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Philoshophy of Teaching

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Philoshophy of Teaching

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Owens 1

Maddie Owens

Dr. Stufft

EDU 260 A

14 April 2024

Philosophy of Teaching with Technology

Technology has evolved rapidly over the past decade and continues to change at an even

faster rate. In the education profession, technology has changed in the classroom setting as well.

Though some teachers find technology to be a distraction, there are many teachers who find

technology to be very beneficial for students in a number of ways. As a future teacher, I believe

technology can be used as a critical aid for application and learning in education, cognitive

development, and development into modern society.

Through the use of online educational learning games, students learn problem solving

skills they can utilize both in the classroom and in their everyday life. In an online interview by

renowned linguist James Gee, he compares video games to the use of curriculum tests in school.

He expresses “video games are a set of problems to solve”, and the ‘test’ is beating every level of

the game (Gee).As an elementary education major, I liked this idea because this would reduce

test anxiety among young learners. The use of educational video games would also be more

engaging for younger students to learn the criteria. Although younger students (such as

kindergartners) should not be spending numerous hours on technology devices in school, a few

hours during the week may be just the amount of time they need to reiterate the content of

lessons taught during the week. In a world where standardized test scores are of great
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importance, I believe technology can intervene in a way that ensures students are retaining the

criteria because they enjoy the tools they are utilizing in order to learn.

Elementary students develop strong cognitive skills through technology which allows for

multiple differentiation strategies and accountability. The internet provides educators with

various technological platforms that allow students access to multiple formats of learning

including platforms like Pixel, Google Arts, Myon, Kahoot, Nearpod and others. These platforms

can aid in helping students differentiate which learning style works best for them. For example, a

student who is an auditory learner may prefer Myon (which allows books to be read aloud)

compared to a student who is a visual learner who would prefer more visual aids such as the

platform Google Arts. Many digital platforms offer learning mastery problems that are

personalized to the student through the repetition of problems. MobyMax is a great example of

this with elementary kids because the platform provides questions varying in difficulty levels to

help grow the student in areas of weakness. Students also learn accountability through

technology such as interacting with information. Informational literacy is a form of digital

literacy that connects students with information and requires them to analyze the data (Ribble).

Students will then be held accountable for the content they view and include in their papers,

projects, reports, and more. Students are also held accountable for completing work and ensuring

the work is correct. Programs such as study island will not allow a student to move on unless the

answers are correct within a given amount of time. Especially during elementary years, cognitive

growth is extremely crucial for developing student identities which is why technology can be a

great aid to these teachers and students.


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With technology on the rise, social communication through technology is a crucial tool

for these students to possess. Digital citizenship is a term which aims to teach everyone how to

use technology “appropriately and effectively” (Ribble). Ribble defines nine elements which aid

in digital citizenship including a term known as digital etiquette. Digital etiquette is a strong way

technology teaches social behavior because students learn the “proper electronic standards of

conduct and procedure” (Ribble). This means students learn proper manners to use when

addressing an email, how to safely and professionally interact with other students online, and

how to appropriately use technology within the classroom. This is crucial for preparing students

early on for real-world jobs and careers that require numerous communications through online

platforms such as Linkedin or Zoom. Developing these social cues through technology online is

just as important as students learning manners and how to carry on a successful in-person

conversation.

Personally, I believe technology is crucial to the success of students within the classroom

through application, cognitive development, and social interaction. I recognize that not everyone

prefers the use of technology. However, technology is undoubtedly here to stay, and we would be

doing a disservice to our students by denying them the proper knowledge and training. I do plan

for my classroom to be more hands-on with the traditional “paper and pencil” route, but I will

also include time for the use of technology to close the gaps of missed concepts. I view

technology as a major tool to be utilized and I look forward to learning more about technology

uses along with my students in the years to come.


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Works Cited

Gee, James, director. Games and Education Scholar James Paul Gee on Video Games, Learning,

and Literacy. 2011. Connected Learning Alliance, 2011. YouTube,

https://www.google.com/url?sa=t&source=web&rct=j&opi=89978449&url=https://www.

youtube.com/watch%3Fv%3DLNfPdaKYOPI&ved=2ahUKEwj3t6i8kMOFAxWIJNAF

HWc_AYEQwqsBegQIDhAG&usg=AOvVaw3dqAAuO7lMJ7O6aEQkkARz. Accessed

2024.

Ribble, Mike. Digital Citizenship in Schools : Nine Elements All Students Should Know. Third

edition, International Society for Technology in Education, 2015.

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