ABSTRACT

In this chapter, the focus turns to the various educational tools and resources, both technological and non-technological, for teaching and learning in the classroom. These include the optimal use of common resources in most classroom environments, such as the ubiquitous whiteboard, as well as the introduction of new and emerging technology for learning, such as the use of apps for digital play and learning in the classroom. The (digital) educational tools and resources are described as semiotic technologies, that is technology for making meaning. This perspective offers consideration on the design, use, and sociocultural context in which the semiotic practice is situated within. Educational tools, especially technologies for learning, can productively enhance existing instructional practices and enable new innovative practices in the classroom. Notwithstanding, it is also useful to acknowledge the opportunity cost that these tools can bring. Embodied teaching involves a recognition of the value and cost that specific semiotic technologies can bring as we use them to design various learning experiences for our students.