scholarly journals Technology in the classroom: Exploring the experience of secondary students using activity theory

2021 ◽  
Author(s):  
◽  
Lauren Anateira Bennett

<p>Technology is an integral part of life in the senior secondary school classroom. The multiple and complex ways in which economic, social and political discourse and activity drive digital technology into the classroom are often framed in terms of the ‘transformation of education’ and ‘21st century skills’, configuring values and aspirations with technology.  This thesis explores what digital technology means in the classroom. It moves from the ‘state-of-the-art’ and ‘state-of-the-possible’ to the ‘state-of-the-actual’; from the impact of singular IT artefacts to the experience of the students. It addresses the questions, what is the technology artefact that the students are using in the classroom? and, how do students engage with the technology artefact and the information artefact in the classroom?  Four secondary schools in medium- to high-income areas of New Zealand participated in this qualitative study. Activity theory informed the research design and case analysis. Critical realism was used, via abductive and retroductive modes of inference, to make sense of the data and identify the structures and generative mechanisms underlying the use of technology in the classroom.  To make sense of how the students use the technology in the classroom this thesis presupposes that learning is a function of information, and information is not coterminous with information technology. The students’ learning actions can be instrumental, cognitive or axiological, and the activity can be mediated by technology. The use of technology is initially rooted in practical operations. This thesis sets out to revindicate a wider understanding of the technology/tool in activity theory by revisiting the concept of functional organs. This conceptualisation reorients perspectives on processuality, emergence and causation to reach an understanding of the student and the technology working in unison as an organisation, which allows different possibilities of operations, of actions and of relationships.  The findings of this study are that the technology in the classroom is ubiquitous spatially, almost every student has access to a device, software and the internet, and temporally, most students have a device to hand all the time. The technology can have a multiplicity of causes, the same effect can be performed with different combinations of technology, and a plurality of effects, the same combination of hardware and software can be used to perform different actions. Senior secondary students are responsible for selecting and structuring a combination of hardware and software to achieve the object of their activity.  This structuring is generally seamless, and without tension or contradiction when the object of the activity is instrumental, or when the information items required by the student are simple and linear, such as examples of concepts or contextual information. On the other hand, when the students’ experiences of the information are within activities that work with complex principles, generalisations or procedures then the technology needs to allow that possibility of action. Some specialist software does allow that possibility, and enables the student to engage deeply with the information. Conversely, some technology can impact the students’ practices if the critical analysis required of the students is not supported by the analytical processes of the technology, which may encourage students to follow linear rather than dialectical or dialogical engagement with the information.  This thesis concludes that the students are active in structuring their learning through creating organisations of themselves, the technology and the information as an emergent information system to achieve the goal of the learning action, which is embedded in the wider motivation of the learning activity.</p>

2021 ◽  
Author(s):  
◽  
Lauren Anateira Bennett

<p>Technology is an integral part of life in the senior secondary school classroom. The multiple and complex ways in which economic, social and political discourse and activity drive digital technology into the classroom are often framed in terms of the ‘transformation of education’ and ‘21st century skills’, configuring values and aspirations with technology.  This thesis explores what digital technology means in the classroom. It moves from the ‘state-of-the-art’ and ‘state-of-the-possible’ to the ‘state-of-the-actual’; from the impact of singular IT artefacts to the experience of the students. It addresses the questions, what is the technology artefact that the students are using in the classroom? and, how do students engage with the technology artefact and the information artefact in the classroom?  Four secondary schools in medium- to high-income areas of New Zealand participated in this qualitative study. Activity theory informed the research design and case analysis. Critical realism was used, via abductive and retroductive modes of inference, to make sense of the data and identify the structures and generative mechanisms underlying the use of technology in the classroom.  To make sense of how the students use the technology in the classroom this thesis presupposes that learning is a function of information, and information is not coterminous with information technology. The students’ learning actions can be instrumental, cognitive or axiological, and the activity can be mediated by technology. The use of technology is initially rooted in practical operations. This thesis sets out to revindicate a wider understanding of the technology/tool in activity theory by revisiting the concept of functional organs. This conceptualisation reorients perspectives on processuality, emergence and causation to reach an understanding of the student and the technology working in unison as an organisation, which allows different possibilities of operations, of actions and of relationships.  The findings of this study are that the technology in the classroom is ubiquitous spatially, almost every student has access to a device, software and the internet, and temporally, most students have a device to hand all the time. The technology can have a multiplicity of causes, the same effect can be performed with different combinations of technology, and a plurality of effects, the same combination of hardware and software can be used to perform different actions. Senior secondary students are responsible for selecting and structuring a combination of hardware and software to achieve the object of their activity.  This structuring is generally seamless, and without tension or contradiction when the object of the activity is instrumental, or when the information items required by the student are simple and linear, such as examples of concepts or contextual information. On the other hand, when the students’ experiences of the information are within activities that work with complex principles, generalisations or procedures then the technology needs to allow that possibility of action. Some specialist software does allow that possibility, and enables the student to engage deeply with the information. Conversely, some technology can impact the students’ practices if the critical analysis required of the students is not supported by the analytical processes of the technology, which may encourage students to follow linear rather than dialectical or dialogical engagement with the information.  This thesis concludes that the students are active in structuring their learning through creating organisations of themselves, the technology and the information as an emergent information system to achieve the goal of the learning action, which is embedded in the wider motivation of the learning activity.</p>


2021 ◽  
Vol 2 (3) ◽  
pp. 145-153
Author(s):  
Michael C. Budden ◽  
Connie B. Budden ◽  
David C. Wyld

In the Spring of 2020, colleges and universities around the world joined primary and secondary education providers and businesses of all types in moving to an online, socially distant environment. Seen as necessary to stem the relentless spread of COVID-19, a deadly contagion, the move dramatically impacted lives, livelihoods and social connections. In the Spring 2020 Semester, six weeks after the State of Louisiana issued a “stay at home” order, resulting in a move to 100% distance delivery of coursework, students at a public university in the state were surveyed for this research project as to the impact of the pandemic on their use of technology, social media, and online learning. Likewise, seven months later, at the end of the Fall 2020 Semester, students at the same university were again surveyed as to the impact of the move to using online technologies for everything from learning to shopping, communications, entertainment and more. Findings related to the use of technology and the impact of digital learning among respondents were investigated and compared between the groups to determine changes in online technology use for learning and more over time during this critical period during the coronavirus pandemic. The article concludes with a look ahead and an examination of areas for future research.


2013 ◽  
Vol 9 (1) ◽  
pp. 46-62 ◽  
Author(s):  
Luiza Zeqiri

Abstract Researchers have investigated the role of information technology (IT) in learning but there is a need for studies investigating the impact of Blogging distinctively. There are previous studies which support the use of technology in the classroom and researchers who are arguing the opposite by expressing their concerns related to technology integration into the curriculum. This paper attempts to explore the impact and effectiveness of using weblogs in universities, particularly in English for Specific Purposes (ESP) environment. The participants in this study were 25 second and third year Communication Sciences students attending ESP one and two courses. Qualitative and quantitative approaches were used for the data collection. Evidence was gathered in the form of student questionnaires, weblogs and teacher’s analysis and evaluation of the process. The findings indicate that ESP students would not use their blogs effectively unless they are monitored and motivated by their teacher. It can be suggested that blogs can be used as an educational tool in different ESP courses and not only with ESP for Communication Sciences because their usage enhances student-student and teacher-student interaction and promotes discussions. Moreover, using Blogs in the classroom proved to be a good opportunity to promote students’ self reflection, peer evaluation skills and also their critical thinking ability. Finally, weblogs encourage collaborative work; establish a rapport between the learners and the teacher, by building a learning community and enhancing learner autonomy


Author(s):  
Cecilia Titiek Murniati ◽  
Ridwan Sanjaya

The existent literature on the integration of technology in language classrooms has addressed the issues of effective teaching strategies, the types of technologies students use, and teachers’ preparedness in adopting technology for the classrooms. Some scholars argue that the effectiveness of technology largely relies on the teaching strategies that teachers utilize. The findings of some studies shed light on the impact of technology on students’ attitude and engagement. Despite the unresolved debates about the use of technology in the classroom and its impact on student learning, the author’s current projects using games, YouTube, blog, and microblogging services indicated that students benefit from the projects in several ways. The participants of this study were students in the English Department in a private university in Semarang. The data for this study were collected from interviews, observation, and students’ learning reflective journals that students submitted upon the completion of the projects. The findings indicated that students felt more confident in applying their knowledge in real life situations. Interactions with teachers and peers, bridged by technology, contribute to their development as the creator of knowledge.


2018 ◽  
Vol 26 (2) ◽  
pp. 89-98 ◽  
Author(s):  
Gwendolyn M. Weatherford ◽  
Betty A. Block ◽  
Fredrick L. Wagner

The experiences of women in sport continue to necessitate deliberation, reflection, new ways of thinking, and further discourse in the continued pursuit of opportunity and equality. The subsequent and parallel impact on the roles that women play in sport as athletes and leaders are revealed by identifying the complexities and social realities that are vying and contending for relevance. The notion of complexity offers a novel conceptualization revealing contexts and competing points of view that challenge progress and equality for women in sport. Complexity refers to the state of the world assailed by increased amounts of data, facts, tasks, evidence, and arguments that yield uncertainty in the current age and unpredictability for the future. Universal challenges characteristic of complexity include globalization; digital technology; interpenetration of the wider society; participation, access, and equal opportunity; marketization; competition; and quality assurance and assessment. As a result, these old and new realities raise questions related to what we know about the current state of sport, sport experiences of women, and the properties of sport that seem difficult to manage. The purpose of this paper is to offer complexity as a theoretical lens by which to examine sport, discuss the universal and formidable challenges that face sport, and, more specifically, discuss the impact they have on women in sport.


Author(s):  
Pragalbh Sharma

The objective of this study is to identify and examine the impact of stress on the achievement motivation of the senior secondary students. The Achievement motivation is a phenomenon of consistently attempting for success and to select target oriented success or failure activities. In the present era, a very high motivation for achievement has become very vital need for the students especially in terms of seeking admission into esteemed or reputed colleges in higher education or to become highly successful in life. The word ‘Stress’ is generally used to describe the feeling of not being able to manage with the things or fatigue or an unwanted pressure. The term stress in this study implies the strain, the inability or the hardship among the senior secondary students. Several studies in this field have revealed that the students are very often exposed to stress and strains which can in-turn have very severe negative impacts on their work, health, life and overall well-being. In order to complete the present study, the researcher has selected a total of 120 senior-secondary students (60 Boys & 60 Girls) randomly from three different schools located in Mathura district. The SPSS package (v-16.0) for undertaking “One way analysis of Variance”, post hoc test and t-test have been utilized to analyse the data. The findings of the present study signify that a moderate level of stress group has a better achievement motivation as compared to the high level and low levels of stress groups. While it is also observed that there exists no relevant difference between the genders (Boys & Girls) and it is also revealed that the girl students have comparatively better achievement motivation than the boy students at senior-secondary level.


2015 ◽  
pp. 1118-1132 ◽  
Author(s):  
Shannon Kennedy-Clark ◽  
Vilma Galstaun ◽  
Kate Anderson

This chapter presents a case study that used an online game in a pre-service science teacher training course in the context of computer-supported inquiry learning. Numerous studies have shown that pre-service teachers complete their education with an inadequate range of skills and knowledge in the use of technology in the classroom. In this study, the authors focus on developing pre-service teachers' skills in using a game to teach students through inquiry-based learning. The game used in this study was Death in Rome, a free to access point-and-click game. In the workshop, the participants were required to complete an inquiry-based learning activity using an online game. Overall, this study shows a positive change in attitudes towards game-based learning in science education.


Author(s):  
Shannon Kennedy-Clark ◽  
Vilma Galstaun ◽  
Kate Anderson

This chapter presents a case study that used an online game in a pre-service science teacher training course in the context of computer-supported inquiry learning. Numerous studies have shown that pre-service teachers complete their education with an inadequate range of skills and knowledge in the use of technology in the classroom. In this study, the authors focus on developing pre-service teachers’ skills in using a game to teach students through inquiry-based learning. The game used in this study was Death in Rome, a free to access point-and-click game. In the workshop, the participants were required to complete an inquiry-based learning activity using an online game. Overall, this study shows a positive change in attitudes towards game-based learning in science education.


2021 ◽  
Vol 10 (1) ◽  
pp. 83-92
Author(s):  
Rakhi Chitnis ◽  

Information and communication technology is a boon to modern society. It emerges with so many different ways to help the students in teaching and learning. But the question arises whether the students, especially of secondary grade, are using these ICT tools effectively? To find out, a study was carried out in Indore city, India. The study was a descriptive type with the sample size of 200 students of different secondary schools. The study was focused on the availability of ICT tools and its use by students other than school. A questionnaire is designed to collect the data.The study used various statistical techniques to analyze the data. Z-test, were used. Study concluded that the students have easy access to ICT tools outside the school but these tools are less used effectively for learning purpose as compared to other activities.


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