Today's kids are hardwired in a fundamentally different way than most of the adults who teach them. Every child from high school on down grew up immersed in a world of technology. None have known a world without visual computing. Other items within easy daily reach include a Radio, a Television, DVD, and various cell phones. Yet the typical school reflects little or none of this technology. There is an enormous disparity between the world in which the students live and their life in the formalised educational environment of the classroom.
What technology do they use outside of school that would be good for the classroom also? Why? How would that work? Here's how we can make students crazy about technology.
They contain components that are similar to their desktop counterparts and perform the same functions, but are miniaturized and optimised for mobile use and efficient power consumption.
This is an obvious selection, but the need may further be felt for the heavy books, paper, folders, and pencils were eliminated, if all had laptops. It would have been easier too for students to come out with new editions of texts, if the book publishers put all this material online, and the students carry laptops.
This wireless-connectivity standard provides a way to exchange information between electronic devices such as mobile phones, laptops, PCs, printers, digital cameras, and video game consoles over a secure short-range radio frequency. Install it on the school's technologies so students can send information from cameras and cell phones onto school computers.
Its an essential item for staying in touch. It's also a great device for the classroom, as for example, the new interactive services allow students to create and flip through electronic flash cards displayed on their cell phone. Other uses can be to call a parent whose child has just excelled in class, or simply use the phone's notification feature to ring as a reminder to study for a test.
Use it to photograph what's written on the whiteboard (such as a list of vocabulary words or a homework assignment) that may be too laborious to copy by hand!
This addictive handheld game console has several brain-building programmes/games. Brain Age (www.brainage.com) – in which you are asked to do simple equations quickly or divide words into syllables, as well as various other learning games – is useful. Such games are great for critical-thinking skills.
Tape the class, study it later. Or, better still, post it to school's Web site for other students to download.
An excellent way of carrying an enormous amount of information home — without the shoulder pain associated with overloaded backpacks. A drive costs very less and can store hundreds or thousands of items.
Teachers have separate remote control units for their classroom television, DVD player, projector, camera, and VCR – why not have one for all, just like at home? They could control everything with it, making life a lot easier.
With these handy items, students can talk to kids across the world – and they're cheap and easy to install.
These portable media players can help to listen to books, instead of reading them (a different learning experience entirely), or catching up on the world of podcasts.
The range of artificial environments – from SimCity games to Second Life and beyond – boggles the mind and provides myriad possibilities for social interaction and group learning.