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Growth of technology in the classroom

September 30, 2021
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Image courtesy of Pixabay.

Right now, we're experiencing a dynamic change in how we use technology in the classroom. Hardware advancements and teaching methods drive part of that change. The other part is current circumstances.

In a recent article on TechCrunch, Jack Lynch discusses how digital learning was necessary for pandemic education and how one silver lining is the growing confidence teachers have in tech. That includes it's effectiveness and ease of use.

With schools back in session, we don't have to struggle between digital learning versus face-to-face education. They can work in unison. There are so many possibilities for digital learning when it's integrated as part of classroom instruction.


A smartboard is an excellent presentation tool for any size group, from large to small. A teacher can share text, images, and videos along with sound and touchscreen interaction. 

These elements make it perfect for the four main learning types: audio, visual, kinesthetic, and reading/writing. Teachers can save time and energy on their lesson plans because smartboards are equipped to address more than one learning style. 

Tablets are available in many schools nowadays too. These devices offer many of the same features as smartboards but in a smaller package. 

And like smartboards, a personal device like a tablet or laptop provides an education plan for a specific student and learning type. But when considering independent work or small group activities, a tablet is the better choice.  


One of the hardest things to do is keep a student's attention. That's where technology and gamification comes in. Smartboards and tablets engage students through interaction. It gets kids out of their seats and moving around while presenting information in a new and exciting way.

But it's not enough to have a smartboard or a tablet in the classroom and use it only occasionally for basic tasks. It's got to be used the right way. If a smartboard conveys dry material in the context of a game, for example, kids tend to pay attention. 

Gamification is achieved through user-controlled actions on screen, like a pen tapping a smartboard or scrolling with your hand on an iPad. Other elements like competition, rewards, and micro-interactions boost the gaming aspect of an application. 

Teachers, parents, and districts must prioritize technology in the classroom. Students are definitely on board. And once the supply of quality resources and expertise meets the demand, schools can take full advantage of digital learning in person.

3Digit is a small agile product design shop based outside of Baltimore, MD. We focus on designing user-centered digital products for mobile and web applications, as well as physical prototyping for early-stage startups and entrepreneurs. Our approach relies on research and rapid prototyping to help businesses turn their ideas into reality.