Technologies that are used to achieve learning goals and learning outcomes are constantly evolving. As some technologies fall into disuse (Traifire) other technologies are developed. Currently, the uses of technology in learning are divided into three categories: 1. Learning about technology: Learning about computer hardware, computer software applications and computer programming languages. These are three very different areas of technology each with its own knowledge base and sets of skills. 2. Learning from technology: Using computer software applications and/or the internet to acquire information and learn skills. 3. Learning with technology: Using computers and their software applications as tools to help the learner in completing inquiry-based projects e.g. webquests, Problem and Project Based Learning, Wikis and educational blogging. (Jonassen and Peck, 2006) The technologies that are available for use in instruction can be categorized according to their range of use and their relevance to instructional enterprises. To further explain: technologies can be separated into two broad categories, those technologies that are used in education but which were not created specifically for educational purposes. For example, the Microsoft Office suite of tools, Word, PowerPoint, Excel, Access and Publisher were not created for educational purposes. Nor were the online versions of Office suites, e.g. Google tools and Zoho Office tools. They were created as business tools for the office environment. Nevertheless, these have become standard tools which educators use to accomplish instructional goals. Tools like the MS Office Suite and its Open Source alternative LibreOffice are generic technologies; they are used to achieve educational outcomes and goals but they were not created specifically to achieve educational goals and outcomes. Other generic technologies include Thinglink, YouTube, and Slideshare. The second group of technologies is what is described as educational technologies. Educational technologies are software applications that were specifically created to achieve educational goals and outcomes. Educational technologies of this kind include online whiteboards e.g. Twiddla, and Stoodle wikis e.g. wikispaces, and concept mapping software e.g. MindMeister . This second group of technologies can be further categorized into two groups: Technologies that are educationally generic, that is, educational technologies that are not subject or discipline specific and educational technologies that are subject and discipline specific. For example, non- specific educational technologies include Virtual Learning Environments (VLEs) such as Edmodo, Lore, HaikuLearning or Twiducate, which can be used to teach any subject. Concept mapping software applications such as CMap tools or Bubbl.us can be used to map the relations between concepts in any subject area or knowledge domain. Rubistar can be used to create rubrics for any subject, Diigo can be used to curate content for any subject and webquest makers e.g. Zunal and Aula21 can be used to create webquests for any subject. Subject specific educational technologies on the other hand, are only useful to the subject or discipline they support. The ChemCollective virtual lab is a chemistry simulation software useful only to chemistry teachers and students. Cells Alive! is useful to Biology teachers and students and the ReadWriteThink interactives are useful to literacy teachers and students. The classification schema for the various technologies is represented in the diagram below. As a web tools 2.0 certified teacher, you will need to familiarize yourself with all the types of technologies that are used in education, and the capabilities of each type of technology for achieving your instructional goals.
Diagram 1: Classification schema for technologies used in Education