Computers Changed Learning
in the Classroom
• Computers improve classroom learning as
long as teachers and students are equipped to
reap the full benefits.
• Internet access allows students to conduct
comprehensive research and communicate
with other education providers beyond the
four walls of the classroom.
• Computers also run specialized
software programs that enable
teachers to provide tutoring or
personalized instruction for
students who need advanced or
remedial educational resources.
• Classroom computers open
up a whole new world of
students to access national
and worldwide educational
• Computers provide a way for
students to engage in project-based
• Computers help students access
data, images, graphs, scientific
findings, art, pop culture, current
events and music that make projects
• Students use classroom computers to
respond and interact with the world
•They provide access to online
documentaries that teachers may not
legally be allowed to show publicly in a
classroom setting due to copyright laws.
•Educators often use software programs and
online resources to help students develop
and enhance basic skills, such as reading
comprehension, grammar, math, spelling and
•Some basic skills require practice and
repetition, so computerized games make
learning interesting for students.
• Classroom computers make it easier for
teachers to delegate their time and
• Computers help slow down or speed up
the learning process.
•Computers also make it easier for teachers
to record grades, calculate averages, report
absences and tardies and maintain
In more and more classrooms, teachers
are using technology to help them meet
the challenges posed by these changes.
Constructivism, a theory of
learning, provides a valuable framework
for using computers and other
technology in productive, interesting
Technology can enrich students' use of a
variety of resources and help them gain
understanding about their world. Assisted by
teachers and peers in their growth as
individual learners, students can use
technology to enhance their work and
increase their connections with resources
outside school walls.
Blended learning (a term that is
increasingly found in relation to
the use of computers for learning)
is where students follow a
programme or course that uses a
combination of face-to-face (ie
taught) and online media (eg an
educational computer game).
“Edugames”- games that are created to
allow students to practice skills in an
engaging way. Studies of children have
found that computer programs are more
motivating when they included the user's
name and interests in the problems and
used game formats. For example: a math
game gave students feedback such as
"Congratulations, Bill, you just saved New
York from the aliens."
Knowledge is constructed through a
tools, resources, experiences, and
• Computers can support the
variety of ways learners construct
their own understanding.
•Students who gather information
from the Internet can be selfdirected and independent.
Knowledge is constructed uniquely
and individually in multiple ways.
• Students can build on their own
understanding by using computers as
resource tools, as work stations for
individual learning, or as communication
channels to share their ideas with other
Learners bring unique prior
knowledge, experience, and beliefs to a
• The use of real world tools, relevant experiences, and
meaningful data inject a sense of purpose to classroom
• Part of the mission of educational institutions is to
produce workforce-ready graduates who can, among
other things, manipulate and analyze raw data, critically
evaluate information, and operate hardware and
• This technological literacy imparts a very important set
of vocational skills that will serve students well in the
Learning is internally controlled
and mediated by the learner.
• Computer software can mix
text, pictures, sound, and motion to
provide a variety of options for
learners. Multimedia software will not
be the only classroom resource, but it
can contribute richness and variety to
Social interaction introduces
• Beyond the
networking allows students to
communicate and collaborate
with content experts and with
fellow students around the
Learning is both active and
• Computers can be used to assist
active experiences--gathering data
and resources, conversing with
colleagues, struggling through a
challenging puzzle or application--or
they can assist in reflection.
Role of the Student:
• Students in technology-supported
classrooms are armed with powerful tools
to help them gather information, consult
with colleagues, and present their findings.
•Their autonomy and confidence increase
as they rely less on their teacher and more
on their own initiative for knowledgecreation.
•Technology enables students to manipulate
information in a manner that accelerates
both understanding and the progression of
higher-order thinking skills.
• As students gather more real-world
data, share their findings with learners
beyond their school, and publish their
findings to the world, their role broadens
from investigators of other products to
designers, authors, purveyors, and
publishers of their own work.
Role of the Teacher:
•Technology amplifies the resources teachers can
offer their students. Rather than relying on the
textbook for content, computers can provide online access to content experts and up-to-date
information from original sources.
• Reference materials on CD-ROMs and curriculum
assistance from high quality software offer many
more resource opportunities than most classrooms
or school libraries could provide.
Effective Uses of Computer
Critical thinking skills
Customization and student interests
Using drill for memorization
Performing real-life tasks
Performing complex tasks
• Tucker, K., (2013). How Have Computers Changed Learning in the
Classroom? In GlobalPost - International News. Retrieved Nov. 16
2013; 6:28 PM. Retrieved from
• Cromley, J. (2000). Learning with Computers: The Theory Behind
the Practice. Retrieved Nov. 16 2013; 5:47 PM. Retrieved from
• (1999). Building on Technology’s Promise: Computers and
Constructivism. In Southwest Educational Development Laboratory.
Retrieved November 15, 2013, 10:36 PM. Retrieved from