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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.

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