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Five technologies to avoid in the classroom

Five technologies to avoid in the classroom

eCampusNews is a huge proponent of classroom technology (as are we), but a recent article identified five technologies that best belong outside of the classroom. And even better yet, they provided some suggested alternatives.  

Avoidable Technology More Suitable Alternative
Social Media. Social media is hard to implement in a meaningful way, and it's even harder to filter out cyber bullying and privacy issues.  Course-Created Forums. Forums that are specific to the class or topic blend digital interaction with relevancy and administration. 
Gaming. It's very hard to incorporate digital gaming in a productive way.  Augmented and Virtual Reality. AR and VR leverage technology to transport the student outside of the classroom. 
Locked Digital Texts. Students don't use them and educators don't believe they are effective.  Open Educational Resources. These remove the barrier and can be re-referenced and reused in the future. 
Anything that's not accessible.  Accessibility issues can lead to legal issues and simple non-use.  Leverage Your IT Team. Your IT team is a wealth of knowledge on making sure your desired content is available for all. 
Device-Specific Technology. Users prefer different platforms, and speaking to only one alienates a good chunk of your user base.  Device-Agnostic Technology. It's imperative that media is supported on Apples, Chromebooks and Androids. Or better yet, make it web-based. 

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