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Diane Pedrupillai (16/16) -- Technology and the Curriculum: Summer 20...

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Diane Pedrupillai

Diane Pedrupillai <EMAIL_ADDRESS>Ontario Tech University Abstract EdTech uses technology to enhance teacher instruction to help improve students’ education outcomes (Frankenfield, 2021). It is a promising stage in education because it assists with customizing the curriculum for students’ ability to learn and to ensure that students can learn what they understand the most—the reason why. The introduction of Edtech lessons came to be because of their potential. As teachers try to educate students on the entire curriculum and ensure that all students are learning is a complicated task because not all students work at the same pace. Technology unfolds rich opportunities for students to succeed in their learning. Many game elements (gamification) and activities help keep students engaged, making the curriculum less boring. Math is a subject students tend to learn rotely because of how complicated the content is or because of how much they dislike the subject. Edtech lessons could solve the problem of students learning rotely and maybe change them to learning with better understanding. Keywords Edtech, curriculum, rotely, technology, gamification Introduction As technology advances, it is essential that classrooms also successfully look for ways to integrate technology to help keep students engaged. When technology is not integrated into lessons, educators will not see opportunities to improve student outcomes, nor will they meet the expectations of students who are accustomed to using technology (Amirault, 2012). Technology is engaging because of students’ chances to fill in the gaps between their technology-accustomed lives in traditional classrooms (Downes & Bishop, 2012). Technological tools and applications create more opportunities for authentic learning experiences, which is how students find more relevancy in their studies. Gamification is another way for students to remain interested in what they learn. Gamification can be defined as incorporating game elements into web applications to increase student engagement (Terrill, 2008). When gamifying an application, elements are used to help motivate students, which helps students develop a whole new strategy for learning. Background Information – Literature Review In Mathematical education, classes must embed meaningful elements. Meaningful elements are crucial because, within the mathematical learning environment, the stimulation of student learning needs to occur for students to be motivated to stay tuned to learn Math (Polman et al., 2019). Meaningful learning improves students’ motivation and learning since they will connect the lesson to their everyday lives. There are five elements to meaningful learning. - Meaningful learning is active: The learners actively engage in a meaningful task. A meaningful task is when students manipulate objects and parameters that are part of the learning environment. In a math classroom, we see students moving manipulatives around or highlighting keywords to hel
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