Monday, December 16, 2019

Technology: Empowering Education (ENG 122: February 24, 2018)


Technology: Empowering Education
Technology encompasses all aspects of life from ordering groceries to performing surgery. As reliance on technology increases, it becomes imperative to analyze possible societal effects, specifically areas which may be negatively impacted. Since children influence easily, what role should technology have in childhood education? Some teachers claim technology distracts from education and restrict it from the classroom; while others argue that technology nurtures learning. Technology, when used educationally, improves standardized test scores, empowers students with disabilities, and engages students.
Computer-based programs introduced into the curriculum increase standardized test scores. The IStation program, already adopted by many Texas schools, is designed to model to the student's individualized skillset. The program focuses on individualized learning, by allowing each student to advance according to their own pace. Ninety-eight third-graders participated in the IStation program for four months and took the STAR (State of Texas Assessments of Academic Readiness) test. The mixed-method study obtained quantitative data by comparing previous test scores with the grades received after completion of the IStation program. Researchers observed a positive correlation between the STAR test results and the IStation program (Luo, Lee & Molina, 2017).  Luo, Lee & Molina concluded, “There was some growth in STAR test scores overtime during the implementation of the IStation, which correlated with improvements seen in the IStation Scores” (2017, p. 257-258).
            Researchers noticed improved reading scores after implementing Innovations for Learning (IFL) to elementary students. IFL is a non-profit program created to combat illiteracy among high-risk youth. Schools with documented low-test scores and low-income levels leave students susceptible to poor grades and potentially dropping out, making it paramount to discover new ways to enhance their education. The IFL computer program is an addition to the traditional reading curriculum. Eighteen randomly-selected first-grade students accessed the IFL stations two to four times per week (Blachowicz et al., 2009). The study notes, “Students in the IFL classrooms performed significantly better on the end-of year-spelling assessment than did students from the matched norming group” (Blachowicz et al., 2009, p. 401). While the IFL study consisted of a small group, the data gathered reflects a positive association between the IFL program and literacy test scores.
Additionally, technological devices facilitate literacy for young children. Forty-eight Australian children ages two through five participated in a study involving applications on touchscreens tablets. Researchers placed children in either an iPad group or a control group. The iPad group played on three selected apps: Endless Alphabet, Letter School, and The Draw Buddy. Endless Alphabet focused mainly on matching letters. Letter School requested the child to trace and write letters of the alphabet. The third application, Draw Buddy allowed children to draw freely. The iPad group interacted with the tablets for thirty minutes a week. After nine weeks, the study observed improvement with letter knowledge, name writing, and print concepts (Nueman, 2018). The results show that even children as young as two-years-old can advance their learning skills with the help of technology.
One qualitative study resulted in students producing more creative art and reported an overall engaging class experience.  Kindergarten students in Taiwan practiced drawing lessons on Interactive White Boards (IWB) in class. The students shared ideas and engaged as a group (Chou, Chang & Chen, 2017). After the students participated in eight-unit lessons, Chou, Chang & Chen reported that, “More diverse elements appeared in the students’ drawings with the IWB intervention" (2017, p. 96). The IWB also benefitted three students who did not respond to previous traditional teaching methods. The IWB device engaged students, and through social exchange, improved creativity. Teachers reported that students displayed enthusiasm towards lessons involving the IWB. In fact, the students expressed disappointment and mood changes when presented with traditional-style teachings afterward (Chou, Chang & Chen, 2017).
Assistive Technology (AT) devices are protected by the Individuals With Disabilities Act (IDEA) due to the immense learning benefits offered to children with disabilities. Assistive Technology bridges communication between teacher and student, which allows the student to provide more feedback and the teacher to more accurately evaluate gained knowledge (Hartman & Weismer, 2016). Digital text, digital braille, and enlarged text make it practical for students to access textbook materials, but Assistive Technology also helps students engage in the lessons. The study provides Kalani as a case-study example. Kahlani is legally blind and deaf in one ear which can hinder communication and learning. Kalani frequently uses enlarged font and voice-output which allows her to interact with her class and participate in groups (Hartman & Weismer, 2016). Technology provides Kalani the means to communicate, connect, and learn with the rest of her class.
While education-related technology use indicates improved comprehension, does recreational use share comparable results?  According to the survey conducted by pewresearch.org, “As of August 2017, two-thirds (67%) of U.S. adults report that they get at least some of their news on social media” (Shearer & Gottfried, 2017, para. 1). One study reports, “As many as 90% of young adults in the United States use social media, and the majority of users visit these sites at least once a day” (Lin et al., 2016, P. 324).  Researchers explore the possible repercussion social media has on mental health. From October 2014 through November 2014, 1,787 participants responded to a survey regarding social media usage. The data-collection focused on the social media platforms accessed and the number of times participants visited the sites daily. The survey also asked participants to self-report and rank the occurrence of several depression-related symptoms (Lin et al., 2016). The study noted, “Our findings are consistent with prior research that showed an association between social media use and mood dysregulation” (Lin et al., 2016, p. 327). It is possible that technology used recreationally or excessively can cause adverse side effects, but are these observed effects merely a product of present, underlying psychiatric issues?
The rise of compulsive behavior prompts researchers to analyze the addictive properties of social media and video games. One Norwegian study surveyed 23,533 anonymous participants online in March and May of 2014. All four behavioral areas surveyed: ADHD, OCD, Anxiety, and Depression, reflected a positive association with addictive technology usage (Schou Andreassen et al. 2016). A possible correlation exists between psychiatric disorders and addictive technology, but additional research is required to establish if one causes the other.  Being a younger age was associated with increased addictive behavior, so further study may uncover useful tools to safeguard susceptible groups (Schou Andreassen et al. 2016). The study concludes, “This implies that adolescents and young adults with some of these characteristics could be targeted regarding preventing the development of addictive online participation” (Schou Andreassen et al. 2016, p. 258). If recreational use is responsible for specific behaviors, perhaps more research will uncover a way to prevent these behaviors from forming.
Devices, like mobile devices and laptops, used recreationally can cause a distraction. According to Jackson’s self-reported survey of students, “Mobile phones were regarded as ‘mostly a distraction’ by 76% of the sample” (2012, p. 132).  Laptop use does not improve students’ grades. One study found that notetaking on laptops is less effective than longhand. Researchers compared test results between students who either took notes in class by hand or on their laptops. Before the exam, researchers gave the laptop group the advantage of studying their notes. On the test, the group with typed notes scored lower than those with handwritten ones (Mueller, 2014). Devices create opportunities for cheating. One survey polled students about cheating and fifty-eight percent stated they were aware of the occurrence of cheating in class (Jackson, 2012). Devices can sidetrack students and impede learning.
The same potentially distracting technology can improve the mental and physical health for users. As one pamphlet explains, “Social networking sites provide a way for teens to experience connectedness and opportunities to learn from each other. Online exchanges can help foster a child’s identity, and social skills create relationships between individuals of different social and cultural backgrounds” (Social media use..., 2014, para. 5). A Swedish study reports, “Elderly are increasingly using social media sites such as Facebook, Wikipedia, Twitter, and YouTube to access information related to prognosis, symptoms, and treatment options” (Goncalves et al., 2016, p. 1134). One study introduced gaming consoles to elderly participants to increase physical interaction and found that senior citizens are more apt to use devices when they trust the technology will enrich their lives and provide health benefits (Soares et al., 2012).  Social media and video games also have constructive purposes. 
While devices can be a distraction in class, outside of school, devices engage students and encourage further learning. If teachers understand the students’ interest in devices and the importance they hold outside the academic environment, teachers can gain credibility with their students. Teachers can engage students to seek further knowledge by integrating available technology into homework assignments. By using the devices for research and other time-consuming educational activities, the class can be a platform for open discussion (Bowen, 2014). Bowen explains, “The most important benefits of using technology occur outside of the classroom. With greater access to content now freely available, we should have more time for the pedagogy of critical thinking” (2014, p. 20).
Some teachers ban devices from the classroom to avoid the pitfalls of distraction while others incorporate Interactive White Boards, tablets, and computer programs into the syllabus. As dependence on technology grows, questions arise regarding the appropriateness of such devices in school. Technology raises standardized test scores, engages students, and aids students who require additional resources. Outside the classroom technology cultivates curiosity. Technological devices used in educational ways shows positive results; however, recreational activities have the propensity to distract from learning and affect one’s mental health. One researcher states, “(Students) have the ability to waste an infinite amount of time if they (devices) are used in an undisciplined way” (Jackson, 2012, p. 134). Whether the technology is banned or embraced by the instructor, it is critical to teach children the appropriate use of technology. If students are aware of the possible ramifications and benefits technology offers, students can make decisions to empower their education. Acquiring the proficiency to use technology responsibly is a valuable lesson for students and life-learners of any age.
  
References
Blachowicz, C., Bates, A., Berne, J., Brigman, T., Chaney, J., Perney, J. (2009). Technology and at-risk young readers. Reading Psychology, 30(5), 387–411. doi: 10.1080/02702710902733576
Bowen, J. (2014). The teaching naked cycle: technology is a tool, but psychology is the new pedagogy. Liberal Education, 18-25. Retrieved from http://search.ebscohost.com.proxy-library.ashford.edu/login.aspx?direct=true&db=edsgao&AN=edsgcl.422901663&site=eds-live&scope=site
Chou, P., Chang, C., & Chen, M. (2017). Let’s draw: utilizing interactive white board to support kindergarten children’s visual art learning practice. Educational Technology & Society, 20(4), 89–101. Retrieved from http://search.ebscohost.com.proxy-library.ashford.edu/login.aspx?direct=true&db=edsgao&AN=edsgcl.515580119&site=eds-live&scope=site
Goncalves, H., Rey-Marti, A., Roig-Tierno, N., Miles, M., Parida, V., Mostaghel, R., & Oghazi, P. (2016). Factors for elderly use of social media for health-related activities. Psychology & Marketing, (12), 1134-1141. doi:10.1002/mar.20949 
Hartman, E., & Weismer, P. (2016). Technology implementation and curriculum engagement for children and youth who are deafblind. American Annals Of The Deaf, 151(4), 462–473.  Retrieved from http://search.ebscohost.com.proxy-library.ashford.edu/login.aspx?direct=true&db=edspmu&AN=edspmu.S1543037516400062&site=eds-live&scope=site
Jackson, L.  (2012). Is mobile technology in the classroom a helpful tool or distraction? A report of university students’ attitudes, usage practices, and suggestions for policies. International Journal Of Technology, Knowledge & Society, 8(5), 129-138. Retrieved from http://search.ebscohost.com.proxy-library.ashford.edu/login.aspx?direct=true&db=a9h&AN=91544655&site=eds-live&scope=site
Lin, L., Sidani, J., Shensa, A., Radovic, A., Miller, E., Colditz, J., & Primack, B. (2016). Association between social media use and depression among U.S. young adults. Depression And Anxiety, 33, 323-331, doi:10.1002/da.22466
Luo, T., Lee, G., & Molina, C. (2017). Incorporating IStation into early childhood classrooms to improve reading comprehension. Journal Of Information Technology, 16, 247–266. Retrieved from https://doaj.org/article/49e18ef6e27d46fe968116fa1a4fbbef
Mueller, P., & Oppenheimer, D. (2014). The pen is mightier than the keyboard: Advantages of longhand over laptop note-taking. Psychological Science, 25(6), 1-10. Retrieved from http://pascal-francis.inist.fr/vibad/index.php?action=search&terms=28587749 
Neumann, M. M. (2018).  Using tablets and apps to enhance emergent literacy skills in young children. Early Childhood Research Quarterly, 42, 239–246. https://doi.org/10.1016/j.ecresq.2017.10.006
Schou  Andreassen, C., Billieux, J., Griffiths, M. D., Kuss, D., Demetrovics, Z., Mazzoni, E., & Pallesen, S. (2016). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: a large-scale cross-sectional study. Psychology of Addictive Behaviors, 30(2), 252-262. doi:10.1037/adb0000160
Shearer, E., & Gottfried, J. (2017). News use across social media platforms 2017. Retrieved from http://www.journalism.org/2017/09/07/news-use-across-social-media-platforms-2017
Soares, M., Jacobs, K., Callari, T., Ciairano, S., & Re, A. (2012). Elderly-technology interaction: accessibility and acceptability of technological devices promoting motor and cognitive training. Work, 41, 362-369. doi: 10.3233/WOR-2012-0183-362
Social media use and adolescents: a guide for parents. (2014). Brown University Child & Adolescent Behavior Letter, 30, 1-2. Retrieved from http://search.ebscohost.com.proxy-library.ashford.edu/login.aspx?direct=true&db=a9h&AN=94415204&site=eds-live&scope=site










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