Technology engaged students a lot in the learning. For example, when using laptops and phones in Jam board activities, students focused a lot on the task and learnt about the topic in a more fun and interactive way.
There are software like video conferencing or zoom that are often used in our local tertiary institutions. Hardware technologies in a form of computers and recorded videos online that enable students to learn online.
I use the following hardware technologies for teaching and learning
Large-scale storage devices to store vast amounts of data and models
Networking equipment to connect to the internet and communicate with users
But for teacning I use different software technologies for better learning outcomes.
Learning Management Systems (LMS): LMS platforms such as Canvas, Blackboard, or Moodle are designed to support online course delivery and facilitate communication and collaboration between students and instructors. However, one potential difficulty is the learning curve associated with mastering the platform’s features and functionality.
Video conferencing software: Video conferencing tools such as Zoom or Microsoft Teams can facilitate remote learning and enable live lectures and discussions. However, difficulties can arise with connectivity and bandwidth issues, which can lead to poor audio or video quality and disrupted communication.
Virtual learning environments: Virtual learning environments such as Second Life or Minecraft Education can provide immersive, interactive experiences that enhance learning. However, these platforms may require specialized hardware and can be challenging to navigate, particularly for users who are not accustomed to gaming or virtual reality environments.
Interactive whiteboards: Interactive whiteboards such as SMART Board or Promethean can enhance classroom presentations and enable real-time collaboration and engagement. However, these tools can be expensive to purchase and maintain, and may require specialized training to use effectively.
Educational software applications: Educational software applications such as Kahoot or Quizlet can gamify learning and enable students to test their knowledge in a fun and interactive way. However, these tools may not be suitable for all types of learners, and can be time-consuming to develop and maintain.
I use doccam, ZOOM, Teams, Viber, Moodle (as an LMS), Eportfolio, and simulators. Sometimes, using software and simulations instead of real labs and experiments is not possible to validate and this is the main challenge in my opinion.
Some of the hardware used to support teaching and learning in my college include, computers, and projectors. Interactive boards, document cameras, as well as audio-video equipment.
Some of the software used include the college’s Learning Management Systems for delivering course content, managing assignments, and tracking student progress. Other software includes Educational Apps such as Khan Academy Kahoot. We also deploy educational games as Minecraft Education Edition and BrainPOP.
However, there are challenges in the use of the hardware and even the software. The hardware and software can be complex, and technical issues do arise that disrupt the learning process, especially, network connectivity.
the school used both software and hardware to teach,and were provided in a short amount, sometimes they could be no longer available, these things were very important to student progress in their study. Books were only provided for teachers, they always need to photocopy or write everything they teach on the board which consuming time and not achieving time schedule of study.the school was very poor in study resources the only way to access learning resources is by using a computer to search on the internet and the connection often interrupted with poor connections. Beside that only 12 computer available to students of 200 or more.they always have to share. most student don’t know how to operate this kind of technology they always need guidance and some of them not use it wisely, they use it to look for other things as not part of their learning.
The hardware used is the zoom aap and the kahoot. Zoom can be used for conducting online class and kahoot can be used to design exams. Challenges faced in using zoom is that sometimes the internet is slow , thus the connectivity is also slow, which takes lot of class class time. Challenges faced using kahoot is that there is a time frame in which the student needs to do the exam. If the students fails to do the exam In The required time frame then the student will miss out examination. Once the time frame is reached the aap shuts down itself.
We often used laptops and overhead projectors when conducting face to face classes and tutorial while teacher trainees used computers to access Moodle tasks.
We faced challenges in setting up the projectors so before class we always looked for an expert (IT) to set up everything. Sometimes the IT didn’t turn up to work and so we struggled to look for others to assist. Another issue faced was with the mobility of the Projectors and the lead wire. Due to the shortage of those equipment’s, the lecturers used to store the HTMI and projectors for their own use so lecturers whose classes on every morning frustrated to search for those things.
Incorporating Technology in teaching and learning increased the interactivity and teacher trainees engagements in class.
The laptops, tablets and mobile phones were the hardware used in my institution. Software used ranges from different applications such as: zoom, teams, goggle classroom, whatsapp and telegram.
Some of the challenges face was that of internet connectivity. Students having issues connecting when meetings are on. Lack of concentration and partial participation during meetings.
Students not having the required application for the course
Hardware- Computer, speakers, microphone, smartboard, memory and storage device, smart phone, projectors, router
Software- internet connection, software programs, apps, LMS eg Teams, whiteboard interactive, WhatsApp, data, social media sites
Challenges- computer issues such as storage, programs, connection issues, slow connections, issues with routers, Problem with projectors in the classrooms, students internet is weak and unstable, phone can not open documents and unsuitable apps, phone screens broken and students cannot see properly and students can not use technology properly