Technology Integration into Classroom Instruction
The integration of modern technology
into multimodal lesson planning is something that we as educators strive to do
in order to make lessons more engaging and relevant to our students. Though it
is challenging, between funding issues, general troubleshooting when things don’t
go as planned, and adhering to curriculum, there are many options and ideas
that we can use to creatively engage students in material. I will describe
three studies that incorporate technology into lesson plans and the positive
effects that were noted.
In one study (Doyle-Jones, 2019), ten
participating teachers were interviewed about how they plan writing curriculum
through the new literacies theory, and how they integrated technology into
their lessons. One teacher used Moodle in literacy and math programs, and found
that it “encouraged his students to write more, both collaboratively and individually,
as the students saw their work as authentic and purposeful” (p 55). The
teachers were asked to describe how they used technology in a successful lesson
or activity. One teacher used Bitstrips, a digital comic-creator tool where
students created their own comic strips after reading Mo Willems books and
discussing how to incorporate humorous dialogue into a text (p 61). Students
can use digital technology not only for research purposes, but to create their
own content to take learning a step further.
The benefits of using modern
technology to foster creative agency can also be illustrated in Hagge’s (2017)
study of the use of Scratch, an online programming community used by a group of
gifted and talented students. Scratch “provides an easy-to-use programming
language to create unlimited digital products within an online community of
programmers” (p 155). A group of sixth-grade gifted and talented students created
a digital story on Scratch, and learned basics of programming and coding. The
study found that “providing students with experiences to cultivate
interpersonal and technical communication skills will help to develop fluency
with technologies that support effective communication” (p157). Students could
work both individually and collaboratively, which made them more engaged in the
process of creating. Another aspect of Scratch that the authors noted was
helpful to student participation was the “low floor” and “high ceiling” of the
program that allowed students to use the coding functions at an entry level,
but also provide an opportunity to create more sophisticated products (p 157).
In essence, the researchers found that “Scratch is an ideal tool for creating
situated digital literacy experiences in addition to providing a space with
unlimited potential for creativity and talent to emerge” (p 160). This aspect
of technology allows students to use the program without it being too complex,
which may result in frustration and giving up, but also to not be constrained
by what the program allows them to do. Thus, the study came to the conclusion
that “the ability of students to engage in self-directed learning experiences
helps to develop a sense of agency and increases motivation to learn” (p 160).
Of course, one significant issue in
planning multimodal and technology-supported lessons is the availability of
computers and other tools, both in class and for students at home. As one teacher
interviewed in the Doyle-Jones study, “technology is an equity issue. Some kids
can go home and bring back pages of research, while some kids have to use the school
or local library, or limited classroom computers” (p 66). Though it is often
difficult to search for resources that offer the happy medium between
accessibility and academic challenge, we as educators can still scaffold myriad
digital tools for flexibility in lesson planning. The graphic below offers
seven steps to integrate technology into classroom instruction:
In the third study (Harvey, 2019),
middle school students used virtual reality headsets, QR codes that led to
informational websites, and the text of A Midsummer Night’s Dream to
learn about Shakespeare. They were situated at rotating stations and worked
collaboratively in groups. The use of VR headsets to explore the Globe Theater,
where Shakespeare plays were often performed, fostered “engagement that was
immersive, collaborative, and modernized” (p 563). The students “responded to
the multimodal operations with lively movements and eager gestures that
suggested they were engaged at a high level” (p 563). Students are generally
excited to participate in technology that they usually do not have much access
to, and the study found that these particular students were much more
interested in the classical, often difficult to decode text of Shakespeare. The
researchers noted that, “Although students were engaged in all stations, they
favored activities using VR, QR codes, and video” (p 564). They also noted that
when the students wrote about their experiences of the different stations, “Written
reflections were more detailed and rich when students returned to pencil and
paper following the use of digital devices” (p 566).
Students of all ages benefit from the
integration of technology that they do not typically get to use in school. They
can be engaged by the novelty of applications, but also by the things they are
able to explore independently and collaboratively.
References
Doyle-Jones, C.
(2019). “Technology brings learning to life”: Planning writing opportunities
through multimodal and digital resources. Language and Literacy, 21(2),
52-68. https://doi.org/10.20360/langandlit29468
Hagge, J. (2017).
Scratching Beyond the Surface of Literacy: Programming for Early Adolescent
Gifted Students. Gifted Child Today, 40(3), 154-162.
Harvey, M.,
Deuel, A., & Marlatt, R. (2019). “To be, or not to be”:
Modernizing Shakespeare with multimodal learning stations. Journal of
Adolescent & Adult Literacy, 63(5), 559-568. https://doi.org/10.1002/jaal.1023

it is important to consider the ideas that you presented. nice summaries of the studies and tie to your topic.
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