Thursday, February 6, 2014

Technological Affordances and Constraints in Terms of Education






      As mentioned many times in most of my previous posts, technology plays a very important role in our society and in education. This trend is impregnating our schools and it is becoming one of the major teaching methods. It is also becoming the center of future educational goals. Current learning standards, the use of standardized tests and their credibility, along with current views of the important goals in education are been reviewed. In the near future, classrooms will be transformed from the usual picture, of a bunch of students sitting behind a desk waiting to be filled with information and strategies to achieve a decent score in standardized tests, to a revolutionized setting in which social and meaningful skills for adulthood readiness predominate.

     These changes may take years to occur, but they are currently being reviewed. Classrooms are affected by teacher’s use of materials and pedagogy. The type of instruction used by teachers affects children’s learning. This includes the way teachers focus their attention on tests rather than preparing their students for future “real life” challenges. Another factor that affects experiences in children is the use of technology. Learning should be nourished in a social, active, and reflective setting. Most of these are lacking in our schools today. Luckily, with the review of current educational goals changes may be made to create ways in which technology will complement education as an affordance. This means that technology may play a role in education as a “possibility for action” (Affordances of Second Life for Education, Cunningham & Harrison).

      Technology as an affordance in education means that teachers will find ways in which they can take advantage of technological tools, modify their uses, and fit them into their curriculum in ways that will help students develop skills. The article “Affordances of Second Life for Education emphasizes the use of technology in the classroom as a way to enhance communication and collaboration. Another advantage, or affordance of it, is to offer simulations in which students can acquire skills in different settings. These types of experiences can be practiced with the virtual game Second Life. This game, as well as many other technological resources, can be modified from their original goal to be used as educational tools. One of the uses that came into my mind after reading about this game was that it might help students with special needs. This game could be a way in which students who need a wheel chair can explore the digital world and feel at the same physical level as their classmates. This is only one idea but there could be other benefits for children with special needs. Other technologies that can be transformed into affordances are digital gaming, Facebook, Ebooks, Blogs, etc. The idea is to mold them and make them fit in our classrooms as teaching resources.

     These affordances, like many other things, have their cons. These can be referred to as constraints. Technological constraints in terms of education mean barriers, or downfalls, in the use of these affordances as teaching methods. For example, some of the constraints of Second Life as a teaching tool could be the accessibility to other “islands” within the game that could not be age appropriate. There could be other constraints about this and other technological tools. That is the reason why teachers should be well informed and be familiar with whatever technology they will be introducing to their students. This could be a way to prevent or diminish constraints of technology in terms of education. 




Other Resources:


  • Try second life and find out new ways of incorporating it into your classroom.




No comments:

Post a Comment