1.1. Benefit: Allows each student in the classroom to follow along with the teachers multi-media lesson.
1.2. Challenge: The main challenge with projectors is connectivity. You have to either have wireless capabilities or expensive long cables.
1.3. Application to Learning: Teachers can create and project multi-media lessons using video and slides to engage students.
2. Printer
2.1. Benefits: Prints papers and pictures students create on the computer in the classroom.
2.2. Challenges: Printer ink can be very expensive. Printers that have not been networked correctly can cause major headaches for the teacher.
2.3. Application to Learning: Students can print out projects they complete in class and instantly turn them in.
3. Output Devices: Deliver information or data sent from the computer.
4. Keyboard
4.1. Benefit: Keyboards are the piece of hardware that allows the student to type out assignments and enter data.
4.2. Challenge: Learning to type on a keyboard takes a lot of time and practice. Students can get frustrated very easily.
4.3. Application to Learning: Students who can learn how to type on a standard keyboard are learning a marketable skill. This skill will help them throughout school and even in the job market.
5. Drawing Tablet
5.1. Benefit: A drawing pad has a wide array of benefits. Students can learn to draw or create blueprints. They can use tablets to edit pictures and create classroom projects.
5.2. Challenge: Drawing tablets can be very expensive. They also freeze up often and that can create delays in the classroom.
5.3. Application to Learning: Kindergarten students can use tablets to practice writing their alphabet and numbers without wasting costly paper.
6. Input Devices: Deliver information or data to the computer.