While there are applications of technology that accelerating learning in ways that were not previously attainable, there are significant equity and accessibility issues that have simultaneously appeared. The prevalence of iPads and Chromebooks in classrooms have allowed for students to experience local and web-based games that engage students and enhance learning. Moreover, these games can provide critical data that can inform future instruction. In previous posts, I have discussed equity issues in "One to One" and "Bring Your Own Device Environments". I believe that equity and accessibility issues extend to the software - the educational games - that teachers are using in their classrooms with their students.
In the past few years, the term "freemium" has been applied to apps that give the user a taste of the experience and then prompt them to pay for an improved experience. Apps like the popular Minecraft embrace this model. Schools that can afford to do so can pay for the full version of these apps. Other schools allow students to be exposed to the ads that display in the "freemium" versions.
Therein lies the equity and accessibility issues. While I am assuming all students have access to a device, those students that are exposed to advertising are not truly receiving a free and public education.