as young as 7 can be
involved in the digital game building process without any need for advanced programming
language. Although the body of research is small, game building shows promise as a medium to
emotionally engage students in an exciting learning environment (Li, 2010).
Conclusion
Several available technologies range in complexity and price, but one overarching theme
is the high level of interest shown among students when using new technologies (Akcay et al.,
2010; Fancovicova et al., 2010; Kershner et al., 2010; Li, 2010; Marino, 2009; Murphrey et al.,
2009; Rosen, 2009; Tolentino et al., 2009; Yager & Akcay, 2008, 2008). In our quickly changing
society, technology has become a central theme in many peoples’ lives, and the need to reflect
this in our educational community is in great demand (Mesut et al., 2009; Bedgood, Murhrey, &
Dooley, 2008). More and more students come into the educational world already well versed in
many applications of technology. Educators must take time to implement these new and
advantageous tools to inform their students’ learning.
Technology offers a multitude of ways to execute well-studied educational strategies
such as design-based learning, student-centered approaches, and real-world applications. In these
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approaches, students are required to apply knowledge to solve relevant problems found in their
community or possibly the world at large (Doppelt et al., 2008). The World Wide Web provides
many vehicles for researching problems, discussing problems with other group members, and
disseminating information in ways that are relevant to the modern student. The recent
advancement of Web 2.0 has opened new ways to use technology in the classroom (Ackay et al.,
2010).
One obstacle to the integration of technology involves the lack of teacher preparation and
experience. Murphrey et al. (2009) found that teachers often teach the way they were taught. The
implication of this assertion is that many experienced teachers may have no working knowledge
of technology. Therefore, they are less likely to use it in their classroom. Also, if they do not use
advanced technologies in their daily lives, they are less likely to implement them in their own
classrooms (Murphrey et al., 2009). On the other hand, new teachers are often taught technology
in an isolated course. Duran, Brunvand, and Fossum (2002) found teachers had trouble
translating these course materials into their subject area. With the many time demands placed on
new teachers, finding time to implement technology may be difficult. One way to ensure new
teachers have the proper tools is to provide them with many examples in various learning
environments (Duran et al., 2002). More importantly, these examples and tools should be
presented in a subject specific manner.
One disagreement found in this research was whether or not technology-based
applications help improve basic knowledge acquisition over basic textbook learning. Yager &
Akcay (2008) noted no substantial gains in student achievement between a technology-centered
approach and a direct-instruction approach. However, students in the technology approach
showed significantly higher abilities in applying science concepts (Yager & Akcay, 2008).
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Akcay & Yager (2010) came to the same conclusion in later research with a larger sample.
Fancovicova et al. (2010) also found little noteworthy difference between web-based activities
and traditional textbook learning. On the other hand, Li (2010) found significant gains in
knowledge acquisition with groups involved in digital game building. Likewise, Rosen (2009)
found knowledge gains in students who participated in classes with BrainPOP animations.
Technology is an agent for change in education. It presents many new avenues for
implementing proven instructional strategies. However, technology does not eliminate poor
teaching methods. This research shows an inherent need for students to play an active role in
their knowledge acquisition. Students who read from a monitor instead of a textbook are not
likely to show a difference in knowledge gain, because they are essentially completing the same
tasks. However, when students are actively solving problems and creating their own knowledge,
they will show gains whether a computer is available or not. Technology does not replace good
teaching strategies; it simply provides an explosive new world of opportunities to implement
good teaching strategies.
Teacher knowledge, perception, and experience with different types of technologies also
influences the role technology plays within their classroom. Properly preparing new teachers and
properly engaging veteran teachers is an essential step in infusing more technology into the
classroom. Student engagement and interest in this medium is very apparent. Educators need to
put in the time and effort to provide these opportunities. With that said, it is also important that
stake holders and administrators recognize the time and effort needed to implement a new
technology. Through experience, educators will find the engagement level is well worth the
effort.
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Future Research
Two questions for future research became apparent during this review. Further research
might include the following:
1. What is the relationship between the amount of time spent actively learning through
technology and student achievement on a knowledge acquisition test?
2. What is the relationship between an educator’s technology experience and student
success with technology-based learning?
The first question would use a quantitative research method, and the second question would
include a mixed-methods approach.
Due to the importance of state-based knowledge exams and their influence on teacher
evaluation, describing the relationship between technology and student acquisition of basic
knowledge would be an important study. For the first study, a good hypothesis might be written
as follows: Learners receiving more time actively engaged in technology-based learning will
show greater gains in academic achievement than learners who spend time actively engaged in
non-technology-based learning. This type of study would show the need for more monetary and
time investment in advanced technology. It would also show the need for technology-based
activities to be included in an active instead of passive learning environment.
The first research question could be addressed through pre- and post-tests in a unit of
study. For example, in a unit on cell parts, two different groups of students could be presented
with two different ways to acquire knowledge. After completing the pre-test, the study group
would research and create a game using technology to complete the project. The control group
would complete the same research through a textbook investigation and a craft-style game
creation. Both groups would present and play the games created by other students within their
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class. In this study, both groups would be actively participating with the only variable being the
use of technology. Knowledge acquisition could then be assessed for both groups through a post-
test. Participants for this research study would include three to four middle school educators and
their classroom students. All teachers in the study would need to split their classes between the
control group and the study group. For example, one teacher would teach two classes through a
technology-based approach and two classes through a textbook, paper and pencil approach. This
may help cut down on differences in teaching styles and classroom management practices which
would impact test results. The testing instrument would need to be a basic knowledge test of cell
parts and their functions. A simple matching or multiple choice test would suffice. In this way,
the study would test basic knowledge gained. This study would have implications for how both
groups would perform on state-based tests, because these often test basic, subject knowledge.
The second research question would need to be investigated through a mixed-methods
approach combining both qualitative and quantitative data. First, to find participants, a survey
determining technology knowledge would need to be disseminated to a large group of teachers.
This survey could be graded on a five-point Likert scale with a rating of one used to indicate
little technology knowledge and a rating of five indicating a large body of technology
knowledge. The survey may also include questions that rate the amount of time spent with
technology in and out of the classroom; the average number of times a teacher utilizes computer-
lab situations; and the teacher’s comfort level with different types of technology. The researcher
would need to use non-biased questions that do not make the interviewee feel reluctant to be
honest about lack of technology knowledge or use. This would be the most difficult aspect of this
study, because many educators feel pressure to use technology.
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Teachers should be randomly chosen for this study, and later comparisons could be made
between their level of technology experience and student feelings of success. Respondents need
to be willing to engage in a technology-based project and to report their findings by completing
post-surveys. Students would also be surveyed using a Likert scale concerning their own level of
technology knowledge and level of success or accomplishment they experience during the
project. Although it seems obvious students would encounter more success with an experienced
teacher, it may also be surprising how the students’ own knowledge of technology would subvert
some of the teacher’s inexperience.
As with most research, both of these studies would be more reliable with the largest
sample size possible including a diverse population of socio-economic status, age, and sex.
Extreme caution would need to be taken to preserve the anonymity of all participants. It would
also be important not to over generalize the study results in both instances. What may be found
for the group studied may not apply to all groups. For example, in the second study an area of
higher income families may find many successful students, because they have experience with
computers at home. However, students from lower income families may have minimal
experience with computers. Therefore, they may become overly frustrated by a teacher who also
lacks experience.
The need for further study into types of technology and the implementation of those
technologies is apparent. Studies will need to evolve and change as technology advances.
Unfortunately, technology seems to be moving much faster than researchers or educators can
study or implement new advances. Improvements in technology are a necessary and constant part
of society, and it is important that educators continue to adapt. As with the evolution of any
species, when things change, the species must adapt or become extinct.
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