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Main idea 1: The prevalence of technology in the modern life style

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Main idea 1: The prevalence of technology in the modern life style

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·      Technology is overall essential for connecting to the modern way of life (in the US and for many communities all over the world) and for succeeding in terms of employment, services, and essential daily life navigation. Technology is becoming more and more vital for student advancement in schools, as well as parent-teacher communication

·      “Being connected to the Internet has become all the more essential as helpful resources for accomplishing these tasks have migrated online…Computers and online connectivity are become increasingly important to ensuring that educational opportunity is open to all children, regardless of their economic status.” (2)

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Main idea 2: A survey has shown the relationship between low education rates and black/brown race, and the need for students to help their guardians with technology

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Main idea 2: A survey has shown the relationship between low education rates and black/brown race, and the need for students to help their guardians with technology

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·      Technology has provided wonderful opportunities for families that understand technology and the processes to communicate with teachers and to work with online educational programs and resources. Though, it was proven in an Arizona study that families that identify as black and brown and had a lower education level felt that they depended on their kids to educate them about technology. This shows that the technological communication factor is benefiting certain communities and certain education levels.

·      “This pattern suggests a compensating mechanism, in that children depend on each other more often when parents have less ability to guide their technology engagement.” (5)

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Main idea 3: Commonly, technology understanding requires assistance from the younger generation and the older generation at the same time. Children also rely on helping each other.

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Main idea 3: Commonly, technology understanding requires assistance from the younger generation and the older generation at the same time. Children also rely on helping each other.

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·      There will be times when parents will educate children on technology (internet safety, helping to read content, communicating with teacher) but there will also be times when children help their guardians navigate technology (accessing apps and navigating the features, communicating on the web)

·      “Parents, children, and siblings supplement each other’s capabilities (and sometimes compensate for each other’s limitations.” (5)

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Main idea 4: Parent opinion of technology is the classroom is overall positive

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Main idea 4: Parent opinion of technology is the classroom is overall positive

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·      In a study, 80 percent of polled parents saw that technology in the classroom was productive in improving the quality of children’s education. 18 percent saw technology as a distraction and that it was detramental to a child’s education. 2 percent didn’t answer. These opinons stem from computer use for testing purposes, for research purposes, or lesson advancement apps. Though, parents also expressed not knowing the exact amount of time that their students use technology in the classroom. It’s also important to note that parent accessibility and understanding of technology interferes with the use at home and the opinion of the technology in the classroom.

“This finding underscores the importance of engaging parents as meaningful partners in efforts to address digital equity concerns related to formal education.” (14)

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Pros: talk of wholistic communication about using tech, different ways to use technology to teach
Cons: polling of a select communities

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•	Who uses digital gaming in classrooms – 

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•	Who uses digital gaming in classrooms – 

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The teachers have students use digital gaming for education. Teachers usually young, play games themselves or work in low income schools. Their age plays a factor but not gender.
“Gender does not predict digital game use in instruction, but

younger teachers, those who teach at schools serving

low-income students, and teachers who play

digital games for their own pleasure are more likely

to use games with their students. Younger teachers

and those who play digital games frequently let their

students play more often, too.”

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·       Games like Starfall, Kahoot, PBS games are being used in classrooms for learning by most teachers. Not a lot of teachers use it for non-educational (recreational) games.

“Four out of five game-using teachers say their students

primarily play games created for an educational

audience, compared to just 5% whose students

most often play commercial games.”

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·       It’s a different form of learning versus sitting there in traditional lecture and learning from the games. Alligns with common core.

“The widespread adoption of the Common Core State

Standards (CCSS) and Next Generation Science Standards

(NGSS), which emphasize the use of digital

tools and systems to promote deeper learning and

assess student progress.”

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·       teachers need more resources and training to be able to incorporate more gaming opportunities in learning.

“We therefore urge policymakers

to allocate funds to states and school districts to set

up partnerships with universities and other teacher

certification programs to offer adequate technology

and digital game training for the future teachers”

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Some students may not learn through digital gaming.

“impression that all games

are good for all learners and for all learning outcomes,

which is categorically not the case.”