Educational Technology

Get Started. It's Free
or sign up with your email address
Educational Technology by Mind Map: Educational Technology

1. Hardware

1.1. Definition: All computer components that are physical pieces of equipment.

1.2. One example of hardware: Random Access Memory (RAM) A component that stores data for quick access by the computer. DIMMS (Dual In-line Memory Module) are the small rectangular Printed Circuit Assemblies (PCAs) that plug into the long sockets in the Mother Board) MB for temporary storage.

1.2.1. Benefit

1.2.1.1. Teachers can quickly process save electronic information on student records with minimal or no physical copies necessary.

1.2.2. Challenge

1.2.2.1. If there is no backup created on a external flash drive or CD, a disk crash (malfunction), a teachers' saved content attendance lists, visual aids, lesson plans, tests, worksheets, contact lists, and student grades could be lost or compromised.

2. Software

2.1. Definition: Data that are in an electronic form within the computer. Soft copy temporary for the run time of the computer.

2.2. One example of software: Classroom management software provides the district wide ability to organize data, schedule classes, record grades, take attendance, and create report.

2.2.1. Benefit

2.2.1.1. Quick, personalized records can be accessible for learners and instructors to track completed required training modules.

2.2.2. Challenge

2.2.2.1. The instructor must have technology literacy and provide proper training to students to ensure they can navigate the self-service system.

3. Input Device

3.1. Definition: An input device is any device that allows users to enter data and commands.

3.2. Keyboard is a common example of an input device.

3.2.1. Benefit

3.2.1.1. Most often provided in any computer station or lab.

3.2.2. Challenge

3.2.2.1. Keyboards are usually best for personal use for each student and teacher. If a limited amount is available, the keyboard can be awkward to share.

3.3. Pointing devices are also input devices (including the trackball, joystick, touch pad, mouse, and a stylus).

3.3.1. Benefit

3.3.1.1. The mouse often comes standard with the computer monitor.

3.3.2. Challenge

3.3.2.1. Classrooms or conference rooms can have poor lighting quality and difficult to use a visual indicator.

4. Output Device

4.1. An example of an output device for a computer is the monitor.

4.1.1. Benefit

4.1.1.1. The monitor is easy to turn and share with a small group or individual to personalize learning.

4.1.2. Challenge

4.1.2.1. If you have poor resolution, the display may be unclear for students who are sight impaired.

4.2. Another example of an output device is the printer.

4.2.1. Benefit

4.2.1.1. The printed instructional material can be easily legible and usable.

4.2.2. Challenge

4.2.2.1. There must be enough copies provided for all students and these are easily lost or damaged.

4.3. Definition: Output devices include all hardware components that move information (processed data) out of the computer to make it accessible to you.