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ASSIGNMENT 8.

1
EMERGING TECHNOLOGIES –
IPADS IN THE CLASSROOM

BENJAMIN MUELLER
EDU 214-1005
BACKGROUND

• Over the past few years, Apple’s iPad has become increasingly prevalent in classrooms. The iPad is a
versatile and functional device in a wide variety of classrooms. The device has many perks including
affordability, portability, and a design that is easy for young students to benefit from. It also provides a
wide array of connectivity throughout the classroom. Students can collaborate on assignments, view and
edit PDF files, and conduct research. The iPad can also be useful for teachers allowing them a portable
way to grade assignments and prepare lectures, as well as allowing them to connect with students.
IMPACT ON EDUCATION

• Instant feedback on tests for students


• Portable access to course materials for students
• E-book application
• Flashcards
• A wide variety of applications for multiple courses
• Provides innovation in the classroom that some traditional methods aren’t able to
WHY I SELECTED IPADS

• The portability and functionality are two of my favorite things about the device. This is a device that can
be used at an elementary level or a college level, and can benefit both teachers and students in a
multitude of ways. Another advantage of the iPad is the ability to create a paperless curriculum by use
of e-books and applications. Students have benefited from the tools that the iPad can provide in a wide
array of assignments including studying, note taking, labs, and tests.
REFERENCES
• Auquilla, D. P. O., & Urgilès, G.,E.Heras. (2017). The use of iPad and applications for english language
education. Theory and Practice in Language Studies, 7(9), 709-715.
http://dx.doi.org/10.17507/tpls.0709.01 Retrieved from
http://ezproxy.library.csn.edu/login?url=https://search.proquest.com/docvi
ew/1940121234?accountid=27953
• Hesser, T. L., & Schwartz, P. M. (2013). iPads in the science laboratory: Experience in designing and
implementing a paperless chemistry laboratory course. Journal of STEM Education : Innovations and
Research, 14(2), 5-9. Retrieved from
http://ezproxy.library.csn.edu/login?url=https://search.proquest.com/docview/1355441587?accountid=27953
• Little, R. M., M.S., Colligan, A., M.A., & Broyles, I., EdD. (2016). Student perceptions of iPad applications-
assisted instruction in health professions education. Journal of Allied Health, 45(3), E49-E57. Retrieved
from http://ezproxy.library.csn.edu/login?url=https://search.proquest.com/docview/1827609
171?accountid=27953
FIRST PAGE OF ARTICLE
New technology is constantly making its way into the classroom in an
attempt to improve the learning experience (Melhuish, K. & Falloon, G., 2010).
With society’s current focus on STEM education and technology, there have
been recent opportunities to incorporate technology into the learning process
at all levels. Recently, more sophisticated video games, some on handheld
devices, are making their way into to K-12 classrooms in an attempt to foster
STEM skills for the next generation. Using technology in this manner is gaining
increasing support as government leaders see this as a way of engaging more
students in STEM disciplines and with 93 percent of schools having internet
access, it makes the use of educational games a way to sparks students’ interest
in particular subject areas (Rowley, 2012; Center for Digital Education, 2012).
The Technology Outlook for STEM + Education 2012-2017 (2012) anticipates
this trend to continue and additionally be used to assess student learning
in STEM topics. Johnson, Adams and Cummins (2012) stated, “games have
proven benefits in engaging learners of all ages and helping them better
understand complex material. Taking that notion one step further, simulations
and game-based scenarios enable students to apply what they have learned
in a realistic environment and receive instant feedback. Other uses, such as 3D
model manipulations of macromolecules like DNA and proteins and the use
of electronic white boards in elementary classrooms, illustrate the ways that
new technology is being incorporated into the elementary classroom with an
emphasis on science and engineering education (Center for Digital Education,
2012)

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