Impact Of Ict In Education

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2. Chapter 2: Literature Study 2.1. Introduction This chapter will assess and evaluate the level and nature of ICT use in secondary schools classrooms in Sebokeng zone 14, will review the literature linked to the use and impact of ICT on teaching and learning. Even though some schools are cautious of introducing too much ICT teaching into their practice, this study aims to prove that embedding ICT into the teaching and learning process is exceptionally valuable. While there has been some innovation in pedagogical strategy, including notable successes on old teacher centred paradigm still exists in schools all over the world, as opposed to more modern approaches which focus on student centred principles. Why should we have computers in schools?…show more content…
Many studies of the impact of technology on teaching and learning conclude that technology has an important role to play in education at all levels, from Grade 0 to Grade 12, although it will not solve all educational problems. One such study, conducted by the North Central Regional Education Laboratory (NCREL) in the United States of America, suggests in its report entitled Computer-Based Technology and Learning: Evolving Uses and Expectations that technology…show more content…
The teacher’s capacity to select and manage the learning processes and activities using different media has a huge impact in the development of skills that are critical to learner performance. Teaching and learning principles should be priority when ICTs are used in the classroom if quality in education is to be achieved. The selection of the technology should be based on how and when it will be used as the lesson progresses, and not much on what looks exciting to the learners at the expense of learning. Such decisions have a significant influence in determining whether learning will be enhanced or not. Lim and Tay (2003) suggest the following types of ICT tools that can be used to support an achievement of specific learning objectives: • Situating tools: are settings where learners can experience the context and events of the item they are learning about to their understanding of a new concept. These can be simulations, games and virtual reality. Hogle in Lim et al. (2003) proposes that simulation and games can improve cognitive learning strategies like; organisation, memory and compensatory, especially where engagement requires critical thinking and problem-solving skills. The purpose of the game and its context should determine its function in the
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