Educational technology is the field of study that investigates the process of analyzing, designing, developing, implementing and evaluating the educational environment, learning materials, students and the learning process in order to improve teaching and learning. Gamification combines play and learning by using play as a teaching tool, according to Newman, who explains that the incorporation of game technology in the classroom “can make learning difficult subjects more exciting and interactive. Technology is supposed to be inherently interesting, so it must be useful in education; according to research by Daniel Willingham, this is not always the case. In addition, the large-scale use of technologies was used to train soldiers during and after World War II using films and other mediation materials, such as overhead projectors.
Some advocates believe that computers have the power to transform schools because they empower students in ways that previous technologies couldn't do, because they challenge teachers' authority to be the only source of information, and because they encourage an activity, rather than a passive one, student. Educational technology is the process of integrating technology into education in a positive way that promotes a more diverse learning environment and a way for students to learn to use technology, as well as their common tasks. Teachers can take advantage of technology to achieve new levels of productivity, implement useful digital tools to expand student learning opportunities, and increase student support and participation. Ultimately, technology boils down to affecting relationships between people, but this notion is obfuscated when technology is treated as an abstract notion devoid of good and bad.
Whatever learning theory a teacher adopts, there are many technologies in schools to improve instruction and support student learning. Advances in technology are not limited to the devices and devices that people use in daily life, but have reached schools and classrooms to facilitate the way students deliver and absorb education. Many of today's high-demand jobs were created in the past decade, according to the International Society for Technology in Education (ISTE). Educational technology is disrupting traditional education and teaching methods by offering both teachers and students the ability to learn in an environment that uses now common devices, such as smartphones, laptops and tablets.
James Pellegrino and Janice Altman (199) believe that the penultimate use of technology occurs when students use technology to go from being consumers of knowledge to being producers of knowledge. Next, we'll explore some of the most promising examples of educational technology and some specific educational technology tools and trends. Educational technologists often use the term teaching media to represent all the devices that teachers and students use to support learning. With the advent of the World Wide Web in the 1990s, teachers embarked on the method of using emerging technologies to employ multi-object-oriented sites, which are text-based online virtual reality systems, to create course websites along with simple sets of instructions for their students.