TPACK MODEL pedagogical techniques that use technologies in
constructive ways to teach content; knowledge of
Technological Pedagogical Content Knowledge, is what makes concepts difficult or easy to learn and a model that helps teachers consider where their how technology can help redress some of the strengths and weaknesses lie in their knowledge of problems that students face. content, pedagogy, and technology and how these areas work together for innovative teaching and learning.
The TPACK framework, specific technological tools
(hardware, software, applications, associated information literacy practices, etc.) are best used to instruct and guide students toward a better, more robust understanding of the subject matter.
7 Components of TPACK
Content Knowledge (CK) – “Teachers’ knowledge
about the subject matter to be learned or taught. The point of TPACK is to understand how to use Pedagogical Knowledge (PK) – “Teachers’ deep technology to teach concepts in a way that knowledge about the processes and practices or enhances student learning experiences. methods of teaching and learning. They encompass, Example: among other things, overall educational purposes, values, and aims. You deliver content to your students via your learning management system (LMS). Even if you Technology Knowledge (TK) – Knowledge about have sufficient knowledge of the content you’re certain ways of thinking about, and working with teaching (CK) and of your LMS (TK), you might still technology, tools and resources. This includes subject your students to an entire online course of understanding information technology broadly text-based PDFs. While this is an adequate display enough to apply it productively at work and in of both content and technical knowledge, you could everyday life. argue that it is not enhancing the learning Pedagogical Content Knowledge (PCK) – the experience. However, if you recognized how your teacher interprets the subject matter, finds multiple content could be presented in a more interactive ways to represent it, and adapts and tailors the waye.g., video, class discussion, game, etc. and you instructional materials to alternative conceptions knew how to make that happen via your LMS, then and students’ prior knowledge. you just leveled up to Technical Content Knowledge (TCK). Technological Content Knowledge (TCK) – An understanding of the manner in which technology Why TPACK is important? and content influence and constrain one another. Instructors and administrators recognize the Teachers need to understand which specific benefits technology can have in the classroom- technologies are best suited for addressing subject- whether that be preparing students for a technology- matter learning in their domains and how the driven world or helping to simplify course, school, content dictates or perhaps even changes the and district management. technology—or vice versa. The Three Domains Technological Pedagogical Knowledge (TPK) – An understanding of how teaching and learning can 1. Technological Knowledge (TK): change when particular technologies are used in ➢ Refers to educators’ understanding of particular ways. various technologies, including hardware, Technological Pedagogical Content Knowledge software, and digital tools. (TPACK)- is the basis of effective teaching with ➢ Teachers need to be proficient in using technology, requiring an understanding of the technology to enhance learning representation of concepts using technologies; experiences. 2. Pedagogical Knowledge (PK): disruptive. School policies might restrict social media use or limit internet access. Teachers must ➢ Focuses on effective teaching methods, navigate these norms and adapt their TPACK instructional strategies, and classroom strategies accordingly. For instance, they might management. focus on face-to-face interactions or use technology ➢ Educators must know how to engage discreetly. students, facilitate discussions, and create meaningful learning environments. 3. Interpersonal Context:
3. Content Knowledge (CK): Example: Collaboration with colleagues, students,
and parents significantly impacts TPACK. Consider ➢ Encompasses mastery of the subject matter a teacher collaborating with other educators to being taught. design cross-disciplinary projects. Their TPACK ➢ Teachers need deep content knowledge to discussions lead to innovative lesson plans that convey concepts effectively. integrate technology seamlessly. Conversely, lack of The TPACK Intersection collaboration might hinder TPACK development.
• TPACK emerges at the intersection of TK, PK, and 4. Intrapersonal Context:
CK. Example: Personal beliefs and motivations shape • Effective teaching occurs when educators TPACK. A teacher who values student creativity seamlessly blend these domains: might explore digital storytelling tools to enhance ❖ TPK: How to teach specific content using content delivery. Another teacher with a growth technology. mindset might actively seek professional ❖ PCK: Understanding how content should be development to improve their TPACK. These taught. individual perspectives influence instructional ❖ TCK: Knowing how technology influences choices. content representation and understanding. Exercising TPACK Competency Contextual Influences on TPACK Following the TPACK-in-Action model: ✓ TPACK-in-Action considers contextual factors: • Physical/Technological: Available 1. Modeling: Demonstrating TPACK principles. resources and infrastructure. In this phase, facilitators demonstrate TPACK • Cultural/Institutional: Institutional norms, principles in action. They showcase how to policies, and beliefs. seamlessly blend technology, pedagogy, and • Interpersonal: Collaborations with content. colleagues, students, and parents. • Intrapersonal: Personal beliefs and 2. Analyzing: Reflecting on TPACK in practice. motivations. Educators reflect on their TPACK practices. Teacher Educational contextual factors: critically examine their teaching experiences, identifying areas for improvement. 1. Physical/Technological Context: 3. Demonstrating: Applying TPACK to lesson Example: Imagine a school in a rural area with design. limited access to technology. Teachers face challenges due to inadequate infrastructure, slow Participants apply TPACK knowledge to design internet, and outdated devices. Their TPACK lesson plans. They create instructional materials decisions are influenced by these physical that seamlessly weave technology, pedagogy, and limitations. They might adapt by using offline content. resources, leveraging mobile devices, or creatively 4.Application: Implementing TPACK in classrooms. integrating low-tech solutions. Educators implement TPACK in their classrooms. 2. Cultural/Institutional Context: They put their lesson plans into action, adapting as Example: In a conservative cultural context, certain needed based on student responses. technologies may be perceived as inappropriate or 5. Reflection: Evaluating and refining TPACK-based assesses the overall effectiveness of the practices. instruction. Data from the Summative Evaluation is often used to make a decision After teaching with TPACK, educators evaluate their about the instruction (such as whether to practices. They assess the impact of technology on purchase an instructional package or student learning and adjust their strategies. continue/discontinue instruction). ADDIE MODEL ADDIE MODEL WITH ICT INTEGRATION ADDIE means analysis, design, development, 1. Analysis Phase implementation, and evaluation. ADDIE is designed to be a flexible, continuous process of • Use ICT tools like surveys, interviews, or online improvements and iterations. assessments to gather data about learners' needs, existing knowledge, and learning preferences. 1. Analysis • Analyze the collected data using software for data ➢ Define the problem, identify the source of analysis to identify gaps and determine learning the problem and determine possible objectives. solutions. ➢ The foundation for all other phases of 2. Design Phase instructional design. • Utilize ICT tools such as graphic design software, 2. Design mind mapping tools, or virtual whiteboards to create visual representations of the course structure, ➢ Involves using the outputs from the Analyze instructional materials, and learning activities. phase to plan a strategy for developing the instruction. • Develop storyboards or flowcharts using digital ➢ You must outline how to reach the tools to outline the sequence of content delivery and instructional goals determined during the interactions. Analyze phase and expand the instructional • Incorporate multimedia elements (videos, foundation. simulations, animations) using authoring tools to 3. Development cater to diverse learning styles.
➢ This phase is to generate lesson plans and 3. Development Phase
lesson materials. During this phase you will • Create digital learning materials (presentations, develop the instruction, all media that will documents, interactive modules) using authoring be used in the instruction, and any software, allowing for easy modification and supporting documentation. updates. 4. Implementation • Use Learning Management Systems (LMS) or ➢ phase refers to the actual delivery of the content authoring platforms to organize and deliver instruction, whether it's classroom-based, course content efficiently. lab-based, or computer-based. • Collaborate with subject matter experts and ➢ The purpose of this phase is the effective stakeholders using virtual communication tools to and efficient delivery of instruction. review and refine the course materials. 5. Evaluation 4. Implementation Phase ➢ Measures the effectiveness and efficiency of • Deploy learning management systems or online the instruction. platforms to deliver content to learners ➢ Formative Evaluation is ongoing during and asynchronously, enabling access to resources between phases. The purpose of this type of anytime, anywhere. evaluation is to improve the instruction before the final version is implemented. • Facilitate virtual classrooms or webinars using ➢ Summative Evaluation usually occurs after video conferencing tools for real-time interaction the final version of instruction is and collaboration among learners and instructors. implemented. This type of evaluation • Provide access to online forums or discussion Students using Quizlet often learn more boards for peer learning and support. effectively and with more engagement than those that use traditional flash-card-based 5. Evaluation Phase approaches. • Use learning analytics tools integrated into LMS • Duolingo - an education platform that has platforms to track learner progress, participation, applied gamification. It is a platform where users and performance. learn languages through practice and play. • Conduct surveys or online assessments to gather Learners can acquire points, level up, and feedback from learners regarding the effectiveness compete with others to stay motivated in the of the instructional materials and learning learning process. experiences. • Google Read-Along app - a great example of • Analyze data collected from ICT tools to assess the gamification in education. It uses gamified achievement of learning objectives and identify features such as points and badges to help areas for improvement in future iterations. improve the reading experience for young learners who are just beginning their journey GAMIFICATION with books. Gamification is adding game mechanics into Gamification Timeline nongame environments, like a website, online community, learning management system or S&H Green Stamps (1896) – Stamps were business’ intranet to increase participation. distributed as a part of a rewards program designed to encourage customer loyalty. The goal of gamification is to engage with consumers, employees and partners to inspire The Boy Scout movement (1908) – Boy scouts were collaborate, share and interact. provided a series of obstacles they would have to overcome to earn rewards. Classroom Gamification- adding game elements to a non-game situation. The birth of social video games (1970s) – Sega and Atari introduced arcade games. They were the first Gamification in 21st Century Skills- Gamified social video games. classrooms act as a vessel for teaching a wide range of 21st-century skills such as critical thinking, The Game of Work (1973) – Written by Charles creative thinking, collaboration, and Coonradt, the book talks about how fun and games communication. At the same time, since digital can tackle the problem of reduced employee technology and connectivity are fundamental engagement. He suggested that game mechanics aspects of gamified learning, students also have the can promote satisfaction, motivation, and opportunity to expand their 21st-century productivity. information, media, and technology literacy skills. Multi-user dungeon game (1979) – Gamification Communication and Collaboration: At the core, takes on a creative approach by combining games are collaborative and, transforming a programming, role-playing, and interactive fiction to traditionally isolated learning activity into a gaming inspire users to keep playing. quest “allows technology to foster the collaboration What Makes Things Fun to Learn (1981) – Thomas process. W. Malone at the Massachusetts Institute of Creative Thinking: Classroom gamification Technology published a study of intrinsically encourages students to think creatively. motivating computer games. He outlined how gaming mechanics can be added to different areas, Critical Thinking: Gamified learning experience especially education. encouraged students to “generate connections, build arguments, and support claims.” Advantage (1981) – American Airlines released the first frequent flier program, a critical factor in Example gamified learning apps: promoting customer loyalty. • Quizlet - utilizes gamification to produce simple, effective quizzes on study material. Gaming trends spread to millions (1990s) – By the ➢ Increased Engagement: Gamification has a 90s, about 30% of American households had a unique capacity to capture and hold students' Nintendo home console. attention, making the learning process exciting and engaging. Games are naturally interesting Who plays MUAs (Multi-User Adventures) paper and may hold students' attention better than (1996) – Richard Bartle published a paper explaining traditional teaching techniques. why different people play games. He divided game players into different categories: achiever, explorer, ➢ Enhanced Retention and Comprehension: socializer, and killer. Gamification enhances students' capacity to retain and comprehend complicated subjects Serious Games Initiative (SGI) (2002) – The through storytelling and instant feedback. Woodrow Wilson International Center of Scholars founded SGI to use games to promote user ➢ Personalized Learning: Gamification allows for engagement. personalized learning experiences that respond to individual learner needs and interests. Origins of Gamification in Education ➢ Development of Critical Skills: Gamification The term “gamification” was first introduced by Nick promotes the development of important 21st- Pelling in 2002. Used the term gamification to century competencies and prepares learners for describe the application of game elements and success in a quickly changing world. principles to non-game contexts. He is a game designer tasked with creating a game like a user ➢ Data-Driven Insights: Gamification in interface for vending machines and ATMs. education helps educators to collect vital data, allowing them to make educated choices and In 2005, Rajat Pahari released and created the first give personalized assistance to learners. example of modern gamification – Bunchball. Bunchball is a cloud-based platform designed to Challenges of Gamification in Education help organizations and businesses use ➢ Design and Implementation: Developing gamification’s power entirely. elements of games that correspond with Efficacy of Motivation- Teachers can take instructional goals might be difficult. Designing advantage of students' innate desire for activities and incentives that really boost achievement and acknowledgment by incorporating learning is vital. components such as leaderboards, badges, and ➢ Accessibility and Inclusivity: Gamified points. educational platforms must be accessible to all Personalized Education and Quick Feedback- students, particularly those with disabilities or Personalized learning experiences that are tailored who have limited access to technology. to the unique needs and, students receive rapid Furthermore, not all students have access to evaluations of their progress through fast feedback personal gadgets or stable internet connections systems, allowing them to focus on their areas of necessary for gaming-based education. strength and improvement. ➢ Overemphasis on Rewards: An excessive Promoting Social Learning and Collaboration- reliance on extrinsic incentives, such as points Students are encouraged to collaborate, share and badges, could damage intrinsic ideas, and solve problems as a group by introducing motivation—the innate joy that comes from peer-to-peer competitions, group challenges, and learning. multiplayer elements. ➢ Teacher Proficiency: Teachers may lack Enhancing Problem-Solving and Critical Thinking familiarity with gamification techniques and Abilities- Gamified learning often involves students may be uncertain about their effectiveness. in complex tasks and scenarios that require them to ➢ Lack of training and Support for Effective apply critical thinking and problem-solving skills in Integration: Successful implementation of order to advance. gamification requires ongoing training and Benefits of Gamification support, which can strain educational resources. ICT TOOLS An online Learning Management System (LMS) - is a software platform designed to facilitate the ❖ Information and Communication Technology administration, delivery, and management of (ICT)- refers to the combination of educational courses and training programs over the manufacturing and service industries that internet. LMSs are commonly used by educational capture, transmit, and display data and institutions, businesses, and organizations to information electronically. It also describes the provide a centralized and efficient way to deliver and whole range of processes involved in the track learning activities. generation, storage, transmission, retrieval, and processing of information. AVP AUDIO AND VISUAL TOOLS ❖ The ICT tools means to digital infrastructures like AVP (Audio-Visual Production) tools in 21st- computers, laptops, printers, scanners, century teaching and learning refer to a diverse software programs, data projectors, and range of multimedia resources, software interactive teaching box. applications, and hardware devices that integrate ❖ ICTs have also influenced student-centered audio and visual elements to enhance educational learning by providing more creative solutions to experiences for students and educators. different types of learning inquiries. ADVANTAGES SPREADSHEET ➢ Enhanced Engagement: AVP tools captivate A spreadsheet is a computer program that can students' attention through dynamic multimedia capture, display and manipulate data arranged in content, such as videos, animations, and rows and columns. A spreadsheet is generally interactive presentations, leading to increased designed to hold numerical data and short text engagement and participation in lessons. strings. A function is a predefined formula that ➢ Multimodal Learning: AVP tools cater to diverse performs calculations using specific values in a learning styles by providing multiple modalities particular order. for accessing and interacting with content. POWERPOINT PRESENTATION ➢ Improved Concept Retention: Audio-visual content aids in the retention and PowerPoint allows presenters to translate complex comprehension of complex concepts. ideas, facts, or figures into easily digestible visuals. ➢ Facilitation of Active Learning: AVP tools Visual representations of information activate the encourage active participation and right hemisphere of the brain, which allows viewers collaboration among students. to interpret, expound, and engage with what they're ➢ Personalized Learning Experiences: AVP tools seeing. support personalized learning by allowing Word processing- Processing refers to the act of students to access and interact with using a computer to create, edit, save and print educational content at their own pace and documents. according to their individual interests.
One example of a Word Processor is Microsoft Word, DISADVANTAGES
but other word processing applications are also ➢ Technical Challenges: Implementing AVP tools widely used. may present technical challenges, such as Examples include Microsoft Works Word Processor, software compatibility issues, hardware Open Office Writer, Word Perfect and Google Drive requirements, and troubleshooting difficulties. Document. ➢ Time-Consuming Production Process: Creating high-quality audio-visual content can AI-assisted educational tools- refer to be time-consuming and labor-intensive. technologies that incorporate artificial intelligence ➢ Accessibility Concerns: Certain learners, (AI) to enhance and support the learning experience. particularly those with disabilities or limited These tools leverage AI algorithms and machine access to technology, may face barriers in learning to provide personalized, adaptive, and accessing and engaging with AVP content. interactive educational content. ➢ Quality Control Issues: Maintaining the quality and accuracy of AVP content can be challenging. ➢ Dependency on Technology: Reliance on AVP ➢ Facilitates Differentiated Instruction: Open- tools for teaching and learning exposes ended tools allow educators to provide tailored educators and students to the risks of learning experiences that cater to diverse technological disruptions, such as software student needs, interests, and learning styles. glitches, network outages, and hardware ➢ Encourages Reflection and Expression: Blogs malfunctions. and videos provide platforms for students to reflect on their learning experiences, share their thoughts, express their opinions, and engage in OPEN-ENDED TOOLS (BLOGS AND VIDEOS) meaningful discussions with peers. Open-ended tools in the context of blogs and ➢ Supports Collaborative Learning: Through videos refer to platforms or mediums that provide blogs and videos, students can collaborate with creators with the flexibility to explore diverse topics, peers, contribute to group projects, share styles, and formats while encouraging engagement resources, and provide feedback to one another. and interaction with their audience. ➢ Expands Learning Beyond the Classroom: Open-ended tools enable students to access a Blogs: wealth of educational resources, perspectives, • WordPress: is a popular open-ended tool for and voices from around the world. blogging that offers a wide range of themes, plugins, DISADVANTAGES and customization options. ➢ Quality and Credibility Concerns: The • Blogger: Blogger, owned by Google, is another open nature of blogs and videos means that open-ended platform for creating and publishing content quality and credibility can vary blogs. It provides users with easy-to-use tools for widely. writing, formatting, and organizing content, allowing ➢ Digital Distractions: The interactive and creators to express themselves creatively and share multimedia-rich nature of blogs and videos their thoughts with the world. may lead to distractions and multitasking • Medium: is a blogging platform that combines behaviors among students. Without clear elements of social networking and publishing. guidelines and boundaries, students may struggle to stay focused on learning Videos: objectives. • YouTube: is the leading open-ended platform for ➢ Technical Challenges: Access to and use of hosting and sharing videos. Creators can upload open-ended tools may be hindered by videos on diverse topics, including tutorials, vlogs, technical issues such as slow internet reviews, entertainment, and educational content. connections, incompatible devices, or limited access to technology resources. • Vimeo: is another popular platform for hosting and ➢ Privacy and Security Risks: Blogs and sharing videos, with a focus on high-quality and videos involve online sharing and creative content. Creators can use Vimeo to communication, which can raise concerns showcase their films, animations, documentaries, about privacy, data security, and online music videos, and other visual projects. safety. ➢ Time and Resource Demands: Creating • TikTok: is a video-sharing platform that allows and maintaining blogs and videos requires users to create short- form videos set to music or significant time, effort, and expertise from audio clips. It has gained popularity for its open- educators. ended format, which encourages creativity, humor, and authenticity.
ADVANTAGES
➢ Promotes Student Engagement: Blogs and
videos can capture students' interest and attention through visually appealing content, compelling storytelling, and interactive features.