IN Hampton Fall 2016 | Page 28

SPECIAL SECTION: TECHNOLOGY IN THE CLASSROOM a cultural context that demands continuous improvement and engages collective processes that foster understanding and broad ownership of decisions. This should be driven by vigilant consideration of assessment results that help illuminate the extent to which particular interventions are working, and who is benefiting from the changes in what ways.” THE HOW Mobile and Digital Learning Digital learning made a slow entrance into mainstream education, but with the use of tablets and mobile devices, the number of teachers using game-based learning in the classroom has doubled in the past six years. “The explosion in teacher interest and usage of videos and gamebased learning could be a harbinger of a new awakening for digital learning,” Julie Evans, the CEO of Project Tomorrow, says. In a 2015 survey conducted by Project Tomorrow, 48 percent of K-12 teachers and nearly two-thirds of K-5 teachers reported adopting the use of games in their weekly lessons. According to Education Week, 23 million devices were purchased in 2013 and 2014 alone. More recently, tablets are taking over as an affordable option for bringing technology to each individual student. One-to-one computing hopes to provide teachers with the time to give each student more personalized attention and time to work at his/her own pace. New Learning Spaces Gone are the days of sitting head-behind-head, avoiding eye contact with your teacher, hoping she won’t call on you for the answer to her question. Student-centered environments in colleges and schools breed creativity and innovation through small-group learning and Continued on page 28 > 26 724.942.0940 TO ADVERTISE | Hampton