There were often many times throughout my education when practitioner’s
skills and knowledge weren’t able to support their ability to use technology,
due to insufficient training. ‘Teachers need
both awareness of and skill with the latest digital technologies in order to
use these tools effectively in their teaching’ (Gibson, S. 2011). In order for students to learn they need to be taught. This
may happen if practitioners can provide sufficient learning styles and
approaches. For example, through visual, kinaesthetic, auditory and a
collection of modes.
This is why we must challenge ‘The implicit assumption that
speech and writing are always central and sufficient for learning.’ (Kress and
Jewitt, 2008, p2). Are they the only ways of learning? Or is it because that is
how we are programmed to learn, following on from traditional classrooms.
I believe this way of learning may eventually fade within
education as schools begin to explore the future of technology and begin to implement
Gamification into the classroom. ‘Gamification is a new technology that
incorporates elements of game play in to nongame situations.’ (Prince, 2013). It is
designed to engage students in the accomplishment of daily tasks with rewards
and other motivators.

References:
Beauchamp, G. (2016) Computing and ICT in the primary
school. From Pedagogy to Practice. London: Routledge.
Gibson, S. Moline, T. Dyck, B.
(2011) ‘What Are Education Students’ Perceptions of the Role of Technology in
Social Studies Pedagody?’ Albert Journal
of Educational Research. Vol.57(1), p.73-87
Jones,
J. and Coffey, S. (2013) Modern Foreign Languages, 5–11: A Guide for
Teachers, 2nd edition, New York: Taylor & Francis.
Prince,
J. Dale. (2013) ‘Gamification’ Electronic
Resources in Medical Libraries. Vol.10(3), p.162-169