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An important definition of educational technology focuses on “technological tools and media that assist in the communication, development, and exchange of information.”

According to Newman, who explains that incorporating game technology into the classroom can "make difficult-to-learn subjects more exciting and interactive," gamification combines play and learning using the game as a teaching tool.

Regarding artificial intelligence, Newman notes that a university in Australia is using IBM's Watson to create a virtual student counseling service that can be used 7/24/365. Apparently Watson's virtual advisers asked more than 30,000 questions in the first three months, and human advisers took time to address other complex issues.

1-8. Curriculum-appropriate free math game for classes used by millions of students, teachers and parents in a report titled” 25 Easy Ways to use technology in the classroom, " it offers specific tips for leveraging educational technology tools. His ideas include:

Conduct a sandbox trip: explore famous locations such as the Empire State Building or the Great Barrier Reef; or preview actual field trips using technology to “visit” locations in advance.

Participating in a Web research: these educational adventures encourage students to find and process information, adding an interesting twist to the research process. For example, they can be placed in the role of detective to solve a particular "case," gathering clues about a curriculum subject by researching specific sources and web pages.

Podcasting: podcast related podcasts or students to help create their own play, to complete the lessons, students develop creative skills to engage auditory learners and even new can be a great way to strengthen.

Education Technology Strategist David Andrade, " what is on the horizon for Educational Technology?"existing tools and trends include online learning and learning, while robotics and virtual reality are expected to be widely adopted in the near future. Looking a little further into the future, Andrade says studies show that artificial intelligence and wearable technology will be considered mainstream in four to five years.

In practice, future innovations will come from the hearts and minds of teachers who develop the knowledge and skills needed to explore the most engaging and effective ways to use educational technology strategies in classrooms and virtual classrooms.

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