12 tips for training older teachers in technology

ɫèAV Languages
Older Woman with glasses sitting at a laptop

An assumption persists in the educational community that more mature teachers are much more difficult and reluctant to be trained on the effective use of educational technology. To some degree, I think this assumption has been built on by the digital native vs digital immigrant myth. But as someone who has trained teachers of all ages all over the world, I would say that, from my own experience, this hasn’t been the case.

What I have found to be the case is that more mature teachers are:

  • less likely to be lured by the shiny hardware and the seemingly wonderful claims made to go along with it.
  • more critical and skeptical about the way technology is used in the classroom.
  • less confident when using various apps and websites and less likely to explore the different features.
  • more easily discouraged by failures.
  • less familiar with various tools, applications and services that have become part of everyday life for younger users.
  • more likely to be able to see through “technology for technology’s sake” classroom applications.

So how should trainers approach the challenges of working with these teachers? Here are a few tips from my own experience of training older teachers to use technology.

Be sure of your ground pedagogically

So many edtech trainers are great with technology, but much less versed in educational theory and pedagogy. More mature teachers are more likely to have a more robust theoretical understanding, so be prepared to back up your ideas with sound pedagogical insights and try to relate your training back to theories of learning and pedagogical approaches. 

Make sure training is hands-on

Running through a list of tools and ideas in a presentation may have some value, but it doesn’t come anywhere close to the impact of giving teachers hands-on experience and the chance to actually work with the tech to create something. 

Give solid examples of what you have done

Being able to speak from experience about how you have used tech with your own students will have far more impact than theoretical applications of “You could do blah blah blah with your students.” Sharing anecdotes of how you have used technology in your classes, the challenges you have faced and how you have overcome or even been overcome by them can really lend credibility to your training. 

Manage expectations

A positive attitude is great, but be also prepared to point out weaknesses, and potential pitfalls and talk about your own failures. This might help your trainees avoid the same mistakes and stop them from becoming disillusioned. 

Make time to experiment and explore

Don’t be tempted to cram in as many tools, techniques and activities as possible. Incorporate project time into your training so that teachers have the chance to go away and explore the things that interest them most and get their own perspective on how they can use them with students. 

Back up technical training

Learning to use new tools is getting easier all the time, especially on mobile, but it’s still relatively easy for teachers to forget which button to press or which link to follow. So back up any demonstrations with an illustrated step-by-step guide or a video tutorial that teachers can return to later. 

Make their lives easier

Using technologies that can make what they already do a bit easier or a bit quicker is a great way to start. For example, I have a link to a tool that really quickly creates a . Sharing tools like this that start from what teachers already do can really help to get them on your side. 

Do things that can’t be done

One of the most common remarks made by more mature teachers about technology is: “Well, that’s fine, but you can do that without tech by …” If you can show examples of technology use that go beyond what is already possible in the classroom, then you are much more likely to get capture their enthusiasm.One example of this is the use of collaborative writing tools likeand its ability to track, record and show how students constructed text.

Solve classroom problems

Being able to spot a genuine classroom problem and show how technology can solve it can be very persuasive. One example of this is gist reading which can be very challenging to teach because students tend to ignore time limits. Cue Prompterscan give teachers control of the text and push students to gist read at the speed the teacher chooses. Problem solved. 

Plan with long-term and short-term goals

However inspiring your training session is, and however short or long it is, you should ensure that teachers leave it with a plan.  are great if you have time to work on them with the teachers. If you don’t have time to get them to create individual SMART plans, at least get them to think about the first step or the first technology application they will try in their classroom and what they will do with it. 

Tech can be implemented in CPD

One of the reasons many mature teachers feel less confident with tech is because they often only use it in the classroom. Showing how technology can become part of their own self-guided CPD and professional practice, and helping them to build their PLN can energize their technology use and make their development much more autonomous and long-lasting. 

Make sure everything works

I can’t emphasize this enough. Make sure you have updated all your plugins, browser versions, etc., and check the network and connectivity and make sure everything runs smoothly. Nothing puts teachers off more quickly than seeing the trainer fail.

Having read this list of tips you are likely to think: “But all technology training should be like that!” Yes, you are right it should, but the truth is we are more likely to be able to get away with lower standards when working with teachers who are already more enthusiastic about tech. So the next time you walk into a training room and see some older teachers there, don’t groan with disappointment, but welcome the opportunity to test your skills and understanding with the most critical audience. If you can send them away motivated to use technology, then you know you are on the right track. 

More blogs from ɫèAV

  • A girl sat at a laptop with headphones on in a library

    5 myths about online language learning

    By Steffanie Zazulak
    Reading time: 3 minutes

    Technology has radically changed the way people are able to access information and learn. As a result, there are a great number of tools to facilitate online language learning – an area that’s been the subject of many myths. Here we highlight (and debunk) some of the bigger ones…

    Myth #1: You will learn more quickly

    Although online learning tools are designed to provide ways to teach and support the learner, they won’t provide you with a shortcut to proficiency or bypass any of the key stages of learning.Although you may well be absorbing lots of vocabulary and grammar rules while studying in isolation, this isn’t a replacement for an environment in which you can immerse yourself in the language with English speakers. Such settings help you improve your speaking and listening skills and increase precision, because the key is to find opportunities to practise both – widening your use of the language rather than simply building up your knowledge of it.

    Myth #2: It replaces learning in the classroom

    With big data and AI increasingly providing a more accurate idea of their level, as well as a quantifiable idea of how much they need to learn to advance to the next level of proficiency, classroom learning is vital for supplementing classroom learning. And with the Global Scale of English providing an accurate measurement of progress, students can personalise their learning and decide how they’re going to divide their time between classroom learning and private study.

    Myth #3: It can’t be incorporated into classroom learning

    There are a huge number of ways that students and teachers can use the Internet in the classroom. Meanwhile, ɫèAV’s online courses and apps have a positive, measurable impact on your learning outcomes.

    Myth #4:You can't learn in the workplace

    Online language learning is ideally suited to the workplace and we must create the need to use the language and opportunities to practise it. A job offers one of the most effective learning environments: where communication is key and you’re frequently exposed to specialized vocabulary. Online language learning tools can flexibly support your busy schedule.

    Myth #5: Online language learning is impersonal and isolating

    A common misconception is that online language learning is a solitary journey, lacking the personal connection and support found in traditional classrooms. In reality, today’s digital platforms are designed to foster community and real interaction. With features like live virtual classrooms, discussion forums and instant feedback, learners can connect with peers and educators around the world, building skills together.

  • Two teenagers sat at a desk in a classroom working together in front of a laptop

    My lifelong learning journey: Why learning English never stops

    By Zarela Cruz
    Reading time: 4 minutes

    My journey with English began in the unlikeliest of places: a mining camp in southern Peru. As a child, I was fascinated by American culture – the movies, the music, the seemingly limitless world that English opened up. For me, the language was a gateway leading to a deeper understanding and feeling of belonging, making me part of their culture.

  • A classroom scene with a teacher and diverse students engaged in learning, using laptops on desks, in a brightly lit room.

    Is game-based learning technology a waste of time?

    By
    Reading time: 4 minutes

    We feel that game-based learning (GBL) is a waste of time… if not properly understood. Even then, one could argue that "wasting time" is a vital part of learning and perhaps we need to stop insisting that every second counts.

    Game-based learning vs. Gamification: Understanding the difference

    Let’s begin by first addressing the term "game-based learning" and how it compares to its doppelgänger, gamification. Gamification is the application of game mechanics and dynamics to non-game contexts to solve problems, engage users and promote desired behaviours. For example, rewarding acheivements with points, awards or badges for achievement, levelling up, using avatars, quests and collaboration are all gamification features, which elevate games above the mundane activities of normal life.

    The principles of gamification have been applied to the retail and services sectors for years: think of airlines' frequent flyers programs, pubs and bars running "happy hours" promotions, WeightWatchers' points-counting, Foursquare's badges for visiting new places. There are hundreds of examples of where game dynamics have been introduced into non-game contexts to influence behaviour and bring about a desired result.

    Game-based learning in action: More than just play

    Gamification does not refer to the straightforward use of games (whether digital or otherwise) as part of a teaching or learning interaction. A teacher using the board game Monopoly in the classroom to demonstrate the idea of rent is not gamifying the learning environment; they are involving learners in game-based learning. GBL refers to the use of games as tools: as devices for opening discussion, presenting concepts or promoting learner engagement within clearly defined learning objectives, in other words, learning through playing games. Gamification is the appropriation of those principles, mechanics and dynamics that make games work in order to promote engagement or engender a desired outcome.

    Teachers have long introduced games into the learning environment – such as Kim’s Game, Pelmanism and Guess Who? – and the uptake of GBL with digital games is particularly well demonstrated by the work being done by the Institute of Play, and the growing popularity of the likes of Minecraft and SimCity in schools. In terms of our immediate ELT context, pretty much any video game can be repurposed for language learning, in the same way a text, song or website can be. Take, for example, the indie game . Although there is no actual spoken language in the game, the platform puzzle format lends itself perfectly to practising language around predictions or conditionals ("If I pull that lever, the door will open"), recounting events ("I was chased by a giant spider!"), strategising and so on. In this post, we will be referring to existing digital games that have been appropriated into a learning context, as opposed to games that have been designed with a specific educational use in mind.

    Sharma and Barrett’s definition of blended learning provides a useful context for approaching the use of digital games in such modalities, notably the combination of “a face-to-face classroom component with an appropriate use of technology”. We’re making no assumptions about whether the games are being accessed in the classroom, on mobile or online at home. The blend isn’t defined by where a learner is, but by how their use of technology supports and enhances their contact with the teacher.

    The notion of appropriateness in Sharma and Barrett’s definition is critical as, in the case of a GBL project, it assumes a teacher has a familiarity with both the tech and content accessibility of a selected game. Acquiring that level of familiarity with a game requires a certain amount of time engaging with it to determine its fit for the needs of the learners, an activity which might easily be considered off task when compared to the other demands being made on an educator’s schedule.

    How GBL fuels engagement and deeper learning

    The benefits of GBL with digital games are potentially quite profound, however. First, studies indicate that playing video games in general can stimulate the generation of neurons and enhance connectivity between the regions of the brain responsible for memory formation, spatial orientation and strategic thinking. The right pairing of game and learning objectives could be argued to promote situated cognition, a theory that knowledge is constructed through – and inseparable from – social interactions and the context in which they take place. A learner immersed in SimCity stands a much greater chance of understanding the principles of taxation and the provision of public services through playing the role of a mayor, for example, than a learner being walked through the annual budget. As Lim et al. state: “games are effective because learning takes place within a meaningful context where what must be learned is directly related to the environment in which learning and demonstration take place”.

    Early-stage research on mirror neurons is adding a new aspect to the discussion around the immediacy of playing games. In short, mirror neurons suggest that when we observe someone performing an action, there is a brief moment in which our brain cells fire as if we are carrying out that action ourselves. The boundary between observer (player) and observed (in-game character) becomes blurred for a split second. A lot can happen in that split second.

    In addition to the benefits of an immersive, neuron-stroking experience, games demonstrably promote learner engagement by introducing the F-bomb into the mix (fun). They also have the capacity to provide an unrivalled social experience, as in the case of MMORPGs (massively multiplayer online role-playing games). As an example, consider how a leading MMORPG game, World of Warcraft, is applied in learning environments.

    Addressing concerns and embracing change

    However, there are often deep-seated cultural aversions to the use of games in an educational context that GBL initiatives are required to overcome. Critics have said that digital games are anti-social, that they rot your attention span, that they are not legitimate, validated learning resources. Although there is not yet a body of research that can empirically confirm or debunk the effectiveness of games used for learning, surely watching a learner plan, execute and evaluate a project in Minecraft with classmates suggests that those objections are based on dated assumptions. The language learning space in particular is still very much attached to a coursebook paradigm that is predicated on levels and a clearly defined syllabus. Perhaps GBL is too much at odds with an established business model that is the bedrock of too many large education organisations.

    So is GBL a waste of time? We’d argue that it is when its potential is not properly recognised and it is treated as light relief. Games are dynamic, engaging resources capable of delivering experiences and drawing connections that can really ignite a student’s learning experience. Furthermore, they bring a playful and unpredictable aspect to the learning process.