Technology is the collection of techniques, processes, skills and raw materials used to produce products, solve problems, or satisfy desires. Depending on context and viewpoint, it can be a broad term, such as computer technology, or a narrower one, such as medical technology.
The human relationship with technology is complicated and enduring, spanning millennia of development. It is shaped by social values, often in ways that are difficult to measure.
Technological developments can improve human welfare through increased prosperity, improved comfort and quality of life and medical progress, but can also disrupt existing social hierarchies or cause pollution or harm. Philosophical debates are often over whether the use of technology improves the human condition or worsens it.
A critical design aspect is the need to take into account all constraints: economic, political, social, ecological, and ethical (disadvantages to some people, risk to future generations). In an optimum design, these constraints are considered and reached through a variety of trade-offs.
Using technology in the classroom makes it more engaging for students, and it helps to keep them excited about learning. It can also help to prepare them for technical working environments.
Game-based learning platforms are an excellent way to engage students, enliven difficult subjects and make them more memorable. They are designed to accommodate a wide range of learning styles and can be used as a supplement to traditional lessons or incorporated into existing classes.
Digital signup forms are another good way to incorporate technology into the classroom, allowing students to set up and manage their own projects. They’re easy to share and can allow students to schedule their presentations on their own terms.