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Benefits Of Computer Technology In Education And Training Education Essay

The use of computer technology in the educational field has grown tremendously in the last forty years. Using computer technologies can be quite beneficial in the learning process for students, as well as trainees in the training process.

Benefits of Computer Technology in Education and Training

One can easily see how computer technology plays a vital role in neuro-scientific education. With all the constant development of new technology, it becomes more significant in assisting out students in the class room and training students for specific careers. Some important uses of computer technology for education and training purposes are computers, computer software, and simulation programs. These technology are helpful learning tools because they can do a great job in training and educating students, which would not be possible without these systems. Because computer technology has been integrated more in the educational field, it is crucial for education and training purposes.

Computer technology has only been around in education and part of colleges for approximately forty-five years now ("Record, the history, " n. d. ). Initially, computer technology had not been used specifically in classrooms, but it was used by administrators in schools. This took place in 1965, when the Elementary and Extra Education Act helped bring money into academic institutions for computer technology, such as minicomputers and mainframes ("History, the history, " n. d. ). Only some schools got minicomputers and mainframes and they were mostly used by the supervision to store information about students on directories. As pcs and other technologies became more accessible to institutions, schools began to utilize them for educational purposes. In 1986, twenty-five percent of high colleges used PCs for university and career direction ("History, the history, " n. d. ). Eventually, institutions started to use Computers in the classrooms much more when computers started to be looked at as children item for the normal family. About two-thirds of general public schools had Internet access by 1996, and by 2003, almost every public college had Access to the internet ("Technology in education, " 2004). This implies that the expansion of computer technology was becoming very significant to institutions and would continue growing. Between your years 1997 and 2007, the web became the world's major database of information available to society ("History, the annals, " n. d. ). Having access to the Internet and its own unlimited supply of information, allows students to find information rapidly with just the click of a button.

One computer technology that is helpful and used intensely in classrooms to help students learn are projectors. Projectors are a great learning tool because educators can use them to show their presentations to the wall. Having the ability to job their lecture on the wall structure allows the professor to hide more material and provides the students with a visual learning experience. Since most students are aesthetic learners, the utilization of projectors allows them to grasp and understand the materials better. Relating to articles on learning styles on Michigan Status University's website, about sixty-five percent of the population are visual learners plus they need to see what they are learning ("Learning styles, " 2006). Since around two-thirds of the population consists of visual learners, teachers should provide all students with a visual learning experience because those students will be the majority. For instance, if the majority of both House of Staff and Senate go a law, it becomes a legislations whether the minority prefers it or not. Because of the use of majorities to come to decision, bulk should be applied to educational decisions as well.

Computer solutions, such as computer software programs, can be beneficial to the training process as well. Salend (2009) claims that "technology centered classroom assessments concentrate on the use of technology by instructors and students to make learning productsand examine students' strengths and obstacles and the outcomes of daily class instructional and public activities" (p. 49). By having software programs that can do this, professors have the ability to provide more assist with students in the classroom. Teachers can determine in which a student needs more assistance and then help them improve in that particular area. For example, educators use technology-based dynamic responding systems also called clickers. These systems are used to make teacher's presentations more interesting and interactive for the students (Salend, 2009). Since every college student has a clicker it can help them pay attention in the class room more than they often do because they have to respond by pressing a button. Professors can use these cordless clickers for quizzes and testing (Salend, 2009). Following the questions are completed by every one of the students, results are designed for the tutor instantaneously. This allows teachers to make use of the results as reviews on how well their students understand the materials protected on the group of questions. The results the instructors receive allow them to invest time with the students who need the most assistance. Last but not least, these clickers allow the students to ask questions silently and the teachers can respond back without anyone knowing. This benefits both educators and students, especially those students who are shy and fearful to ask questions (Salend, 2009). This exemplifies that computer software programs, like the clickers, assist the students in the training process and gets those to pay attention, but also allows the teachers to know which students need more assistance in the classroom.

Computer simulations are not only found in the classroom. Actually, the medical field uses computer simulations to train and educate people who are furthering their profession in the medical field to perform techniques, such as surgery. Jacqueline Jeffrey talks about in her research article, Medical Simulation: A Growing Medical Teaching Method and Field of Research, how computer technology is used to train and teach people going into the medical field. Matching to Jeffrey (2007) she states that medical simulation is "a type of training in which a controlled environment is created for the learner to apply tasks using hi-tech robotic models, low tech models or computerized digital simple fact" (p. 105). The three different kinds of medical simulations are High Fidelity-High Technology, Job Trainer Model-Low Technology, and Virtual Actuality. High Fidelity-High Technology allows students to focus on a robotic mannequin that simulates numerous human being conditions, which authorizes the trainer to test the student's skills (Jeffrey, 2007). Smaller types of specific body systems let us students perform methods like drawing bloodstream or placing a chest pipe is Activity Trainer Model-Low Technology (Jeffrey, 2007). Last but not least, Virtual Reality is your personal computer program that projects a graphic of the operation the student has to perform and the scholar uses tools as if they were actually performing medical attention on an individual (Jeffrey, 2007). If students get access to all three of the powerful and effective medical simulations, it helps to keep them from exercising on humans before they are prepared to perform on an individual. As a result, the mistake rate on medical tasks is minimal. Regarding to Steven Dawson at Massachusetts General Hospital, "In a very simulator, mistakes haven't any consequence apart from to serve as markers of success: as your physician or other medical caregiver discovers a procedure, errors should reduce and skill should improve. " That is crucial because medical procedures could be more successful and good for the people of society. For example, if a person needed medical treatment they'll not need to stress because students are trained well because they have got experience with medical simulations.

In order for the students to fully experience a medical situation and develop the abilities necessary to perform a genuine life medical operation, the trainer makes the environment of the medical simulation show up real. For instance, they can make the environment a medical center surgery room, the field of a vehicle accident, or a tragedy drill. It is very important for the learner to apply in times that they possibly face in true to life (Jeffrey, 2007). The main one doing the medical procedure will not be nervous and will not panic because the medical simulation made the knowledge seem like a real life situation, so when they focus on the patient, they can operate efficiently. Because the medical simulation teaching technique has become accepted in the surgery area of expertise, the Food and Drug Administration has currently made it a requirement for physicians understanding how to perform carotid stenting to complete this medical simulation training (Jeffrey, 2007). Because of this requirement by the meals and Drug Administration, it is clear that medical simulation is prosperous in training and educating medical students. Finally, the United States government is becoming involved with medical simulation. The federal government created a group called Advanced Initiatives In Medical Simulation (AIMS) to promote the importance of medical simulations. Advanced Initiatives In Medical Simulation encourages that medical simulation helps improve patient protection, reduce medical problems, ensure company competency, train people to respond to open public emergencies and battle situations, and reduce health care costs (Jeffrey, 2007). This obviously depicts that medical simulation is important to the medical field and to population because the students are trained well and the culture advantages from it as well.

Computer simulations are trusted to help train and teach people in businesses and organizations. One way computer simulations are being used to teach and teach people reaches United Parcel Service, commonly known as UPS. Presently, this training only occurs at the Atlanta based UPS, but Chicago will open up a location to train UPS drivers with this computer simulation as well. In order to educate the new employees how to drive the delivery pickup trucks, UPS individuals are trained by participating in a video game. This video game allows them to have a devote the driver's couch plus they have to identify obstacles they come across. Levitz (2010) asserts that "they progress from computer simulations to "Clarksville, " a town of miniature residences and faux businesses on the property where they drive a genuine pick up truck and must effectively execute five deliveries in nineteen minutes" (p. 1). Currently, the new training methods with the computer simulation are demonstrating to reach your goals. Prior to the computer simulation gaming was used, about thirty percent of individuals failed the traditional training, however in 2007, following the gaming simulation training proceeded to go into result, only 10 % of the trainees failed (Levitz, 2010). That is clearly a twenty percent drop of individuals who failed the original training to the people who failed the computer simulation training. It really is apparent that the new training method is very successful. Because of this success, UPS has decided to distributed the computer simulation training to some other location. Relating to Allen Hill, UPS's older vice chief executive of recruiting, "we've enhanced the probability of success of these new drivers utilizing the technology and hands-on learning. " With the success rate of computer simulation for training it'll keep training off the roads and make them safe until employees are totally trained.

UPS is not the only real company using these new training tools. Sodexo Inc. , a food company, has recruited chefs through Second Life electronic job fairs (Levitz, 2010). Corresponding to Second life (n. d. ) the definition of Second Life "is a digital world on the Internet where people generate a virtual persona and have the ability to connect to other virtual character types, buy land, and build their own environment. " Some companies, such as Sodexo Inc. , use Second Life to interview people for a job position rather than having them go to the office building for the interview. Since multiple companies utilize this computer simulation software to train its employees, it is clear that it's very successful in training employees and employing employees.

Second Life has another use besides interviewing employees. Anyone can be part of the virtual world on Second Life simply by downloading the program and then generate a virtual identity. Some universities and faculty at colleges typically use Second Life for academic intentions ("7 things you, " 2008). The electronic world Second Life allows the students to connect to faculty without the students being within a classroom or office with the tutor. In 7 things you have to know about Second Life (2008) it suggests that "many faculty have started teaching distance classes in-world, saying that the sense of presence and relationship among a category of remote students is more convincing than through other methods of communication" (p. 1). Because so many students get access to a computer they might be more thinking about a exclusive world where they can learn without going to a class. Any educational field can be learned through Second Life, however the ones most commonly educated through Second Life are foreign-languages and 3D modeling because of the tools and encounters Second Life provides to the educator ("7 things you, " 2008). Second Life helps students learn by having a virtual world, but it also encourages students to generate teamwork skills, explore independently, and learn independently. By having computer simulation software that allows students to learn without going to class, students will learn better because children already are addicted to computer technology and like this learning experience over the traditional school room lecture.

Computer technology can be used in junk food restaurants to train employees as well. In Fast Food Nation, compiled by Eric Schlosser, he talks about fast food in the United States and how it got to where it is today. One part of the e book, Schlosser mentions how employees are trained and use computer technology to adopt orders or prepare food. The food preparation instructions at junk food restaurants are not merely printed out in the manuals, nevertheless they are programmed in to the machines (Schlosser, 2005). This allows for easy training when new employees are trained to prepare and cook fast food. The new employees won't have to undergo a long training session plus they can understand how to work everything more efficiently. Also, at the front end counter of junk food restaurants cash registers are computerized, which issue their own instructions and inform the cashier what to do (Schlosser, 2005). When an order is positioned the employee inputs what the client ordered and it turns up for the other employees to see who are getting ready the food. All of the computer technology in the fast food restaurant works in a string to get ready and cook food also to teach the employees.

The use of computer technology in population seems to trouble people because children tend to spend some time using computers to surf the web and speak to friends, somewhat than concentrate on their school work. People think that this makes our technology "dumb" because children are not spending enough time they should on their studies. Also, people claim that the junior use computers limited to entertainment purposes, instead of for educational purposes. Regarding to Draw Bauerlein, author of The Dumbest Era, he remarks our era is "dumb" because our culture is ornamented by numerous solutions and the systems aren't used for the right reasons. As technology infiltrates the world children do not care about important information. The technologies are more important to them for entertainment purposes rather than for useful information. Bauerlein tries to demonstrate his point by exhibiting how the systems are abused and how technology makes our technology behave.

Throughout the booklet, Bauerlein makes arguments why he believes our technology is "dumb. " Bauerlein identifies our technology is "dumb" because of knowledge deficits, reading less, screen time, and learning versus actually learning. One example is children read less than they performed about thirty years back (Bauerlein, 2008). Based on the literary rates Bauerlein mentions in 1982 eighteen to twenty-four 12 months olds was 59. 8, but in 2002 it lowered to 42. 8 (Baulerlein, 2008). This significant drop implies that technology is grounds behind this because over the last thirty years technology is continuing to grow tremendously. The eighteen to twenty-four season old age drop is targeted because they grew up with the development of technology, so these are more intrigued and distracted by it.

Bauerlein also points out that test ratings are decreasing and they care and attention more about themselves, nor care about their studies. Regarding to Bauerlein (2008) claims that "their interests lead them in polar directions, their knowledge running to zero in regions of civics, record, etc. , while increasing to panoramic knowledge of the lives of superstars, the lyrics of pop music, and MySpace profiling" (p. 42). This identifies how the millennial generation does not care for the essential knowledge they learn or already know. Instead, they somewhat follow celebrity's lives, listen to music, and stay connected to their public networking page. Children these days will have their encounters buried in whatever technology device they can get a hold of and stress about assignment work and studies last. With the increased levels of technology use, children read less and have more display time.

This leads in to the Narcissim Epidemic written by Jean M. Twenge and W. Keith Campbell. Twenge and Campbell describe how our technology is narcissistic and what the causes of narcissism are. One specific example in the e book that ties into computer technology and just why our technology is "dumb" is when the authors talk about social networking sites. They assume that communal networking sites make children narcissistic because children can make themselves look superior and boast about it. Twenge and Campbell (2009) declare that "they are the habits and traits consistent with narcissism, such as partying, looking hot, having a good-looking sweetheart or partner, or earning a competition" (p. 113). Since children are so swept up in their social networking profiles to feel worthy and much better than everyone else, they don't worry about assignment work and their education. Relating to Twenge and Campbell (2009) they state that "it is very rare to mention how much you like history class on MySpace" (p. 113). This evidently portrays that children do not value education that much and instead they alternatively care and attention more about their image and reputation.

Even though Bauerlein makes very valid factors explaining why he believes our generation is "dumb", it isn't necessarily the technology's fault. The children have the choice if they want to utilize it in an advantageous way. Computer technology does not force these to be "dumb" or to not do their research. The children make the choice whether they must do their research or if they should stay linked to their public networking page all day chatting with friends. Bauerlein is very harsh on the children of today's generation and does not claim the other part stating how technology can be beneficial. Also, he does not state any solutions that might be helpful to keep these children from becoming "dumb" from many of these technologies. Because tests scores fallen a little and folks are reading less, does not mean our generation is getting "dumb" from technology.

In realization, computer technology such as pcs, computer software, and simulation programs can be beneficial in the training and training process in the educational field. If computer technology can be used in the right ways, children may benefit off it to learn and become educated for a number of important purposes. The computer systems can help children in the class room learn with the use of projectors, as well as clickers, which can assist the students and teachers. Also, computer solutions train truck drivers at UPS and students who 're going into the medical field. These are successful and beneficial because the trainees still have the hands on and environmental feel without doing the genuine procedure or process, which prevents injury to society. In addition, computer software such as Second Life, can educate students across the world with a exclusive world interaction. Last but not least, with many of these important computer technologies in society, they can be very beneficial in the training field because they'll help students and trainees for education and training purposes.

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