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Technology education, tech ed, [1] or career and technical education 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.
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]
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
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]
A tradesperson or tradesman/woman is a skilled worker that specialises in a particular trade. Tradespeople (tradesmen/women) usually gain their skills through work experience, on-the-job training, an apprenticeship program or formal education.
Educational software is a term used for any computer software that is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.
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.
Computer literacy is defined as the knowledge and ability to use computers and related technology efficiently, with skill levels ranging from elementary use to computer programming and advanced problem solving. Computer literacy can also refer to the comfort level someone has with using computer programs and applications. Another valuable component is understanding how computers work and operate. Computer literacy may be distinguished from computer programming, which primarily focuses on the design and coding of computer programs rather than the familiarity and skill in their use. Various countries, including the United Kingdom and the United States, have created initiatives to improve national computer literacy rates.
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."
Universal Design for Learning (UDL) is an educational framework based on research in the learning theory, including cognitive neuroscience, that guides the development of flexible learning environments and learning spaces that can accommodate individual learning differences.
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.
George Campbell School of Technology is a public high school specialising in technical education, located in Durban, KwaZulu-Natal, South Africa. The school was founded as George Campbell Technical High School in 1963 and today has a co-educational student body of over 1100 pupils. The curriculum includes the compulsory subjects of Mathematics, Physical Science & Chemistry, Engineering Graphics and Design, English and Afrikaans or IsiZulu.
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 [[dibu] 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.
An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product. In the narrower sense used here, the term describes educational software which is primarily about entertainment, but tends to educate as well and sells itself partly under the educational umbrella. Normally software of this kind is not structured towards school curricula and does not involve educational advisors.
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.
Social learning tools are tools used for pedagogical and andragogical purposes that utilize social software and/or social media in order to facilitate learning through interactions between individuals and systems. The idea of setting up "social learning tools" is to make education more convenient and widespread. It also allows an interaction between users and/or the software which can bring a different aspect to learning. People can acquire knowledge by distance learning tools, for instance, Facebook, Twitter, Khan Academy and so on. Social learning tools may mediate in formal or informal learning environments to help create connections between learners, instructors and information. These connections form dynamic knowledge networks. Social learning tools are used in schools for teaching/learning and in businesses for training. Within a school environment, the use of social learning tools can affect not only the user (student) but his/her caretaker as well as his/her instructor. It brings a different approach to the traditional way of learning which affects the student and his/her support circle. Companies also use social learning tools. They used them to improve knowledge transfer within departments and across teams. Businesses use a variety of these tools to create a social learning environment. They are also used in company settings to help improve team work, problem solving, and performance in stressful situations.
21st century skills comprise skills, abilities, and learning dispositions identified as requirements for success in 21st century society and workplaces by educators, business leaders, academics, and governmental agencies. This is part of an international movement focusing on the skills required for students to prepare for workplace success in a rapidly changing, digital society. Many of these skills are associated with deeper learning, which is based on mastering skills such as analytic reasoning, complex problem solving, and teamwork, which differ from traditional academic skills as these are not content knowledge-based.
Digital pedagogy is the study and use of contemporary digital technologies in teaching and learning. Digital pedagogy may be applied to online, hybrid, and face-to-face learning environments. Digital pedagogy also has roots in the theory of constructivism.
Information Communications Technology is usually included in the Home Economics and Livelihood Education program in grade school and taught through the Technology and Home Economics program in high school. The recent status of ICT education in the Philippines, along with other Southeast Asian countries, was surveyed by the Southeast Asian Ministers of Education Organization (SEAMEO) in 2011. Using the UNESCO model of ICT Development in Education, the countries were ranked as Emerging, Applying, Infusing or Transforming. The Philippines were ranked at the Infusing stage of integrating ICT in education, indicating that the country has integrated ICT into existing teaching, learning and administrative practices and policies. This includes components such as a national vision of ICT in education, national ICT plans and policies, complementary national ICT and education policies, professional development for teachers and school leaders, community or partnership and teaching and learning pedagogies. A 2012 study reported that public high schools in Metro Manila had a computer to student ratio of 1:63. While 88 percent of schools have internet connections, half of the students claimed not to be using it.
Makers Empire 3D is a 3D modeling computer program made by Makers Empire. It is designed to introduce 4-13 year old students to Design Thinking and engage them in STEM learning via 3D design and 3D printing. The 3D app is optimized for touch screens but can be used with and without a mouse on all major platforms.
Digital Media in education is measured by a person's ability to access, analyze, evaluate, and produce media content and communication in a variety of forms. These media may involve incorporating multiple digital softwares, devices, and platforms as a tool for learning. The use of digital media in education is growing rapidly in today's age, competing with books for the leading form of communication. This form of education is slowly combating the traditional forms of education that have been around for a long time. With the introduction of virtual education, there has been a need for more incorporation of new digital platforms in online classrooms.