IMPACT OF TECHNOLOGY ON TEACHING
AND LEARNING
Aliyu Rabiu Karmanje (Author)
Graduate Student,
Computer Science Department,
Noida International University
Greater Noida, Uttar Pradesh, India
aliyukarmanje@gmail.com
+919871088939
Nazifi Sani Alhassan (Co-Author)
Graduate Student,
Computer Science Department,
Noida International University
Greater Noida, Uttar Pradesh, India
nalhassansani@gmail.com
+919871088939
Abstract
In the early years of human civilization education was once acquired one-on-one basis, which
requires direct interaction between the teacher and the student, and requires a lot of effort from
the student to acquire a small amount of information and henceforth be informed with a little
impact. Additionally, during that time there were no enough aiding materials to help in
acquiring knowledge like the ones available today. The afore-mentioned reasons make it very
hard for individuals to acquire enough knowledge that will facilitate their contribution to the
advancement of their societies and the humanity in general. Gradually through the years it
started getting easier to assimilate knowledge and as a result formal schools were established,
which paves the ground for today’s modern educational system. Today, emergence of new
technologies is trying to reshape the way education was long been acquired through the
centuries and understanding the ways technology has helped with education and the actual
impact it made on education will help us see how crucial technology has become in the modern
world education. These new and emerging technologies challenge the long-established practice
of teaching and learning, and the way education is managed. To fully understand the impact of
technology on education we need to look at it from the perspectives of both teachers and
students.
Aim of the study:
The aim of the study is to state the evolving technologies used in education today and their
impacts.
Methodology:
The technique used in this study is analysis of secondary data from related research works and
findings from the analyzed data.
Findings:
The finding of this work is that technology inevitably has a huge impact on the way knowledge is
being transferred today, and if the right methodologies are employed a lot can be achieved.
Keywords – Technology in Education, Virtual Reality, Hologram, Gamification
I.
Introduction
Technology whether being looked as a method, process or tool involved in production,
management or any task. It is the collection of techniques, skills, methods, and processes used in
the production of goods or services or achievement of objectives, such as scientific investigation.
Also, technology is termed as science or knowledge put into practical use to solve problems or
invent useful tools [11]. Education, on the other hand, is the process of acquiring knowledge,
skills, values, beliefs or habits. Educational methods include storytelling, discussion,
teaching, training, and directed research [11].
Employing technology in education involves the utilization of all kind of modern methods, tools
and processes for maximizing the experiences of both teachers and learners. Technology in
education is termed as one of the prospective means of imparting education effectively and
efficiently. In the past, teachers teach in an inflexible ways where education was believed to be a
rigorous process of conveying knowledge. Students were silent audiences and are required to
memorize what is in the books or what is given by the teachers. At times they may not
comprehend what was taught but they were anticipated to reproduce it during examination.
Today, students are not regarded as empty vessels to be filled-in with information. And teachers
are no more regarded as mere class masters responsible for imparting knowledge at all cost.
Students are now prepared to use various media, tools and devices to acquire knowledge from
multiple sources. Teachers are also tasked to guide, help and facilitate the student’s learning
process with the aid of technology [1].
Many technological advances have changed education within the past few decades. At the same
time as technology grows there are many ways that it can be applied to different processes to
make impact on the way knowledge is being acquired. Knowing about these and the impact they
have on education can explain how essential technology is to education. These different
technologies used in teaching and learning processes have a huge impact on the overall education
of students and this impact can be seen in today’s schools and students around the world [4].
This paper presents a study of the use of technology in education for both teachers and students,
together with some of the evolving technologies and tools that are currently in use today as
aiding tools in education.
II.
Research Objective
The following are the main objectives of this work:
i.
To recognize the increased use of modern technologies in schools and colleges.
ii.
iii.
iv.
To state what evolving technologies are gaining more popularity in the learning
environment.
To identify the impacts these technologies are having on both teachers and learners.
To identify how technology aids in the overall student-teacher interaction.
III.
Literature Review
Education and technology have historically evolved together and will continue to do so. The
technological revolution has contributed to changes in many areas of life. Since 1960s computers
were used in education for instructional purposes only where sequential presentations, such as
tapes and videos, were used and it continues until late 1980s early 1990s when Tim Berners-Lee
built all the tools necessary for a working Web including the first web browser, the first Web
server (info.cern.ch), and the first Web pages. The use of web in the learning environment began
in 1993 when easy-to-use web client browser, Mosaic, was released by NCSA (the National
Centre for Supercomputing Applications). Since then the web has been growing at an
unbelievable speed and has had a strong influence on many fields of information technology.
Today, technologies provide vigorous and practical learning opportunities, providing students
with hands-on, realistic experience, and this brings about better learning outcomes and better
understanding of topics thought to them [2].
In recent times technology is used to support teachers to plan and manage the learning
environment better and enabling the students to get the most out of their classes. The use of
technology in higher education is far ranging in today’s schools and institutions. This can be seen
in education where there are many different tools available that offers added value to traditional
teaching methods. It is now globally accepted that various technologies such as e-learning
applications, mobile devices, and simulation softwares among others contribute to the
effectiveness of teaching and learning processes [6]. Technology has assisted in modifying the
classroom activities, and helps to motivate students, and engage them in learning activities. The
progression in technology allows teachers to be more innovative and consequently providing
more efficient and effective teaching in the class and online. The more students are involved in
learning activities that uses technology the more they find it very easy to learn while enjoying
their academic activities. It is important to provide a framework and allow students practice what
they are learning. This makes them to remember what they have learned easily because people
learn faster by experience than they do by just listening, reading and memorizing. Therefore,
students absorb and recall easier and mostly they learn more than what a teacher teaches them
when technology is involved [5].
IV.
Research Methodology
The methodology adopted in this work is text reference and secondary data are analyzed and
findings are abstracted from these sources. Text reference involves different related research
reports and papers presented by professionals in a number of fields, which shows various
technologies employed for teaching and learning by academic institutions and what impacts
those technologies have on the general teaching and learning processes. Data presented by some
technology companies are also used to arrive at findings and conclusions in this work.
V.
Research Findings
The following are the findings of this research work:
i.
With the advent of technologies student-centered and blended learning is achieved in
today’s schools.
ii.
Technologies in learning environment help students to inculcate team work culture.
iii.
Technologies increase interactive and flexible learning approaches.
iv.
Technologies make teachers now to become facilitators rather than tutors.
v.
Teachers easily identify areas of strength and weakness of students with the help of right
set of technologies.
VI.
Evolving Technologies
There are certain technologies that have been integrated in the education sector for the past few
decades and through that time they have been evolving, whilst new ones are being embraced to
aid in the teaching and learning processes. We will list out some of the most valuable
technologies used in education.
Virtual Reality/ Augmented Reality
Virtual reality (VR) in essence is developed to transpose individuals; meaning that, virtual reality
gives us the impression that we are at another place different from our physical place. Through
closed visors, VR blocks out the room and puts our presence elsewhere. By putting a VR headset
over your eyes it will leave you blind to the current world, and expand your senses with
experiences inside. Virtual reality can facilitate students at distant places to attend lectures in
virtual environments; hence virtual reality allows for mobility and allows students to access their
virtual campuses from different locations. The process of virtual reality creates a threedimensional computer-generated representation of either a real or proposed object or
environment; this is why terms like virtual class, virtual labs and their likes are used in
conjunction with VR [9].
Virtual reality and augmented reality have one big thing in common. They both have the
remarkable ability to alter our perception of the world they differ is how we perceive our
presence. Augmented reality however, takes our current reality and adds something to it. It does
not move us elsewhere; rather it simply "augments" our current state of presence, often with
clear visors. Augmented reality practically brings components of the digital world into a person's
perception of the real world, through the integration of immersive sensations that are perceived
as natural parts of one’s environment.
Cloud Technology, Distance Learning and MOOCs
Cloud technology (cloud computing) is an information technology model that enables
omnipresent access to collective pool of resources and higher level services that can be rapidly
provisioned with minimal management effort, often over the Internet. Cloud computing relies on
sharing of resources to achieve coherence and economies of scale[11].Distance education or
distance learning is the education of students who may not always or at all be physically present
at a school. Traditionally, this usually involved correspondence courses wherein the student
corresponded with the school via posts. Today it involves online education in which courses that
are conducted are either hybrid, blended or 100% distance learning. Massive open online
courses(MOOCs), offering large-scale interactive participation and open access through the
web or other network technologies, are recent developments in distance education [10].The
Massive Open Online Course (MOOC) teaching format has its roots in the methodology of the
Open University and the technological platforms of online courses [8].
Fig 1: Cloud Technology [11]
Both Distance learning and MOOCs use cloud technologies where students’ interaction in the
context of online courses forms the foundation of the learning community. The main objective is
the shared involvement in the online course itself, where sharing of information, materials,
interests, and resources are part of the online education [8].
Most courses that aim to achieve collaborative distance learning rely on a grouping of
technologies, such as online lectures, interactive whiteboards, personal devices, cameras,
multimedia, collaborative learning softwares, instructional games, and conferencing tools. They
also use social media as a critical tool for collaboration and promoting high interactive and
personalized learning. Cloud technology enables educational institutions to have enough space
that can afford all contents together with access applications that reliably process, format and
share contents for both facilitators and students. While distance learning provides institutions
with an effective online learning that is equally or even better than offline learning, and in most
cases equivalent to a formal schools certificate [8].
The most trending cloud service providers are Amazon Web Service (AWS), Microsoft Azure,
and Google Cloud Platform. Among the popular institutions providing distance learning include
Stanford University, Boston University, Indira Ghandi National Open University, National Open
University of Nigeria and Amity University. MOOCs platforms include EDX, Udacity, Causera,
Udemy and many more.
Mobile Technology
Mobile technology encompasses mobile devices, and mobile devices comprise of portable,
wireless connected technology, such as basic mobile phones, PDAs, e-readers, smartphones and
tablet computers, as well as embedded technologies like smartcard readers [10].Mobile
technology is labeled to be the fastest evolving computing platform with a projected 1.6 billion
mobile device users, by 2013, of smart phones, mobile devices and PDAs[3]. Various
educational applications of mobile technology have been reported, such as language teaching,
vocabulary, and many experiential learning situations and informal problem-solving [12].
The application of mobile technology in education crafts a new term called Mobile Learning (MLearning). Mobile learning is an evolution of e-learning which incorporate various learning
activities and tools that are accessible on mobile devices via the internet or other networks, and
this is done with the help of wireless feature of mobile devices [10].Among the popular benefits
of M-Learning include easy access to content from almost anywhere, support of distance
learning, enhances student-centered learning and personalized learning, it also enhance
interaction between students and teachers [3]
Gamification
In gamification teachers or facilitators incorporate games into their lesson plans, particularly at
the preschool and early elementary school levels. Gamification was introduced in the early 2000s
by Nick Pelling, but only recently has it gained more popularity. Gamification can be considered
as a very specific type of simulation technology; it refers to the use of game theory and practices
in the development of digital simulations for e-learning. Gamification is built upon the concept
that students can be more involved with the learning process and will eventually achieve better
academic excellence if learning is constructed on gaming models like competition, incentives,
and objective achievement. A lot of e-learning games are available today; while some of them
are intended for individual learners, many are targeted for teams. Examples of popular e-learning
games and gamification technologies include [8]:
Bridge Constructor – is developed for iPads and iPhones, and it enable students to build
bridges using list of provided materials.
Foldit – is developed at University of Washington for scientific research by exploring
virtual designs.
Duolingo - used for learning foreign languages.
Codecademy – developed through crowdsourcing and available for several programming
languages, including Python, JavaScript, jQuery, HTML, CSS, Ruby, Learn, and PHP.
Holograms
3D Holography Technology (3DHT) is tied with VR and AR, and its application on education
can be seen in different forms. Holograms allow students to be taught by a "virtual teacher" who
could be many miles away from the physical classroom, where the teacher appears to be in the
classroom, and can see deliver a lecture to the students as if they were all in the same room.
Another application of 3DHT is in promoting history education where famous characters are
brought back to life again from the past, in their holographic images, and they can explain topics
and answer questions to their audience. For instance, in Seoul's Alive Gallery Project, hologram
technology brings 62 world-renowned masterpieces of Western art to life again. In this project
we can see the Mona Lisa answering questions from students, such as "Why don't you have any
eyebrows?" she is answering, "When I was alive, a woman who had big forehead was considered
a beauty … so most women had their eyebrows taken off for beauty" [2].
In a research conducted about the applicability of 3DHT for distance learning the researcher
found out that at least 30% of their respondents believe that 3DHT classrooms enhances the realtime experience of students in both practical and theoretical subjects. The data is represented
below [7].
Fig 2: Perceived benefits of 3D Hologram based classroom
VII.
Conclusion
In this paper we discussed some of the significance and impacts that technology is having on
education, we have seen the changes that have been brought by technology in teaching and
learning processes. Also we have seen how technology was initially introduced into education
and how through the years it has transformed the way knowledge was transmitted from teachers
to students. Thus, the combination of technology and education has been considered the main
key to advancement with a huge impact on development and the progression of the human
civilization. Hence, technology aids education which in turn forms the basis for innovations in
technology. Apart from the trending technologies we have discussed, many other technologies
are currently being used in education, among which are Biometric, Big Data, Learning Analytics,
Artificial Intelligence, 3D printing, and their likes.
Therefore we can conclude that, technology is constantly changing, and as technology changes,
so its impact on education will; and this impact can be seen in schools around the world.
Technology is a part of the modern world, and is becoming more and more omnipresent in
different fields of education and is a proven method for improving teaching and learning.
Nevertheless, researches should be carried out on how to focus technology towards student
centered learning and on how technology can cater for students with special needs, those at risk
and those that cannot afford formal schooling.
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