Defining Terms and Selecting Metaphors to Understand Technology in the Classroom

2022 ◽  
pp. 22-36
Author(s):  
Joe C. Martin

The words we use to describe technology in the college classroom matter and should be carefully selected and defined at the onset of any fruitful discussion of the subject. This chapter frames the discussion of technology in the classroom by defining and redefining salient terms, as well as exploring metaphors through which technology in the classroom can be more deeply understood. The constructs of phubbing, presence, interpersonal attraction, immediacy, and rapport are discussed; additionally, tool, text, system, ecology, and drug are evaluated as potentially instructive metaphors. Ultimately, this chapter aims to not only describe mobile technology and its effects in the classroom, but also to aid the reader in examining his or her own thought processes in understanding it. The presence of technology in the classroom is a complex, multifaceted, and still emergent phenomena, and warrants robust consideration on the part of each individual instructor.

Author(s):  
Jeffrey R. Stowell ◽  
Jordan Tanner ◽  
Erin Tomasino

This article provides an overview of using mobile technology in the classroom to enhance assessment of student learning. Although research on mobile devices in education is still in the embryonic stage, students generally have positive views about using their mobile devices for classroom polling and backchannel communication. However, there are also several challenges including the increased opportunity to be distracted when using mobile devices for other purposes, cost of the technology, and privacy concerns. The information presented will serve as a focal point for future research regarding the use of mobile technology in the classroom, and may help teachers to find new ways to reach their students.


2020 ◽  
Vol 35 (1) ◽  
pp. 53-61
Author(s):  
Stewart Waters ◽  
Matt Hensley

Mobile technology continues to change and evolve the way people and society function in their everyday lives. Much like the phenomenon that was the Internet 20 years ago, educators now find themselves facing increasing pressure to adapt classroom instruction to accommodate for new and emerging technologies. This article offers practical considerations from our own classroom experiences surrounding the benefits and barriers of incorporating mobile technology in social studies instruction. We provide readers with a rationale for the use of mobile technology in social studies classrooms, as well as general lists of benefits and barriers to using this technology in the classroom to hopefully assist educators in overcoming common fears associated with the use of mobile technology in the classroom.


2003 ◽  
Vol 13 (1) ◽  
pp. 7-13
Author(s):  
Vina Shah ◽  
Giles Hooper

According to Yoga and Ayurveda, the purpose of therapy is to act against illness or disease so that the human system is restored to balance. There is no doubt that the human system is a complex one, and thus, by its nature,the subject of therapy is often complex. As humans, our inner balance is influenced by six variable factors—diet,lifestyle, environment, body work, breathing techniques,and our thought processes. These factors are interdependent and the connections between them have been analyzed and discussed in the classical texts on Yoga and Ayurveda. Although they place a slightly different emphasis on each of these factors in terms of their relevance to maintaining or restoring health, Yoga and Ayurveda both recognize that we can only alter our state of health or restore our balance by addressing these six factors and the connections between them. Therefore, to approach any therapeutic situation effectively, both Yoga and Ayurveda must be considered. Depending on the nature of the imbalance being treated, one of them will often play a primary role in the treatment and the other will act as a support.


2018 ◽  
Vol 10 (1) ◽  
pp. 12-33 ◽  
Author(s):  
David De Jong ◽  
Trent Grundmeyer ◽  
Chad Anderson

More and more schools are implementing a 1:1 mobile device initiative for their students because the future of learning will have technology embedded within the curriculum. Teachers are often given the direction to utilize mobile devices in the classroom, but quite often educators do not understand the significance of this technology or agree with its purpose. The purpose of this study was to explore elementary and secondary teacher perceptions of mobile technology in the classroom. According to the survey results, elementary and secondary teachers feel positive about the uses and the importance of mobile technology in the classroom. These positive perceptions by teachers regardless of gender, age, and training indicate that schools should continue to allocate resources to purchase mobile devices for all students.


2018 ◽  
Vol 25 (1) ◽  
pp. 91-112
Author(s):  
Francisco José Ortega-Fraile ◽  
Miguel Ángel Ríos-Martín ◽  
Cristina Ceballos-Hernandez

Purpose This paper aims to outline a map of all the research that exists on mobile technology and tourism archived in the two main databases worldwide (Web of Science and Scopus). Accordingly, with the identification of all the scientific articles that deal with both mobile technology and tourism, the authors seek to ascertain the evolution of mobile technology in the tourism sector through the years, countries, universities and authors and determine the various collaborations brought about between authors, universities, institutions and/or companies in various research projects. Finally, it also allows the authors to distinguish the main topics under study within the scope of ‘mobile tourism’. Design/methodology/approach A mixed methodology has been carried out. The search focused on the principal databases of bibliographic references and citations of periodical publications, such as articles from scientific journals, books and other types of printed material. Once the results were obtained in the respective databases, it was necessary to be able to work with them. In this respect, the authors had to extract the relevant data and dump it in a bibliographic reference manager, for which they chose Mendeley. After this, the tabulation of data was performed in Excel and tables and graphs were created from all the data collected. Findings The main results obtained and analyzed are the number of articles per year, countries and universities. In the same way, it is interesting to highlight the number of countries and universities that participate in each article under study. On the other hand, an analysis has been carried out regarding the number of articles per author, as well as the topics dealt with in the different articles. Originality/value This analysis reveals the role that has been played by mobile phones in tourism since the first scientific article was recorded in 2002. In this regard, in recent years there has been a significant increase in the number of articles, finally resulting in moderate figures in relation to countries (40) and universities (233) that have formed part of the subject matter under study. In contrast to other areas of research in tourism, the relevance of this subject is therefore evident, as is the need for greater background knowledge to establish research models adapted to the new reality of tourism in a world of ever-increasing mobility.


2016 ◽  
Vol 5 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Zachary George Charles Kornhauser ◽  
Andrea L. Paul ◽  
Karen L. Siedlecki

Previous research has shown that students who use technology in the classroom for non-academic purposes suffer decrements to their academic performance. These findings are consistent with theories and research in cognitive science. However, no current study has examined the sorts of technology that students use in class, their reasons for using it, and whether they feel that it is acceptable to use it. The current study sought to qualitatively explore these questions across a sample (N= 105) of college students. Results reveal that the most common use of technology in the classroom is text messaging and emailing, and that students regularly use technology for a variety of non-academic reasons. Limitations of this study include the homogeneity of the participant sample.  Future research should determine what factors lead students to use technology for non-academic purposes and also identify effective strategies for preventing or managing students’ use of technology for non-academic purposes in the college classroom.


Author(s):  
Anthony Gurr

Video games are a popular form of entertainment for students in North America and around the world. They provide widely diverse experiences on a variety of platforms. Participants can engage in solo play, or in games that attract thousands of other players. The levels of player participation, skill mastery, and thought processes required by many video games attract and engage students because they are able to control and eventually master challenging virtual environments. The holding power of video games and their ability to engage players is the subject of much educational research as educators recognize that game technologies are highly sophisticated. Students are interacting with subject content in ways that differ greatly from established methods of classroom instruction. This chapter reviews the current discussion among educators, researchers, and professional game developers about using video games in the classroom.


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