The Cybernetic Revolution
Computers have caused a tremendous amount of growth in schools and businesses throughout the years. Computers have evolved into systems from the first computer that filled an entire room to small handheld devices that are easily transported with daily use. Companies have seen big improvements with computers as a benefit to production and efficiency of work and time. The U.S. government supported the use of computers to remain current and ahead of other countries (Cornish, 2004, 17). With government support and push for computer growth and expansion, schools have been forced to increase computer knowledge as well. Much of the early computer knowledge was gained through self-taught professionals and grew into schools investing in computer departments to pass on that knowledge and learning expertise. Colleges developed computer science departments and curricula to teach and train professionals in the field. However, much of the computer knowledge was acquired through hands-on learning experiences on the field and in businesses.
Through knowledge of computer courses in colleges and technical schools, students have developed teaching techniques to benefit younger students in classes as well. Computer professionals have worked to develop methods for young school students to learn with computer programs and educational learning apps on tablets and phones. Students no longer destined to learning from textbooks or paper materials. They have computer programs and apps to supplement curricula. Because students learn in many ways and with different learning styles, computers have opened up many opportunities to present lessons and activities to meet different learning styles and needs. Computers make it possible to think about learning in a new way (Shaffer, Gee, 2006, 4). Because of the advancement of computers and computer-aided instruction, teachers have the capability to meet many student learning needs and structure lesson plans and activities of multiple interests.
Cornish, E. (2004). Futuring: The Exploration of the Future. Bethesda, MD: World Future Society.
Shaffer, D. & Gee, J. (2006). How Computer Games Help Children Learn. Hampshire, England: Palgrave MacMillan.