Educational technology is watering down school curriculum and is making it harder for students to learn basic skills (reading, writing, problem solving, and arithmetic).
Educational technology is leading students to believe that learning should simply be enjoyable and easy. This makes it difficult for them at higher levels of education or in the workplace where they need skills such as concentration, patience, and analytical thinking to overcome obstacles.
"Fooling the poor with computers"
- Oppenheimer
Through increased uses of educational technology, there is a widening gap of educational inequality where students who were already struggling with basic skills are now pushed farther behind.
Students in socioeconomic disadvantages further struggle with this gap as they lack proper support or assistance outside of school. These students are already falling behind academically, and now they need to catch up to their peers technologically.
Teachers are struggling to find affective ways to implement technology into the classroom without taking away the fundamental knowledge students need to learn at their grade level.
Teachers can't control external barriers such as lack of school funding, student financial inequalities, or lack of updated technology.
A teacher ineffectively implementing technology can drive students to be inattentive and less engaged during class.
Using games to improve focus and attention should not be at the expense of learning. Administrators need to be aware that these educational games, while fun, may not be targeted for all learning styles.
Educational games can not substitute classroom learning entirely. There is a need for a balanced curriculum to keep students both engaged and entertained while also teaching them what they need to know at their grade level. Students are limited to what knowledge they can gain from these games.
As a benefit, administrators have found that educational games can improve reflexes, word recognition or basic decoding. However, students are still lacking higher reading and problem solving skills that they aren't able to learn within these games.
Students begin to focus more on the game and the entertaining aspects instead of the educational value. If games have flashy prizes or levels to win, they may begin losing focus of the true intention of the game.
When correcting errors in games, students aren't really learning. They instead are guessing and learning through trial and error rather than truly understanding the content involved.