Introduction of technology has affected most sectors in human life, education not being exceptional. Technology for learning, or EdTech, is a process of integrating data technology into education. These are revolutionizing ways of delivering learning interventions as they encourage teamwork, individualization, active participation and creativity. In this article, the reader will learn about the revolution created by EdTech in the sphere of education.
educational technology and the rise of it
The integration of technology in education has been on the increase in the past years. This paper examines the impact of COVID-19 pandemic on the learning system and establish that the pandemic has forced schools to embrace virtual learning. Still, EdTech is not only valuable during the crisis but has the following advantages: The use of technology in education is revolutionalizing the learning process through enhancing the teaching/learning process through the use of effective and appealing tools.
Learning that through computers and technological devices it is possible to reach learner’s needs and deliver content that matches his/her needs
Thus, one of the major factors through which EdTech is redesigning learning spaces include; Classroom learning has been known to have an approach that addresses the needs of the learner as a group, l as it may not address the needs o each learner. Learning technologies incorporate the provision where students can learn at their own pace and or preferred mode or style. These LMS are also enhanced with AI capabilities to help the system in deciding what content to deliver at a particular time based on students’ achievement histories, therefore making learning better tailored.
For instance, sweeping learning platforms like DreamBox Learning and Knewton present mathematics curriculum dependent on student learning ability amount. Likewise, the recently launched reading platforms such as ReadingIQ offer the child different books based on the child’s proficiency level and needs.
The application of gamification concept helps to reach and engage customers at significantly higher level
Lectronic technologically enhanced tools are enhancing the learning process by employing game mechanics. Gamification is the act of using game aspects in fields which are unrelated to games, such as learning environments. Using game modules in education permits faculty members to make the educational process engaging with high levels of student participation.
Games such as Kahoot are certain learning, which include quizzes, interactive quizzes, or group work for educators to create a fun learning experience in their classes. These platforms can make students play with their counterparts or work together in groups, academic fraternity and drive.
Incorporation for Inclusion of Diverse Students
For students with special needs, EdTech tools are also enhancing accessibility in education as we shall find out in this article. Students with visual or auditory impairments get benefits from the help of text-to-speech software, screen reader, or learning applications. They ensure that all students have equal access to content that they need to learn and further ensure the students can learn in the classroom using these tools.
For example, Khan Academy, Duolingo, Brilliant and similar learning applications can teach materials of varying, corresponding to their abilities, in different forms, including videos, audial, and simulated information. The latter has closed captioning, keyboard commands and customizable text font for various requirements integrated.
How can Interpersonal Interactions be improved
This has certainly affected how students interact with each other and with the tutor in the same manner as the technology. There are different virtual learning platforms used in teamwork, like Google Classroom, Microsoft Teams, and Edmodo, which allow posting resources, providing feedback in real-time and discussion. Because users are carried along, they become this attitude of ownership as they actively participate on these platforms.
Besides, there are tools for conducting virtual classroom meetings, such as Zoom and Skype, which make it possible for educators to reach students and other like-minded professionals. They help create community, and support learning at a distance, which is always valuable in emergencies, for the disabled, for example.
Is it possible to grow together 21st-century competencies?
EdTech innovations are making students ready for contest in the century by doing critical and creative thinking, solving problems and choosing the appropriate innovations. Digital literacy is the ability to comprehend and interact with digital information while ICT competency allows students solve problems using computers and other forms of technology and communicate.
The use of technology in education also encourage creativity and innovation through coming up with and creating models through the use of technology. Using coding languages like Scratch and Kodu, students use them to build games and animations, and then share their stories, create toys and inventions using tools likes Tinkercad and AutoCad.
Conclusion
This situation in which there is no way to assess the EdTech contribution to raising the quality of education in the education sector cannot be overestimated. EdTech innovations like personalized learning, game based learning, assistive technologies, collaborative platforms and 21st century skills transformed teaching learning environments and also providing student centred learning in effective, efficient and responsible manners. As technology advances in education and use of the EdTech in education grow, it shall continue to be broadened, hence it shall be used more in education.
