Technology Integration
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editing technology is the use of technology tools in general content areas in education in order to allow
student A student is a person enrolled in a school or other educational institution. In the United Kingdom and most commonwealth countries, a "student" attends a secondary school or higher (e.g., college or university); those in primary or elementar ...
s to apply
computer A computer is a machine that can be programmed to Execution (computing), carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as C ...
and
technology Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, science, ...
skills to learning and problem-solving. Generally speaking, the
curriculum In education, a curriculum (; : curricula or curriculums) is broadly defined as the totality of student experiences that occur in the educational process. The term often refers specifically to a planned sequence of instruction, or to a view ...
drives the use of technology and not vice versa. Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an
integration platform Integration may refer to: Biology *Multisensory integration *Path integration * Pre-integration complex, viral genetic material used to insert a viral genome into a host genome *DNA integration, by means of site-specific recombinase technology, ...
and APIs in the management of a school, to integrate disparate SaaS (Software As A Service) applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.
"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective integration of technology is achieved when students are able to select technology tools to help them obtain information in a timely manner, analyze and synthesize the information, and present it professionally to an authentic audience. The technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."
Integrating technology with standard curriculum can not only give students a sense of power, but also allows for more advanced learning among broad topics. However, these technologies require infrastructure, continual maintenance and repair – one determining element, among many, in how these technologies can be used for curricula purposes and whether or not they will be successful. Examples of the infrastructure required to operate and support
technology integration editing technology is the use of technology tools in general content areas in education in order to allow students to apply computer skills, computer and technology skills to learning and problem-solving. Generally speaking, the curriculum drives ...
in schools include at the basic level electricity, Internet service providers, routers, modems, and personnel to maintain the network, beyond the initial cost of the hardware and software. Standard education curriculum with an integration of technology can provide tools for advanced learning among a broad range of topics. Integration of
information and communication technology Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications (telephone lines and wireless signals) and computers, ...
is often closely monitored and evaluated due to the current climate of accountability, outcome-based education, and standardization in assessment. Technology integration can in some instances be problematic. A high ratio of students to technological device has been shown to impede or slow learning and task completion. In some, instances dyadic peer interaction centered on integrated technology has proven to develop a more cooperative sense of social relations. Success or failure of technology integration is largely dependent on factors beyond the technology. The availability of appropriate software for the technology being integrated is also problematic in terms of software accessibility to students and educators. Another issue identified with technology integration is the lack of long-range planning for these tools within the educative districts they are being used. Technology is contributes to global development and diversity in classrooms while helping to develop upon the fundamental building blocks needed for students to achieve more complex ideas. In order for technology to make an impact within the educational system, teachers and students must access to technology in a contextual matter that is culturally relevant, responsive and meaningful to their educational practice and that promotes quality teaching and active student learning.


History

The term 'educational technology' was used during the post World War II era in the United States for the integration of implements such as film strips, slide projectors, language laboratories, audio tapes, and television. Presently, the computers, tablets, and mobile devices integrated into classroom settings for educational purposes are most often referred to as 'current' educational technologies. It is important to note that educational technologies continually change, and once referred to slate chalkboards used by students in early schoolhouses in the late nineteenth and early twentieth centuries. The phrase 'educational technology', a composite meaning of technology + education, is used to refer to the most advanced technologies that are available for both teaching and learning in a particular era. In 1994 federal legislation for both the Educate America Act and the Improving America's School's Act (IASA) authorized funds for state and federal educational technology planning. One of the principal goals listed in the Educate America Act is to promote the research, consensus building, and systemic changes needed to ensure equitable educational opportunities and high levels of educational achievement for all students (Public Law 103-227). In 1996 the Telecommunications Act provided a systematic change necessary to ensure equitable educational opportunities of bringing new technology into the education sector. The Telecomm Act requires affordable access and service to advanced telecom services for public schools and libraries. Many of the computers, tablets, and mobile devices currently used in classrooms operate through Internet connectivity; particularly those that are application based such as tablets. Schools in high-cost areas and disadvantaged schools were to receive higher discounts in telecom services such as Internet, cable, satellite television, and the management component. A chart of "Technology Penetration in U.S. Public Schools" report states 98% percent of schools reported having computers in the 1995–1996 school year, with 64% Internet access, and 38% working via networked systems. The ratio of students to computers in the United States in 1984 stood at 15 students per 1 computer, it now stands at an average all-time low of 10 students to computer. From the 1980s on into the 2000s, the most substantial issue to examine in educational technology was school access to technologies according to the 1997 Policy Information Report for Computers and Classrooms: The Status of Technology in U.S. Schools. These technologies included computers, multimedia computers, the Internet, networks, cable TV, and satellite technology amongst other technology-based resources. More recently ubiquitous computing devices, such as computers and tablets, are being used as networked collaborative technologies in the classroom. Computers, tablets and mobile devices may be used in educational settings within groups, between people and for collaborative tasks. These devices provide teachers and students access to the World Wide Web in addition to a variety of software applications.


Technology education standards

National Educational Technology Standards The ISTE Standards, formerly known as the National Educational Technology Standards (NETS), are standards for the use of technology in teaching and learning (technology integration).Stager, Gary"Refreshing the ISTE Technology Standards,"District ...
(NETS) served as a roadmap since 1998 for improved teaching and learning by
educator A teacher, also called a schoolteacher or formally an educator, is a person who helps students to acquire knowledge, competence, or virtue, via the practice of teaching. ''Informally'' the role of teacher may be taken on by anyone (e.g. whe ...
s. As stated above, these standards are used by teachers, students, and administrators to measure competency and set higher goals to be skillful. The Partnership for 21st Century Skills is a national organization that advocates for 21st century readiness for every student. Their most recent Technology Plan was released in 2010, "Transforming American Education: Learning Powered by Technology". This plan outlines a vision "to leverage the learning sciences and modern technology to create engaging, relevant, and personalized learning experiences for all learners that mirror students' daily lives and the reality of their futures. In contrast to traditional classroom instruction, this requires that students be put at the center and encouraged to take control of their own learning by providing flexibility on several dimensions." Although tools have changed dramatically since the beginnings of educational technology, this vision of using technology for empowered, self-directed learning has remained consistent.


Pedagogy

The integration of electronic devices into classrooms has been cited as a possible solution to bridge access for students, to close achievement gaps, that are subject to the
digital divide The digital divide is the unequal access to digital technology, including smartphones, tablets, laptops, and the internet. The digital divide creates a division and inequality around access to information and resources. In the Information Age in ...
, based on social class, economic inequality, or gender where and a potential user does not have enough cultural capital required to have access to information and communication technologies. Several motivations or arguments have been cited for integrating high-tech hardware and software into school, such as (1) making schools more efficient and productive than they currently are, (2) if this goal is achieved, teaching and learning will be transformed into an engaging and active process connected to real life, and (3) is to prepare the current generation of young people for the future workplace. The
computer A computer is a machine that can be programmed to Execution (computing), carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as C ...
has access to
graphics Graphics () are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture ...
and other functions students can use to express their creativity. Technology integration does not always have to do with the computer. It can be the use of the
overhead projector An overhead projector (often abbreviated to OHP), like a film or slide projector, uses light to project an enlarged image on a screen, allowing the view of a small document or picture to be shared with a large audience. In the overhead project ...
, student response clickers, etc. Enhancing how the student learns is very important in technology integration. Technology will always help students to learn and explore more.


Paradigms

Most research in technology integration has been criticized for being atheoretical and
ad hoc Ad hoc is a Latin phrase meaning literally 'to this'. In English, it typically signifies a solution for a specific purpose, problem, or task rather than a generalized solution adaptable to collateral instances. (Compare with ''a priori''.) Com ...
driven more by the affordances of the technology rather than the demands of pedagogy and subject matter. Armstrong (2012) argued that multimedia transmission turns to limit the learning into simple content, because it is difficult to deliver complicated content through multimedia. One approach that attempts to address this concern is a framework aimed at describing the nature of teacher knowledge for successful technology integration. The
technological pedagogical content knowledge The Technological Pedagogical Content Knowledge (TPACK) framework describes the kinds of knowledge required by teachers for the successful integration of technology in teaching. It suggests that teachers need to know about the intersections of te ...
or TPACK framework has recently received some positive attention. Another model that has been used to analyze tech integration is th
SAMR framework
developed by Ruben Puentedura. This model attempts to measure the level of tech integration with the 4 levels that go from Enhancement to Transformation: Substitution, Augmentation, Modification, Redefinition.


Constructivism

Constructivism Constructivism may refer to: Art and architecture * Constructivism (art), an early 20th-century artistic movement that extols art as a practice for social purposes * Constructivist architecture, an architectural movement in Russia in the 1920s a ...
is a crucial component of technology integration. It is a learning theory that describes the process of students constructing their own
knowledge Knowledge can be defined as awareness of facts or as practical skills, and may also refer to familiarity with objects or situations. Knowledge of facts, also called propositional knowledge, is often defined as true belief that is distinc ...
through collaboration and
inquiry-based learning Inquiry-based learning (also spelled as enquiry-based learning in British English) is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education, which generally relies on the teache ...
. According to this theory, students learn more deeply and retain information longer when they have a say in what and how they will learn. Inquiry-based learning, thus, is researching a question that is personally relevant and purposeful because of its direct correlation to the one investigating the knowledge. As stated by
Jean Piaget Jean William Fritz Piaget (, , ; 9 August 1896 – 16 September 1980) was a Swiss psychologist known for his work on child development. Piaget's theory of cognitive development and epistemological view are together called " genetic epistemolog ...
, constructivist learning is based on four stages of cognitive development. In these stages, children must take an active role in their own learning and produce meaningful works in order to develop a clear understanding. These works are a reflection of the knowledge that has been achieved through active self-guided learning. Students are active leaders in their learning and the learning is student-led rather than teacher–directed. Many teachers use a constructivist approach in their classrooms assuming one or more of the following roles: facilitator, collaborator, curriculum developer, team member, community builder, educational leader, or information producer.


Counter argument to computers in the classroom

Is technology in the classroom needed, or does it hinder students' social development? We've all seen a table of teenagers on their phones, all texting, not really socializing or talking to each other. How do they develop social and communication skills? Neil Postman (1993) concludes:
The role of the school is to help students learn how to ignore and discard information so that they can achieve a sense of coherence in their lives; to help students cultivate a sense of social responsibility; to help students think critically, historically, and humanely; to help students understand the ways in which technology shapes their consciousness; to help students learn that their own needs sometimes are subordinate to the needs of the group. I could go on for another three pages in this vein without any reference to how machinery can give students access to information. Instead, let me summarize in two ways what I mean. First, I'll cite a remark made repeatedly by my friend Alan Kay, who is sometimes called "the father of the personal computer." Alan likes to remind us that any problems the schools cannot solve without machines, they cannot solve with them. Second, and with this I shall come to a close: If a
nuclear holocaust A nuclear holocaust, also known as a nuclear apocalypse, nuclear Armageddon, or atomic holocaust, is a theoretical scenario where the mass detonation of nuclear weapons causes globally widespread destruction and radioactive fallout. Such a scenar ...
should occur some place in the world, it will not happen because of insufficient information; if children are starving in Somalia, it's not because of insufficient information; if crime terrorizes our cities, marriages are breaking up, mental disorders are increasing, and children are being abused, none of this happens because of a lack of information. These things happen because we lack something else. It is the "something else" that is now the business of schools.


Tools


Interactive whiteboards

Interactive whiteboard An interactive whiteboard (IWB), also known as interactive board or smart board, is a large interactive display board in the form factor of a whiteboard. It can either be a standalone touchscreen computer used independently to perform tasks ...
s are used in many schools as replacements for standard whiteboards and provide a way to allow students to interact with material on the computer. In addition, some interactive whiteboards software allow teachers to record their instruction. * 3D
virtual environment A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email Electronic mail (email or e-mail) is a method of exchanging messages ("mail") betwee ...
s are also used with interactive whiteboards as a way for students to interact with 3D
virtual learning A virtual learning environment (VLE) in educational technology is a web-based platform for the digital aspects of courses of study, usually within educational institutions. They present resources, activities, and interactions within a course stru ...
objects employing kinetics and haptic touch the classroom. An example of the use of this technique is the
open-source Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized sof ...
project
Edusim Edusim is a cave automatic virtual environment "Immersive Touch" 3D natural user interface (NUI)-based concept of lesson driven (multi-user) 3D virtual worlds on the classroom interactive whiteboard or classroom interactive surface. The Edu ...
. *Research has been carried out to track the worldwide Interactive Whiteboard market by Decision Tree Consulting (DTC), a worldwide research company. According to the results, interactive Whiteboards continue to be the biggest technology revolution in classrooms, across the world there are over 1.2 million boards installed, over 5 million classrooms are forecast to have Interactive Whiteboards installed by 2011, Americas are the biggest region closely followed by
EMEA EMEA is a shorthand designation meaning Europe, the Middle East and Africa. The acronym is used by institutions and governments, as well as in marketing and business when referring to this region: it is a shorthand way of referencing the two ...
, and Mexico's Enciclomedia project to equip 145,000 classrooms is worth $1.8 billion and is the largest education technology project in the world. *Interactive whiteboards can accommodate different learning styles, such as visual, tactile, and audio. Interactive Whiteboards are another way that technology is expanding in schools. By assisting the teacher to helping students more kinestically as well as finding different ways to process there information throughout the entire classroom.


Student response systems

Student response systems consist of handheld remote control units, or response pads, which are operated by individual students. An infrared or radio frequency receiver attached to the teacher's computer collects the data submitted by students. The CPS (Classroom Performance System), once set, allows the teacher to pose a question to students in several formats. Students then use the response pad to send their answer to the infrared sensor. Data collected from these systems is available to the teacher in real time and can be presented to the students in a graph form on an LCD projector. The teacher can also access a variety of reports to collect and analyze student data. These systems have been used in higher education science courses since the 1970s and have become popular in K-12 classrooms beginning in the early 21st century.
Audience response systems Audience response is a type of interaction associated with the use of audience response systems, to create interactivity between a presenter and its audience. Systems for co-located audiences combine wireless hardware with presentation software, a ...
(ARS) can help teachers analyze, and act upon student feedback more efficiently. For example, with polleverywhere.com, students text in answers via mobile devices to warm-up or quiz questions. The class can quickly view collective responses to the multiple-choice questions electronically, allowing the teacher to differentiate instruction and learn where students need help most. Combining ARS with peer learning via collaborative discussions has also been proven to be particularly effective. When students answer an in-class conceptual question individually, then discuss it with their neighbors, and then vote again on the same or a conceptually similar question, the percentage of correct student responses usually increases, even in groups where no student had given the correct answer previously. Among other tools that have been noted as being effective as a way of technology integration are podcasts,
digital cameras A digital camera is a camera that captures photographs in digital memory. Most cameras produced today are digital, largely replacing those that capture images on photographic film. Digital cameras are now widely incorporated into mobile device ...
,
smart phones A smartphone is a portable computer device that combines mobile telephone and computing functions into one unit. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which ...
, tablets,
digital media Digital media is any communication media that operate in conjunction with various encoded machine-readable data formats. Digital media can be created, viewed, distributed, modified, listened to, and preserved on a digital electronics device. ' ...
, and
blogs A blog (a truncation of "weblog") is a discussion or informational website published on the World Wide Web consisting of discrete, often informal diary-style text entries (posts). Posts are typically displayed in reverse chronological order ...
.Other examples of technology integration include translation memories and smart computerized translation programs that are among the newest integrations that are changing the field of linguistics.


Mobile learning

Mobile learning M-learning or mobile learning is "learning across multiple contexts, through social and content interactions, using personal electronic devices". A form of distance education, m-learners use mobile device educational technology at their convenienc ...
is defined as "learning across multiple contexts, through social and content interactions, using personal electronic devices". A mobile device is essentially any device that is portable and has internet access and includes tablets, smart phones, cell phones,
e-book reader An e-reader, also called an e-book reader or e-book device, is a mobile electronic device that is designed primarily for the purpose of reading digital e-books and periodicals. Any device that can display text on a screen may act as an e-read ...
s, and
MP3 player A portable media player (PMP) (also including the related digital audio player (DAP)) is a portable consumer electronics device capable of storing and playing digital media such as audio, images, and video files. The data is typically stored o ...
s. As mobile devices become increasingly common personal devices of K-12 students, some educators seek to utilize downloadable applications and interactive games to help facilitate learning. This practice can be controversial because many parents and educators are concerned that students would be off-task because teachers cannot monitor their activity. This is currently being troubleshooted by forms of mobile learning that require a log-in, acting as a way to track engagement of students.


Benefits

According to findings from four meta analyses, blending technology with face-to-face teacher time generally produces better outcomes than face-to-face or online learning alone. Research is currently limited on the specific features of technology integration that improve learning. Meanwhile, the marketplace of learning technologies continues to grow and vary widely in content, quality, implementation, and context of use. Research shows that adding technology to K-12 environments, alone, does not necessarily improve learning. What matters most to implementing mobile learning is how students and teachers use technology to develop knowledge and skills and that requires training. Successful technology integration for learning goes hand in hand with changes in teacher training, curricula, and assessment practices. An example of teacher professional development is profiled in Edutopia's Schools That Work series on eMints, a program that offers teachers 200 hours of coaching and training in technology integration over a two-year span. In these workshops teachers are trained in practices such as using interactive whiteboards and the latest web tools to facilitate active learning. In a 2010 publication of Learning Point Associates, statistics showed that students of teachers who had participated in eMints had significantly higher standardized test scores than those attained by their peers. It can keep students focused for longer periods of time. The use of computers to look up information/ data is a tremendous time saver, especially when used to access a comprehensive resource like the Internet to conduct research. This time-saving aspect can keep students focused on a project much longer than they would with books and paper resources, and it helps them develop better learning through exploration and research.


Project-based activities

Definition: Project Based Learning is a teaching method in which students gain knowledge and skills by working for an extended period of time to investigate and respond to an authentic, engaging and complex question, problem, or challenge. Project Based Activities is a method of teaching where the students gain knowledge and skills by involving themselves for the more period of time to research and respond to the engaging and complex questions, problems, or challenges. the students will work in groups to solve the problems which are challenging. The students will work in groups to solve the problems which are challenging, real, curriculum based and frequently relating to more than one branch of knowledge. Therefore, a well designed project based learning activity is one which addresses different student learning styles and which does not assume that all students can demonstrate their knowledge in a single standard way.


Elements

The project based learning activities involves four basic elements. # An extended time frame. # Collaboration. # Inquiry, investigation and research. # The construction of an artifact or performance of a consequential task.


Examples of activities


CyberHunt

The term "hunt" refers to finding or searching for something. " CyberHunt" means an online activity which learners use the internet as tool to find answers to the question's based upon the topics which are assigned by someone else. Hence learners also can design the CyberHunt on some specific topics. a CyberHunt, or internet scavenger hunt, is a project-based activity which helps students gain experience in exploring and browsing the
internet The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, pub ...
. A CyberHunt may ask students to interact with the site (e.g.: play a game or watch a video), record short answers to teacher questions, as well as read and write about a topic in depth. There are basically two types of CyberHunt: *A simple task, in which the teacher develops a series of questions and gives the students a
hypertext Hypertext is E-text, text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typi ...
link to the URL that will give them the answer. *A more complex task, intended for increasing and improving student internet search skills. Teachers ask questions for students to answer using a search engine.


WebQuests

It is an inquiry oriented activity in which most or all of the information used by the learners which are drawn out by the internet/web. It is designed to use learner 'time well', to focus on using information rather than on looking for it and to support the learners to think at the level of analysis, synthesis, and evaluation. It is the wonderful way of capturing student's imagination and allowing them to explore in a guided, meaningful manner. It allow the students to explore issues and find their own answers. There are six building blocks of webQuests: # The introduction – capturing the student's interest. # The task-describing the activities end product. #The resources-web sites, students will use to complete the task. # The evaluation-measuring the result of the activity. # The conclusion-summing up of the activity.
WebQuest A WebQuest is an inquiry-oriented lesson format in which most or all the information that learners work with comes from the web. These can be created using various programs, including a simple word processing document that includes links to webs ...
s are student-centered, web-based curricular units that are interactive and use Internet resources. The purpose of a webQuest is to use
information Information is an abstract concept that refers to that which has the power to inform. At the most fundamental level information pertains to the interpretation of that which may be sensed. Any natural process that is not completely random ...
on the
web Web most often refers to: * Spider web, a silken structure created by the animal * World Wide Web or the Web, an Internet-based hypertext system Web, WEB, or the Web may also refer to: Computing * WEB, a literate programming system created by ...
to support the instruction taught in the classroom. A webQuest consists of an introduction, a task (or final project that students complete at the end of the webQuest), processes (or instructional activities), web-based resources, evaluation of learning, reflection about learning, and a conclusion.


WISE

The
Web-based Inquiry Science Environment The Web-based Inquiry Science Environment (WISE) is a program hosted by University of California, Berkeley and supported by the National Science Foundation. It provides a platform for creating inquiry-based science projects for middle school and hig ...
(WISE) provides a platform for creating inquiry science projects for middle school and high school students using evidence and resources from the Web. Funded by the
U.S. National Science Foundation The National Science Foundation (NSF) is an independent agency of the United States government that supports fundamental research and education in all the non-medical fields of science and engineering. Its medical counterpart is the National I ...
, WISE has been developed at the
University of California, Berkeley The University of California, Berkeley (UC Berkeley, Berkeley, Cal, or California) is a public land-grant research university in Berkeley, California. Established in 1868 as the University of California, it is the state's first land-grant u ...
from 1996 until the present. WISE inquiry projects include diverse elements such as online discussions, data collection, drawing, argument creation, resource sharing, concept mapping and other built-in tools, as well as links to relevant web resources. It is the research-focused, open-source inquiry-based learning management system that includes the student- learning environment project authoring environment, grading tool, and tool and user/ course/ content management tools.


Virtual field trip

A virtual field trip is a website that allows the students to experience places, ideas, or objects beyond the constraints of the classroom. A virtual field trip is a great way to allow the students to explore and experience new information. This format is especially helpful and beneficial in allowing schools to keep the cost down. Virtual field trips may also be more practical for children in the younger grades, due to the fact that there is not a demand for chaperones and supervision. Although, a virtual field trip does not allow the children to have the hands on experiences and the social interactions that can and do take place on an actual field trip. An educator should incorporate the use of hands on material to further their understanding of the material that is presented and experienced in a virtual field trip.It is a guided exploration through the www that organizes a collection of pre- screened, its thematically based web pages into a structure online learning experience


ePortfolio

An
ePortfolio An electronic portfolio (also known as a digital portfolio, online portfolio, e-portfolio, e-folio, or eFolio) is a collection of electronic evidence assembled and managed by a user, usually on the Web. Such electronic evidence may include input t ...
is a collection of student work that exhibits the student's achievements in one or more areas over time. Components in a typical student ePortfolio might contain creative writings, paintings, photography, math explorations, music, and videos. And it is a collection of work developed across varied contexts over time. The portfolio can advance learning by providing students and/or faculty with a way to organize, archive and display pieces of work.


References

{{DEFAULTSORT:Technology Integration Educational technology