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Classcraft utilizes gaming principles to engage students in the educational process, creating a

harmonious learning environment. It encourages collaboration and academic and social skills
development. Classcraft is available for free and paid versions, offering additional features for teachers.

Adobe Spark platform offers templates, images, and sounds for students to create subject-related
videos.

SEESAW. This learning portfolio system improves communication between teachers, parents, and
administrators by offering various activities, allowing students to create assignments and share their
work with parents, eliminating paperwork for teachers.

Google Classroom app streamlines school learning by allowing teachers to organize tasks, assign
assignments, and grade students, offering free services for all districts.

YouTube offers a convenient way for teachers to create personalized instruction videos for students,
enhancing learning experiences. With easy management and linking to Google accounts, teachers can
easily create and compile videos for various subjects, enhancing learning experiences for students.

Writing skills are crucial for success, but not everyone enjoys the written word. Kidblog offers a safe
space for kids to create journal entries, with teacher approval required. Students can add photos,
videos, or audio content.

The three types of knowledge – TK, PK, and CK – are thus combined and recombined in various ways
within the TPACK framework. Technological pedagogical knowledge (TPK) describes relationships and
interactions between technological tools and specific pedagogical practices, while pedagogical content
knowledge (PCK) describes the same between pedagogical practices and specific learning objectives;
finally, technological content knowledge (TCK) describes relationships and intersections among
technologies and learning objectives. These triangulated areas then constitute TPACK, which considers
the relationships among all three areas and acknowledges that educators are acting within this complex
space.

TPACK: Technological Pedagogical Content Knowledge Framework

TPACK theory explains teachers' knowledge needed for effective teaching, subject use, and technology
usage.

Content Knowledge (CK) refers to teachers' understanding of subject matter, including concepts,
theories, evidence, and best practices. It varies by discipline and grade level, with middle-school science
and history classes having different CKs or approaches.

Pedagogical Knowledge (PK) refers to teachers' understanding of teaching practices, processes,


methods, and learning styles, encompassing education purposes, values, and aims.

Technological Knowledge (TK) involves teachers' understanding of edtech, its potential, and adapting to
new technology offerings. Pedagogical Content Knowledge (PCK) focuses on teaching and learning
foundations, including curriculum development, student assessment, and reporting results. It promotes
learning and connects content and pedagogy, varying according to grade level and subject matter.

TCK involves teachers understanding the influence of technology and content on subject matter
communication and selecting appropriate edtech tools for specific classrooms.

Technological Pedagogical Knowledge (TPK) involves teachers understanding how technologies impact
teaching and learning experiences, introducing new pedagogical affordances and constraints, and
deploying tools appropriately for specific disciplines.

Content knowledge ( CK ) refers to any subject-matter knowledge that a teacher is responsible for
teaching.

• Pedagogical knowledge ( PK ) refers to teacher knowledge about a variety of instructional practices,


strategies, and methods to promote students’ learning.

• Technology knowledge ( TK ) refers to teacher knowledge about traditional and new technologies that
can be integrated into curriculum. Four components in the TPACK framework, address how these three
bodies of knowledge interact, constrain, and afford each other as follows:

• Technological Content Knowledge ( TCK ) refers to knowledge of the reciprocal relationship between
technology and content. Disciplinary knowledge is often defined and constrained by technologies and
their representational and functional capabilities.

• Pedagogical Content Knowledge ( PCK ) is to Shulman’s ( 1986 ) notion of “an understanding of how
particular topics, problems, or issues are organized, represented, and adapted to the diverse interests
and abilities of learners, and presented for instruction” (p. 8).

• Technological Pedagogical Knowledge ( TCK ) refers to an understanding of technology can constrain


and afford specific pedagogical practices.

• Technological Pedagogical Content Knowledge ( TPCK ) refers to knowledge about the complex
relations among technology, pedagogy, and content that enable teachers to develop appropriate and
context-specific teaching strategies

An ICT policy is a roadmap to ICT implementation strategies. This chapter aims to addresses technology
integration in terms of educational administration.

ICT Infrastructure – Promote the provision of accessible, universal, affordable, reliable, modern and
high quality levels of ICT facilities and services.

Legal and Regulatory Framework – Provides for the creation of an enabling legal and regulatory
environment that ensures the growth and development of the Information and Communications
Technology (ICT) sector.
Human Resource Development – Promote the use of ICT to enhance education and skills development
and build a growing ICT-savvy Nation.

Industry – use ICT to create an enabling and conducive environment for the promotion of investment
and the development of a vibrant and sustainable economy.

Government – Government as a user, purchaser, and regulator must support the use of ICT for the
innovative, effective and efficient delivery of information and services to the citizen and within the
public sector.

ONE LAPTOP PER CHILD. Less expensive laptops. Laptops designed for school use with low power
consumption, low operating system, and re-programming are offered at a 1:1 ratio, but may be too
expensive for some developing countries.

Tablets are small personal computers with a touch screen, allowing input without a keyboard or mouse.
Inexpensive learning software (“apps”) can be downloaded onto tablets, making them a versatile tool
for learning. The most effective apps develop higher order thinking skills and provide creative and
individualized options for students to express their understandings.

Interactive White Boards or Smart Boards: Interactive white boards allow projected computer images
to be displayed, manipulated, dragged, clicked, or copied. Simultaneously, handwritten notes can be
taken on the board and saved for later use. Interactive white boards are associated with whole-class
instruction rather than student-centred activities. Student engagement is generally higher when ICT is
available for student use throughout the classroom.

E-readers: E-readers are electronic devices that can hold hundreds of books in digital form, and they are
increasingly utilized in the delivery of reading material. Students—both skilled readers and reluctant
readers—have had positive responses to the use of e-readers for independent reading. Features of e-
readers that can contribute to positive use include their portability and long battery life, response to
text, and the ability to define unknown words. Additionally, many classic book titles are available for
free in e-book form.

Flipped Classrooms: The flipped classroom model, involving lecture and practice at home via computer-
guided instruction and interactive learning activities in class, can allow for an expanded curriculum.
There is little investigation on the student learning outcomes of flipped classrooms.(5) Student
perceptions about flipped classrooms are mixed, but generally positive, as they prefer the cooperative
learning activities in class over lecture.

The ASSURE model is an instructional design model that designers use to develop more effective
training programs with integrated technology. ASSURE differs from the ADDIE model because it's
typically regarded as a model that caters to learners through technology and media.

Dale's Cone of Experience is a model that incorporates several theories related to instructional design
and learning processes. During the 1960s, Edgar Dale theorized that learners retain more information by
what they “do” as opposed to what is “heard”, “read” or “observed”.
Addie is an acronym for the five stages of a development process: Analysis, Design, Development,
Implementation, and Evaluation. ADDIE is a leading learning development model used for instructional
design, which is the complete process of designing, developing, and serving learning content. The model
is often used to design training and learning & development programs in organizations.

project-based learning follows general steps while problem-based learning provides specific steps.
Importantly, project-based learning often involves authentic tasks that solve real-world problems while
problem-based learning uses scenarios and cases that are perhaps less related to real life

4 Principles Of Digital Literacy

1. Comprehension

The first principle of digital literacy is simply comprehension–the ability to extract implicit and explicit
ideas from a media.

2. Interdependence

The second principle of digital literacy is interdependence–how one media form connects with another,
whether potentially, metaphorically, ideally, or literally. Little media is created with the purpose of
isolation, and publishing is easier than ever before. Due to the sheer abundance of media, it is necessary
that media forms not simply co-exist, but supplement one another.

3. Social Factors

Sharing is no longer just a method of personal identity or distribution, but rather can create messages of
its own. Who shares what to whom through what channels can not only determine the long-term
success of the media, but can create organic ecosystems of sourcing, sharing, storing, and ultimately
repackaging media.

4. Curation

Overt content storage on platforms like Pinterest and Pearltrees saves content for later reading. Subtle
content storage, like YouTube channels and blog posts, demonstrates literacy, understanding
information value, and long-term accessibility. Elegant curation prevents data overload and social
hoarding, enabling collaboration to find, collect, and organize valuable information.

The goal of Universal design for learning (UDL) is to use a variety of teaching methods to remove any
barriers to learning and give all students equal opportunities to succeed.

Three main principles of UDL

UDL is a framework for how to develop lesson plans and assessments that is based on three main
principles:
Representation: UDL recommends offering information in more than one format. For example,
textbooks are primarily visual. But providing text, audio, video and hands-on learning gives all kids a
chance to access the material in whichever way is best suited to their learning strengths (opens in a new
window).

Action and expression: UDL suggests giving kids more than one way to interact with the material and to
show what they’ve learned. For example, students might get to choose between taking a pencil-and-
paper test, giving an oral presentation or doing a group project.

Engagement: UDL encourages teachers to look for multiple ways to motivate students. Letting kids make
choices and giving them assignments that feel relevant to their lives are some examples of how teachers
can sustain students’ interest. Other common strategies include making skillbuilding feel like a game and
creating opportunities for students to get up and move around the classroom.

Edmodo is an educational tool connecting teachers and students, integrating social networks and
enhancing learning experiences. With over 34 million users, it offers personalized, technology-aware
learning experiences.

eduClipper enables teachers and students to share and explore educational materials, improving
academic content management, research techniques, and digital record-keeping. It also enables virtual
classes and portfolio creation for teachers to organize and store their students' work.

Kahoot! is an educational platform using games and questions to enhance academic lessons, promoting
game-based learning, student engagement, and a dynamic, social, and fun environment.

TED-Ed is an educational platform enabling collaboration between teachers, students, and animators to
expand knowledge and promote active participation in learning processes.

Socrative is an education system enabling teachers to create mobile-based exercises and games,
allowing personalized lessons based on student results.

Projeqt enables multimedia presentations with interactive maps, links, quizzes, timelines, and videos,
allowing teachers to share visually adapted content with students.

Thinglink enables educators to create interactive images, music, sounds, texts, and photographs, sharing
on websites and social networks, fostering student curiosity and knowledge expansion.

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