Are there certain curricular areas in which technology is more useful than in others?

Probably maths and sciences.

Useful for what? The rating of usefulness would depend on the goals and tasks planned.

Yes, there are certain curricular areas where technology can be particularly useful. Here are a few examples:

1. STEM (Science, Technology, Engineering, and Mathematics): Technology can greatly enhance hands-on learning experiences in STEM subjects. For instance, computer simulations and modeling software can be used for virtual experiments, while coding and robotics can provide opportunities for students to apply their theoretical knowledge in a practical way.

2. Language Learning: Technology offers various tools, such as language learning apps, online language courses, and translation tools, that can supplement traditional language instruction. These resources can provide personalized learning experiences, interactive exercises, and instant feedback, enabling students to practice and improve their language skills at their own pace.

3. Arts and Design: Technology plays a significant role in arts and design education. Graphic design software, animation tools, and digital photography allow students to explore their creativity and develop technical skills. Additionally, multimedia platforms provide opportunities for students to showcase their work and collaborate with others.

4. Social Sciences and Humanities: Technology can be utilized in social sciences and humanities to access vast amounts of digital resources such as online databases, digitized archives, and e-books, making research and information gathering more efficient. It also allows for global connections and virtual collaborations among students from different cultures, fostering cross-cultural understanding.

To determine other curricular areas where technology is more useful, consider looking at the specific goals and needs of each subject. Analyze how technology can support and enhance these goals, whether it is through data analysis in mathematics, game-based learning in physical education, or virtual field trips in geography.