BlogGeneralProductive Uses of Technology

Productive Uses of Technology

Productive uses of Technology

The branch of knowledge dealing with engineering or applied sciences is called technology. Technology is the machinery and equipment developed from the application of various scientific knowledge. Creativity can recognize ideas, alternatives, or possibilities that may be useful in solving problems, communicating with others. Creativity is an important factor in our lives because it allows us to view and solve problems more openly and with innovation.

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    Technology that supports students:

    Schools and colleges can use various digital resources that support teaching and learning. Electronic grade books, digital portfolios, learning games, and real-time feedback on teacher and student performance, are a few ways to use technology. Some ideas of exactly how to use technology in the classroom to enhance learning are:

    1. Gamified learning.
    2. Digital field trips.
    3. Integrate social media.
    4. Gather student feedback.
    5. Creating digital content.
    6. Using a shared, online classroom calendar.
    7. Review and critique web pages.

    Technologies are used in education:

    Technology can be used for instant assessment. It will help to boost engagement, identify knowledge gaps, and support deeper learning. Central to effective learning is to know and understand children’s capabilities. If students attempt tasks that are very much difficult, they are likely to get frustrated and fail.

    Some technologies which are used in education are:

    • Audio and video.
    • Computers, tablets, and mobile devices.
    • Collaborative and social learning.
    • Whiteboards.
    • Virtual classroom.
    • Augmented reality.
    • Learning management system.
    • Learning content management systems.
    • Computer-aided assessment.
    • Training management system.

    Technology promotes creativity:

    Music, sounds, texts, and photographs can be shared on websites or social networks, i.e. Twitter and Facebook. The Thinglink app offers the possibility for teachers to create learning methodologies that awaken the attention and curiosity of students through interaction. This can expand their knowledge. Thousands of digital education tools have been created to help students, improving the administration of academic processes, encouraging collaboration, and facilitating communication between teachers and learners. Some examples of the most popular tools are as follow:

    • TED-Ed is an educational platform. This allows creating educational lessons with the collaboration of teachers, students, animators.
    • The Edmodo tool is connecting teachers and students virtually.
    • The Thinglink app allows teachers to create interactive images with music, sounds, texts, and photographs.
    • Storybird aims to promote writing and reading skills in students through storytelling.
    • Through Kahoot! tools, teachers can create questionnaires, discussions, or surveys that complement academic lessons.
    • eduClipper is a platform that allows teachers and students to share and explore references and educational material.
    • ClassDojo is an educational tool to improve student behaviour.
    • Animoto is a digital tool that allows you to create high-quality videos in a short time and from any mobile device.

    When teachers or educators encourage their students to take risks, they are also taking risks themselves, which can lead to better classroom environments. Taking risks helps teachers face their fears and create innovative solutions in their classrooms. So, it is important to encourage students to take creative risks in the classroom. Hardware hacking, provides learners with existing technologies and encourages them to deconstruct, repurpose, improve, and re-create. You can do this at your school which provides students with the opportunity to engage in creative challenges. Creativity opens the mind. A problem, environment, and willingness to explore are the 3 key elements that make creativity. If you look at any creative solution or invention in the past dozen decades alone, you’ll undoubtedly notice that each of these aspects is evident.

    Also read: Here’s How to Boost Your Percentage in the Board

    FAQs:

    Que 1: Why is creativity important?

    Ans: Creativity is an important factor in our lives because it allows us to view and solve problems more openly and with innovation. Creativity helps to open the mind, see big pictures, motivate you, solve problems, make you more productive, boost your confidence, clarify your thoughts and feelings, helps to express yourself, bring people together, relieve stress and tension. Creativity has amazing powers to give you enthusiasm and energy, which helps you to live longer.

    Que 2: What factors cause creativity?

    Ans: Three key elements make up creativity: a problem, environment, and willingness to explore. Creativity can be based on some more factors like learning, experience, positivity, leadership, motivation, imagination, intelligence, flexibility, personality, personality traits, etc.

    Que 3: What do you mean by “technology”.

    Ans: Technology is the branch of knowledge dealing with engineering or applied sciences. Technology is the equipment developed from the application of scientific knowledge. Technology is a device, material, sequence of mathematical coded electronic instructions created by a person’s mind that is built, assembled, or produced, and which is not part of the natural world. This is also the sum of techniques, skills, methods, and processes used in the production of goods, services, or in the accomplishment of many objectives.

    Que 4: List some technologies which are used in the field of education.

    Ans: Some technologies which are used in education are:

    • Audio and video.
    • Computers, tablets, and mobile devices.
    • Collaborative and social learning.
    • Whiteboards.
    • Virtual classroom.
    • Augmented reality.
    • Learning management system.
    • Learning content management systems.
    • Computer-aided assessment.
    • Training management system.
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