Technology education

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Osseo-Fairchild Technical Education Center.jpg
Osseo-Fairchild Technical Education Center
Pittsville Career and Technical Education Center.jpg
Pittsville Career and Technical Education Center


Technology education or tech ed [1] is the study of technology, in which students "learn about the processes and knowledge related to technology". [2] As a field of study, it covers the human's ability to shape and change the physical world to meet needs, by manipulating materials and tools with techniques. It addresses the disconnect between wide usage and the lack of knowledge about technical components of technologies used and how to fix them. [3] This emergent discipline seeks to contribute to the learners' overall scientific and technological literacy, [4] and technacy.

Contents

Technology education should not be confused with educational technology. Educational technology focuses on a more narrow subset of technology use that revolves around the use of technology in and for education as opposed to technology education's focus on technology's use in general. [5]

History

Technology education is an offshoot of the Industrial Arts tradition in the United States and the Craft teaching or vocational education in other countries. [4] In 1980, through what was called the "Futuring Project", the name of "industrial arts education" was changed to be "technology education" in New York State; the goal of this movement was to increase students' technological literacy. [6] Since the nature of technology education is significantly different from its predecessor, Industrial Arts teachers underwent inservice education in the mid-1980s while a Technology Training Network was also established by the New York State Education Department (NYSED). [4]

In Sweden, technology as a new subject emerged from the tradition of crafts subjects while in countries like Taiwan and Australia, its elements are discernible in historical vocational programs. [7]

In the 21st century, Mars suit design was utilized as a topic for technology education. [8] Technical education is entirely different from general education

Current State of Technology Education

TeachThought, a private entity, described technology education as being in the “status of childhood and bold experimentation. [9] ” A survey of teachers across the United States by an independent market research company found out that 86 percent of teacher-respondents agree that technology must be used in the classroom. 96 percent say it promotes engagement of students and 89% agree technology improves student outcomes. [10] Technology is present in many education systems. As of July 2018, American public schools provide one desktop computer for every five students and spend over $3 billion annually on digital content. [11] In school year 2015–2016, the government conducted more state-standardized testing for elementary and middle levels through digital platforms instead of the traditional pen and paper method. [12]

The digital revolution offers fresh learning prospects. Students can learn online even if they are not inside the classroom. Advancement in technology entails new approaches of combining present and future technological improvements and incorporating these innovations into the public education system. [13] With technology incorporated into everyday learning, this creates a new environment with new personalized and blended learning. Students are able to complete work based on their own needs as well as having the versatility of individualized study and it evolves the overall learning experience. Technology space in education is huge. It advances and changes rapidly. [14] In the United Kingdom, computer technology helped elevate standards in different schools to confront various challenges. [15] The UK adopted the “Flipped Classroom” concept after it became popular in the United States. The idea is to reverse conventional teaching methods through the delivery of instructions online and outside of traditional classrooms. [16]

In Europe, the European Commission espoused a Digital Education Plan in January 2018. The program consists of 11 initiatives that support utilization of technology and digital capabilities in education development. [17] The Commission also adopted an action plan called the Staff Working Document [18] which details its strategy in implementing digital education. This plan includes three priorities formulating measures to assist European Union member-states to tackle all related concerns. [19] The whole framework will support the European Qualifications Framework for Lifelong Learning [20] and European Classification of Skills, Competences, Qualifications, and Occupations. [21]

In East Asia, The World Bank co-sponsored a yearly (two-day) international symposium [22] In October 2017 with South Korea's Ministry of Education, Science, and Technology and the World Bank to support education and ICT concerns for industry practitioners and senior policymakers. Participants plan and discuss issues in use of new technologies for schools within the region. [23]

List of tech ed skills

Trades

Computers

See also: List of free and open-source software packages, Academic software bundles, and GPU workstations

Healthcare

See also

Related Research Articles

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Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board, card, and video games.

Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications and computers, as well as necessary enterprise software, middleware, storage and audiovisual, that enable users to access, store, transmit, understand and manipulate information.

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. 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" and "define the EdTech industries 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."

Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and application programming interface (API) in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.

"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective technology integration is achieved when students can select technology tools to help them obtain information on time, analyze and synthesize it, and present it professionally to an authentic audience. Technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."

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Technological literacy is the ability to use, manage, understand, and assess technology. Technological literacy is related to digital literacy in that when an individual is proficient in using computers and other digital devices to access the Internet, digital literacy gives them the ability to use the Internet to discover, review, evaluate, create, and use information via various digital platforms, such as web browsers, databases, online journals, magazines, newspapers, blogs, and social media sites.

<span class="mw-page-title-main">Education in South Africa</span> Overview of education in South Africa

Educational Systems in S.A

<span class="mw-page-title-main">Digital literacy</span> Competency in using digital technology

Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms. It is a combination of both technical and cognitive abilities in using information and communication technologies to create, evaluate, and share information.

An edublog is a blog created for educational purposes. Edublogs archive and support student and teacher learning by facilitating reflection, questioning by self and others, collaboration and by providing contexts for engaging in higher-order thinking. Edublogs proliferated when blogging architecture became more simplified and teachers perceived the instructional potential of blogs as an online resource. The use of blogs has become popular in education institutions including public schools and colleges. Blogs can be useful tools for sharing information and tips among co-workers, providing information for students, or keeping in contact with parents. Common examples include blogs written by or for teachers, blogs maintained for the purpose of classroom instruction, or blogs written about educational policy. Educators who blog are sometimes called edubloggers.

Mark Warschauer is a professor in the Department of Education and the Department of Informatics at the University of California, Irvine, where is also the director of the Ph.D. in Education program and founding director of the Digital Learning Lab. He is the author or editor of eight books and more than 100 scholarly papers on topics related to technology use for language and literacy development, education, and social inclusion.

<span class="mw-page-title-main">Information and media literacy</span> Overview of information and media literacy

Information and media literacy (IML) enables people to show and make informed judgments as users of information and media, as well as to become skillful creators and producers of information and media messages. IML is a combination of information literacy and media literacy. The transformative nature of IML includes creative works and creating new knowledge; to publish and collaborate responsibly requires ethical, cultural and social understanding.

<span class="mw-page-title-main">Australian Computers in Education Conference</span>

This National Conference is the biennial conference of the Australian Council for Computers in Education (ACCE). The conference opens to anyone who in interested in sharing their digital teaching experiences. The first conference took place in Melbourne, 1983. Between 1983 and 1996, the conference was held annually across Australia. After 1996, the conference became biennial. From 1994, a series of frameworks were launched in Australia to integrate Information and Communication Technology (ICT) into education. Western Australia's 2001 Competency framework for Teachers identified teachers as an important component in developing computer education. In 2010, Education Minister Julia Gillard, proposed an education agenda to provide Australia a better education system. Besides ACCE, there are many organizations and conferences supporting the development of computer education in Australia. Technology in education consists of two major approaches: Learning with technology and learning from technology. Technology in education learning and traditional classroom learning have different focuses and defining features. There are also four types of computer education: Bring your own device(BYOD), blended learning, online learning, and flipped learning.

Enlaces is a Chilean educational program designed to create a structural change in Chilean education in order to prepare youth, along with their parents and guardians, to participate in the emergent society of knowledge, and to create networks of communication that help integrate them with the world. Enlaces was started in 1992 by Chile's Ministry of Education.

<span class="mw-page-title-main">Playware Studios</span> Singapore-based technology company specialising in games for learning

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<span class="mw-page-title-main">21st century skills</span> Skills identified as being required for success in the 21st century

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<span class="mw-page-title-main">Digital pedagogy</span>

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<span class="mw-page-title-main">Digital media in education</span>

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