Debunking Myths About Classroom Technology

As the technological world advances more and more teachers and schools are beginning to include technology in the classroom. Just like any new idea the incorporation of technology in the classroom brings along misconceptions and myths. In her article Five Myths About Classroom Technology (And What To Do Instead) Rebecca Recco describes 5 myths that are associated with technology and her recommendations for incorporation scroll-on-down6a00d8341c532753ef00e54f45530f8834-640wi


  1. Technology fixes all of your or your students problems.
  2. Technology is dangerous, so we have to limit access to everything.
  3. Technology leads to student success – just look at the data!
  4. Educational gaming improves student achievement.
  5. Technology is less meaningful than traditional learning.

Not all of the myths are negative in regards to technology but not all of them are positive either. A major take away from Recco’s article is that technology has good uses and bad uses and in order to ensure that the use of technology is good and beneficial to our students teachers need to demonstrate to them the proper use. Myth #2 is about the dangers of technology and the need to limit access to everything. In school I do believe that we need to limit the access that students have to certain sites. The problem arises when the students go home and use technology. At home use of technology is typically when school aged children will misuse it. As teachers not only should it be our job to monitor our students use of technology in school but also at home. Teaching the students in school to be safe and smart with their uses of technology will hopefully translate to their use at home.

Another major point made is that students learn best from student-led creating, exploring, and sharing. A classroom that properly uses technology would show students collaborating and sharing. Students work and learn better when they are able to create something. Allowing students to use technology as a creative outlet allows the student to work to learn instead of memorize to learn, which most apps and games call for. Incorporating technology into certain aspects of the class allows students to experience areas they wouldn’t normally through traditional learning. Allowing for some student-led and teacher guided time will allow students to be creative, collaborate with each other, and share what they are learning.




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