One of Knowles theories put in practice today is connectivism which is the theory of blending technology together with traditional teaching, which is also known as design learning. There are many examples of technology that make up the learning experience in Face-to-Face and online distance learning. This hybrid way of learning brings learning to a new era for both the educator and the learner. (Sharpe, 2020)
Most common technology use in the classroom are PCs, mobile devices, smart TVs and projectors, YouTube, Power Point, Learning management systems (LMS), Word Press, and discussion forums. Other technologies of software origin that have come to the forefront over the recent years are educational reinforcement aids such as Quizlet, Kahoot and Zeetings.
The two technologies, YouTube and Quizlet are the chosen focus points of this blog due to their wide use and accessibility for both the teacher and the learner. These two tools help break up information into smaller chunks for the learner, also known as micro learning. They help with reinforcement and gauge a learner’s interim level of competency. These apps support integrating original learning content from the educator and third party content from other sources, which ensures a wide range of relevant content for the educator and learner. Uses for this technology apply to face-to-face learning and distance learning via the internet. They are accessible simply by accessing a URL that opens in an app or an internet browser, which makes it easy during delivery for both the educator and student. YouTube uses include supporting teaching content by reinforcing and delivering media information as well as breaking information into smaller digestible chunks. Quizlet uses reinforcement techniques with virtual flash cards, which teachers integrate within their delivery content. Students can access Quizlet flash cards and relevant YouTube media at any time with a mobile or PC and internet connection, supporting reinforced learning.
The technology above while definitely enhances the teaching and learning experience today; still face many challenges, for both the educator and learner.
References
Sharpe, H. B. a. R. (2020). Rethinking Pedagogy for a Digital Age Principles and Practices of Design. New York and London Routledge.