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preliminary results and limitations
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==== Computers ====
 
==== Computers ====
Out of the four common types of digital technologies in the education sector, computers have been around for the longest and have revolutionized learning and the teaching profession in multiple ways. A main advantage is the easy accessibility to online education and research. With the help of the internet, students can find useful information about their projects and assignments while being able to store and organize their notes online. Online resources make learning more convenient and offer students better learning opportunities.  
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Out of the four common types of digital technologies in the education sector, computers have been around for the longest and have revolutionized learning and the teaching profession in multiple ways. A main advantage is the easy accessibility to online education and research. With the help of the internet, students can find useful information about their projects and assignments while being able to store and organize their notes online. Online resources make learning more convenient and offer students better learning opportunities
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===== Preliminary Results =====
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The following list contains the preliminary results in terms of digital technologies in the education sector. 
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* COVID-19 has accelerated the use of digital technologies in the education sector
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* Educational games are complementary learning tools and are not intended to replace human educators or formal lessons
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* In all the studies examined, the use of digital tools in the classroom required guidance and instruction from an educator
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* Digital technologies can be used to encourage active learning, communication, and collaboration
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* Studies on game-based learning have been shown to increase learning motivation, comprehension, critical thinking, and creativity among students
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* Digital technologies can be designed to accommodate the needs of various learning styles
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===== Limitations =====
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The following list contains possible limitations when using digital technologies as a learning tool in the education sector.
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* Additional training may need to be provided to educators on how to design and implement lesson plans using digital technologies, as well as how to troubleshoot technical difficulties
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* Budget constraints from schools and families to purchase hardware for student learning
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* Variable telecommunication infrastructure across Canada (i.e., urban versus rural)
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* Age restrictions for certain types of hardware
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* Some users of digital technology may experience motion sickness or nausea when engaging with the game
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* There is currently limited literature available that discusses the relationship between game-based learning and behaviour change.  
    
=== Group Discussions - Completed ===
 
=== Group Discussions - Completed ===
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