Computer Love

The great Malcom X once said, “Educations is the passport to the future, for tomorrow belongs to those who prepare for today.” Being from one of the hoods of Shreveport, ‘Motown’ to be exact, opportunity for success was inexistent , not applicable, nowhere in sight. With that in mind, my grandmother not only advocated the importance of education, but stressed for the advancement of knowledge through various means and mediums. So once products such as ‘4th grade adventures’ and ‘Genius: the tech tycoon’ hit the market, I was immediately forced feed those games. These experiences helped me at a prepubescent age to see the eventual impact the internet would have on educational practices. 

Such technologies, I feel were one of the fundamental building blocks to the what the modern-day M.O.O.Cs came to be. Though weren’t dependent on internet access, said products allowed for the massive education of youth through widely available interactive computer programs. In a 2017 Business Insider Article, Zoë Benard uses the program ‘Dreambox’ to express a similar sentiment as mine. She states, “Technologies like DreamBox, a math education software that’s used in a number of classrooms across the US, adapts to each student’s skill level and lets students learn at a pace best suited to their needs.” Such technologies empower educators with a different set of metrics to better adjust to the needs of their students, thus creating a more effective learning experience. 

*Blogpost II re-upload

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