The nature of schooling in the digital age

Technology has become a significant tool in today’s classroom due to its proven effectiveness that provides efficiency, not only for educators but most importantly to the generation of learners that are referred  to as the “digital natives.” NMC Horizon is a global community project that consist of major company of technology stakeholders that is designed to identify and describe emerging technology that is likely to have an impact on learning, teaching, and creative inquiry in education (Westenberg, 2014). Their 2013 Higher Education edition, list the leading technologies that are being utilise heavily in today’s classrooms, some of the said technology features will be discuss on this entry and explain why and how they benefit both teachers and learners.

IMAGE SOURCE: mwinfield1. Digital Literacy and the 21st century environment. Retrieved from


According to NMC 2013 Report, flipped classroom can be defined as the model of learning that rearranges how time is spent both in and out of the classroom to shift the ownership of learning from educators to the students. In my understanding, flipped classroom is a structure of learning that moves from the traditional way of teaching and learning where educators specifically tell students what to learn, how to learn, when to learn and to how to prove what they learned to a more independent type of learning where students can be self directed learners and teachers become a more of a facilitator of knowledge rather than the sole distributor (Mihai, 2016). The features of technology such as laptops assess the model of flipped classrooms that give students accessibility of their learning in their own time at any place, that gives them the option of structuring their own learning strategies, which makes them accountable of their own studies.

What a ‘flipped’ classroom looks like (PBS Newshour, 2013)


Game-based learning is one of the most post-modern strategy that is becoming more prominent in today’s classroom to cater for different learning strategies whilst also making learning interactive and engaging. Its efficiency has been proven globally, though it has only been introduced in the educational field for a short period of time. This is due to the fact that using game mechanics learning increases students’ motivation to pursue and work harder in their studies. The article Motivating Students and the Gamification of Learning by Shantanu Sinha discuss how incorporating games in learning influences students’ motivation to learn, by providing different features that significantly increases students’ engagement and participation, which consequently results to an active learning if properly facilitated.

As a developing History teacher, it is significantly important to be aware and familiar of these new features of the digital classroom, to properly developed pedagogies that will accomodate the different technologies that has been emerging within the educational field (Holmes, 2009). Being familiar with these classroom features will help me as an educator to properly develop activities using technologies that will be interactive and will correspond students’ capabilities, which will particularly enhance their skills of thinking critically and ICT furthermore. Being familiar with these features will also give students the opportunity to learn authentically that will give the learning content to be meaningful and creative in students’ life.


Holmes, K. (2009). Planning to teach with digital tools: Introducing the interactive whiteboard to pre-service secondary mathematic teachers. Australasian Journal of Educational Technology, 25(3), 351-365. DOI:

Mihai, L. (2016, October 13). 8 Flipped Classroom Benefits For Students And Teachers. Retrieve from

mwinfield. (2013). Digital literacy and the 21st century classroom environment [Photograph]. Retrieved from

NMC Horizon Project Short List: 2013 Higher Education Edition. Retrieved from

PBS Newshour. (2013, December 11). What a ‘flipped’ classroom looks like [Video File]. Retrieved from

Sinha, S. (2012, February 14). Motivating Students and Gamification of Learning.  Retrieved from

Westenberg, C.J. (2014). The List: 12 Top Technologies in Education. Retrieved from



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