Students of today are using technology in their classrooms every day, including everything from notebooks and tablets to smartboards and wearables.
In the recent report titled, The Changing Classroom: Perspectives from Students and Educators on the Role of Technology, CompTIA breaks down the key technologies used in today’s classrooms and how this is impacting classroom learning.
Listed as the ABCs of Technology, CompTIA highlights key factors of the education space today.
Some notable inclusions in the report are:
A is for Achievement: Improving student performance and meeting achievement standards are the biggest benefits educators see from using technology in the classroom.
B is for Behind: The main concerns of falling behind in the use of classroom technology are fears of not taking advantage of learning innovations (53% of educators surveyed) and falling behind in a digital economy (43%).
E is for Employment: A net 90% of students say the use of technology in the classroom will be important in helping them get jobs in an increasingly digital economy.
F is for Fun: Overwhelmingly, students believe technology makes learning more fun and interesting.
G is for Game: One in five high school teachers incorporate game-based learning in their classroom. One-third of intermediate and secondary school students want more gaming simulations as part of the curriculum.
M is for Millennial: Millennial teachers believe technology is more important in the classroom than their older colleagues - (96% of those under age 34 versus 85% in the 35-54 age group.)
P is for Positive: Three-quarters (75%) of primary and secondary school educators believe technology has a positive or very positive effect when applied to the education process.
R is for Recruitment: Technology assets are an important part of student recruitment and fundraising, according to 65% of educators.
S is for Skills: Most students rate their skill level with technology at average or above average. They'd like to improve their knowledge and skills, students cited computer troubleshooting, programming and coding and gaming simulations.
T is for Tablet: Female students express a stronger preference for tablets and mobile e-learning apps. Male students prefer faster Internet speeds and more game-based learning simulations.
W is for Wireless: Nearly all (85%) of classrooms have wireless network access, suggesting mobile devices are becoming the primary computing tool for students and teachers.