Technologies for Learning

The History of Technology in Education



What is digital pedagogy and why do we need one?
by Richard Kant (2013)

The increase of new technologies, and internet tools is changing the way individuals live and work (Attwell & Hughes, 2010), and the educational system is no longer designed to teach the students who are currently in an environment that is rich in technology (Prensky, 2001). As a result of this, new pedagogies have emerged to determine effective use of technology in teaching and learning. However, it is important that learning environment designers are critical about the use of its value and effectiveness (Booker, Bond, Sparrow, & Swan, 2010). One such pedagogy is digital pedagogy, where technology is used to enhance and change the experience of education (Howell, 2012). Digital pedagogy is a necessity as there is a social and a pedagogical need for it.

There is a social need for using digital technologies in the classroom and therefore digital pedagogy is essential. Parents, employers, and the wider community expect students to be able to use and have knowledge of digital technologies (Howell, 2012). Parents want their children to use technology at school because they want schools to provide access to it. However, according to Howell (2012), some parents cannot afford to provide access to technology and therefore expect schools to bridge the gap. Employers and the wider community also expect students to be fluent with digital technologies. For example, employers expect those who are exiting school to undertake part-time jobs to be fluent with basic programs (Howell, 2012). The students who have such skills may have a better chance of gaining employment than those who do not have technological skills, knowledge and fluency. The wider community also expect students and schools use digital technologies. Government initiatives such as the laptop program give the wider community a sense that schools are becoming more and more digital (Howell, 2012). This may be a result of the media and government wanting to been seen using digital technologies, especially now that the nation is in the 21st century. These social imperatives are not the only reasons a digital pedagogy is needed.

Digital pedagogy is needed because digital technologies may have a positive effect upon student engagement and motivation. According to Howell (2012), using technology in the classroom is engaging and motivating. For example, students may find learning geometry and arithmetic more engaging and motivating if playing Carmen Sandiego Adventures in Math: The Island of Diamonds (Nintendo, 2013). This story-mode game is aligned to the common core standards and may be more engaging and motivating than the traditional didactic model of instruction. However, according to Ferriter (2012), the novelty of new digital tools wears off quickly. Ferriter (2012), states that students are more motivated when there is an opportunity to be social rather than just using technology for the novelty. It may be that in selecting digital technologies, teachers may consider and evaluate the students’ needs first before embracing any digital tools. Digital pedagogy is needed as teachers need to understand correct methodologies to engage and motivate students with digital tools.

It seems that in the 21st century, digital pedagogy may be necessary as there is social need for using digital technologies in the classroom. There may also be a pedagogical need for digital technologies. Using such technologies in the classroom may have a positive effect on engagement and motivation.

References

Attwell, G., & Hughes, J. (2010). Pedagogic Approaches to Using Technology for Learning. UK: Lifelong Learning UK.
Booker, G., Bond, D., Sparrow, L., & Swan, P. (2010). Teaching Primary Mathematics. NSW: Pearson.
Ferriter, B. (2012, August 17). Are kids really motivated by technology? Retrieved from SmartBlog on Education: http://smartblogs.com/education/2012/08/17/are-kids-really-motivated-technology/
Howell, J. (2012). Teaching with ICT. Melbourne: Oxford University Press.
Nintendo. (2013). Games. Retrieved from Nintendo: http://www.nintendo.com/games/detail/zUxWnhiWMKFBPzk-natK1pAs9M5kLnfm
Prensky, M. (2001, October). Digital Natives, Digital Immigrants. On the Horizon, 9(5). Retrieved from http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf


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