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Preparing Faculty for Technology Dependency in the Post-COVID-19 Era
Experiences within the classroom that are applicable to the world outside the classroom.
Published in Chapter:
The Power of Technology in K-12 Education
Rachael Peggs (SUNY Brockport, USA)
DOI: 10.4018/978-1-7998-9235-9.ch013
Abstract
COVID-19 forever changed the lives of everyone in the year 2020. It caused heartbreak, the loss of loved ones, and changed forever what we considered to be normal. Education and schools took a completely different shift when schools closed, and students were transitioned into 100% online learning. Although this shift was abrupt and extremely hard, it has changed learning in a multitude of ways that we can now begin to understand. One of these is channeling learners' creativity, intrinsic motivation, and interest recognition using technology in the curriculum in crisis and non-crisis learning situations. Throughout this chapter there will be a review of problem-based learning, gamification, game-based learning, and simulation-based learning and the benefits associated with each of these and the major role that technology plays in each to be successful along with an exploration of the problems associated with technology and recommendations for educators, schools, administrators, and policymakers.
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