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RUNNING HEAD: Using Technology to Enhance the Curriculum in B.C.

Using Technology to Enhance the Curriculum in the B.C. Education System

Lena Marie Palermo


University of Ontario Technical Institute

Author Note
Lena M. Palermo, Master of Education Student
Contact: lena.palermo@uoit.net

Submitted to Dr. Bill Muirhead, University of Ontario Technical Institute in partial fulfillment of
the Master of Education (In Education and Digital Technologies) degree
RUNNING HEAD: Using Technology to Enhance the Curriculum in B.C.
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Table of Contents

Abstract 5
Acknowledgements 6

Part One: Project Objective

Introduction 7
Pedagogy and Instructional Technology 9
Use of Technology by K-12 Teachers 11
Barriers to Integration of Instructional Technology 13

Part Two: Review of Related Literature


Policy Change in Education in the 21st Century 14
Teachers working in
Canada 17
US 19
Europe 20
B.C. Curriculum 22
Instructional Technology Integration in the B.C. Curriculum
Alternate Learning Spaces 24
Theoretical Implementation 26
Adoption
Integration
Classroom Engagement Techniques 29
Flipped Classroom 31
Enhancing Engagement in the Classroom through Instructional Technology 34
Bring Your Own Device (BYOD) 36
Differentiated Instruction and Blended Learning 39
Effects of Technology on Mental Health of Students 41
Barriers and Advantages of Instructional Technology Implementation in Schools
Infrastructure 44
Policy and Communication 46
Funding 47
Desktops 50
Laptops 51
iPads 52
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Cloud-Based 53

Part Three: Process


Processes for Identifying Literature 54
Discussion of Teacher Personal Observations 56
Theoretical Frameworks 58
Web-Based Learning Tools and Applications 63
Web-Based Tech Tools for Teachers 64
Tools for Assessment 65
Freshgrade 65
Google Forms 66
Mentimeter 67
Tools for Presentation 68
Google Slides 68
Adobe Spark 69
Weebly 70
Powtoon 70
Screencastify 71
YouTube 72
Tools for Collaboration 72
AnswerGarden 73
Padlet 74
FlipGrid 74
Google Docs 75
Google Drawings 76
Tools for Game-Based Learning 76
Kahoot 77
Quizlet 78
Socrative 79
Second Life 80
Roblox 81

Part Four: Discussion 82

Part Five: Recommendations 83


Appendix 86
Definitions
References 87
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List of Figures 107

Appendices - Website Links and Images 115


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Abstract

This paper investigates and analyzes many aspects of the influence technology has on K-12

education to better understand and suggest best practices for implementation in an effort to

improve student learning, achievement, and participation in the classroom. Key elements

reviewed have included support for technology from policy and stakeholders, teaching practices

with regards to both pedagogy and enhanced student engagement by educators. As well,

potential barriers to the integration of instructional technology were also considered. Issues of

security, infrastructure, the comfort level of teachers, teaching resource and student materials

were also reviewed. Research has generated the creation of a website for teachers which includes

strategies and justifications for twenty-seven web-based tools to use in the classroom that

accompanies this paper.

Keywords:​ ​Instructional Technology, ICT, Student Engagement, Technology

Implementation, Teacher and Student Best Practices


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Acknowledgements

I want to express my most profound appreciation to my Project Supervisor, Dr. Bill

Muirhead, who has taken time to advise and guide me in the development of this paper. His

constructive suggestions and willingness to share his time and knowledge through this project

and previous Masters coursework have been invaluable. I would also like to acknowledge and

thank Dr. Rob Power as the second reader of this project. His advice, assistance and teaching in

other parts of my Master’s course work at UOIT are much appreciated as well. Also, I would like

to extend thanks to Dr. Robin Kay for conveying his expertise in the creation of useful

web-based learning modules. The work with Dr. Kay on web-based learning modules has greatly

influenced the website that accompanies this project.

Finally, I would like to thank my family for their never-ending support and

encouragement. My husband, Steve, who has acted as editor and proved constant support

throughout this Master's Program. My parents who always mandated that "no education was

wasted" and have supported me spiritually and financially through undergraduate and graduate

degrees. Also, a special thank you to my beautiful daughter, Izzy (Isabella), who will always be

encouraged to follow her dreams.


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Part One: Project Objective

Introduction

Twenty-first-century learners engage much differently in the world than the students of

previous generations because of their immersion in a technology-rich environment (Taylor &

Parsons, 2011). Learners share a desire for constant connection and communication. It is

therefore imperative that educators employ techniques and strategies to meet these changing

desires and retain student engagement. In the past twenty years, the classroom and how students

learn has seen significant change. One of the most prominent changes in the classroom has been

the implementation and the use of instructional technology in the classroom (Sangra, A. &

Gonzalez-Sanmamed, M., 2010).

In many cases instructional technology has dramatically expanded access to education.

Kumar, M. (2017) in his article about improving communication between student and teacher,

observed that technology assists teachers to engage learners by exploring multimedia and

interactive web-based learning tools rather than just text on a page. Kumar (2017) maintained

that these additional learning opportunities using instructional technology have made learner

performance more effective. Instructional technology in the classroom also can differentiate the

learning pace and style for students and promote collaboration between learners​.

David Blunkett who became the UK Minister for Education and Employment observed

in 2001 that the use of instructional technology for improving the delivery of education could

have enormous potential to raise academic standards and increase future employability (Watson,

2001). In the past eighteen years, it is evident that instructional technology has changed the way
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education is distributed in the classroom and how students are prepared for employability. Gabe

Soumakian, Oxnard Union High School District Superintendent, describes technology as a

language rather than a tool (Peterson, D. 2019). Soumakian identified this language as being

crucially important for both academic success and real-world preparation. Throughout Canada,

the United States and Europe, similar statements have been made in favour of making

instructional technology implementation a top priority. In Canada, a 21st-century learning

framework through Shifting Minds for Canadian Public Education Systems was developed. The

reference to 21st-century learning included core competencies such as digital literacy,

collaboration, problem-solving and critical thinking. These are thought of as relevant skills for

our current world (Rich, E., 2010). The genesis of C21 Canada: Canadians for 21st-Century

Learning and Innovation is the shared belief of its members that public education in Canada must

be transformed to position Canadians for success. The goal of C21 Canada is to accelerate the

pace of 21st-century competencies, instructional practices, and digital resources and services

being integrated into Canada’s learning systems as shown in ​Figures 1-3​ (Shifting Minds, 2012)

The determination to increase the engagement of students in the classroom is a theme that

is common to most educators. While there are varied opinions in the academic literature about

what student engagement means and how to measure this phenomenon, most agree that the goal

of student engagement is to increase participation from all students in order to improve student

learning and achievement (Wilms, Friesen and Milton, 2009). Affan Chowdhry from the

Canadian national newspaper, the Globe and Mail suggests that we know that instructional

technology can enhance good teaching, but the critical ingredient in instructional technology use

in the classroom is good teaching (Chowdhry, 2015). Chowdry (2015) also warned that
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instructional technology is more of an amplifier and it is a tool for good teaching rather than a

magic wand which transforms bad teachers into good ones.

This paper will investigate and analyze many aspects of the influence instructional

technology has on education to better understand and suggest best practices for its

implementation in an effort to improve student learning, achievement and participation in the

classroom.

Pedagogy and Instructional Technology

To better understand the influences of instructional technology on education, it is

essential to look at the connection between instructional technology, and pedagogy has on each

other. Instructional technology in the classroom, according to (Becker, 2000, p.29), stated that

computers served as valuable and well-functioning instructional tools in schools and classrooms.

Becker (2000), attributed key elements of effectiveness to convenient access, teacher

preparation, teachers using an individualized approach based on their practice and using tools

and activities which actively engage learners in meaningful knowledge construction as part of

the learning process. Ertmer (2005) reported that even though conditions for the implementation

of technology have improved with training, favourable policy, accessible technology, and

high-level technology is still shockingly low. She attributed this to the teacher’s pedagogical

beliefs (Ertmer, 2005). Renwick (2016) suggested that while it is common practice for teachers

to lead with pedagogy and embellish with instructional technology, there are times when we can

let technology be the driver and let pedagogy come in later. Renwick (2016) discussed the

possibility of new learning experiences created when students are forced to inquire, collaborate

with others and construct their ideas.The combination of Pedagogy, described as the study,
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theory, methods and principles of teaching by Harper Collins (2019) and instructional

technology must be considered to determine the role instructional technology plays in education.

There is a distinct difference between learning and inquiring with computers and teaching people

about computers. The fine line between learning about (vocational) and learning with

“pedagogic” (Hawkridge, 1990) has been reflected in four policy documents that lie at the core

of the current perspectives of instructional technology that now influence schools in the UK. The

four policy documents include an economic rationale which referred to job and career skills, a

social rationale supporting computer knowledge as skills to create well-informed citizens, an

educational rationale referring to teaching and learning, and a catalytic rationale promoting the

acceleration of innovation. Instructional technology should be delivered through subjects. The

pedagogic and vocational purposes should be reflected in the detailed goals which enrich and

extend learning throughout the curriculum and help young people acquire confidence and

pleasure using instructional technology through regular use (Watson, 2001).

In Canada, Fullan (2012) observed that three main themes that were considered necessary

considerations for 21st Century learning: Pedagogy, Technology and Change. Fullan described

pedagogy as, student engagement and achievement. In Fullan’s discussion of pedagogy the

training of teachers and teachers practice were also highlighted. Kitchenham (2006) advocated

that it is the responsibility of teacher programs to train prospective teachers and allow them to

gain experience in teaching with instructional technology.

While, policymakers, teachers, students and parents mandate that the skills instructional

technology provides are essential, some critical pedagogical links are missing. The instructional

technology used for teaching and learning should be considered an integral part of instruction
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and not as an object exclusive to itself. Okojie et al. (2006) maintained that examining

instructional technology integration from a broad perspective will give teachers the foundation

required to implement instructional technology into the classroom more successfully. The Action

Canada (2013) document echoed this perspective and encouraged the active use of instructional

technology and 21st Century learning competencies.

Use of Instructional Technology by K-12 Teachers

To critically analyze the use of instructional technology by educators this paper examines

studies conducted in Canada and the United States which demonstrate instructional technology

use in the classroom. The Learning Partnership completed a Canada wide study of school

leaders, teachers, students and parents on the Impact of Integrating Technology on Teaching and

Learning in 2015. Forty Schools in Canada which included representation from every province

and territory, were given $20,000 from Samsung Canada to purchase technology of their choice

to use in the classroom. These choices included laptops, tablets, interactive whiteboards and

cameras. Also, Samsung contributed $200,00 to provide training to teachers and to conduct this

research study on the impact of technology. Five thousand seven hundred and fifteen surveys

were submitted by students, teachers, administration and parents. The study reported very

positive responses from the Canadian education community. Nearly 90% of school leaders and

teachers and 77% of students in this study believed that they are ready to embrace future

instructional technologies in the classroom. In addition, 99% of teachers believed that

instructional technologies could enhance teaching and learning, 86% believe that instructional

technology increases students’ social and intellectual engagement in the classroom and 90%

believe that it improves student achievement (The Learning Partnership, 2015).


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In 2015 The Canadian Teachers’ Federation and Media Smarts, Canada’s centre for

digital and Media Literacy, conducted a mixed method study of 4,043 K-12 teachers about how

they used instructional technology in the classroom (Canadian Teachers Federation, 2015)​. ​The

first section of the report was quantitative, which demonstrated a measure of quantity. The

second part asked qualitative questions which gave meaning and shape to the numbers. The

study revealed that teachers feel that digital literacy is important and many educators feel

comfortable teaching it. Most teachers have access to instructional technology and are already

incorporating it into their lessons. And, where Bring Your Own Device (BYOD) is a permitted

option teachers are using smartphones, iPads, laptops and mp3 players to enhance their lessons.

The Peel Board of Education in Ontario describes BYOD as students bringing their own devices

to school for educational purposes as shown in​ Figure 4.​ The expectation is that during

classroom time, student use of devices will be responsible, and only used when permitted by the

teacher or another staff member. The teacher participants in the Canadian Teachers Federation

(2015) study wanted more support for instructional technology and more autonomy in how they

use it. Finally, Canadian teachers indicated that technology is used in two different ways, either

to deliver content to students or for students to create content ​see Figure 5​ (Canadian Teachers’

Federation, 2015).

Janelle Cox (n.d.), a contributing writer for TeachHub, and Washington Governor’s

University observed, in her article about how teachers embrace technology in the classroom, that

teachers are using instructional technology for almost everything. Computer games, digital

textbooks, tablets, videos, podcasts, blogs, and the Internet can all be used to complement

lessons. Cox (n.d.) suggests that utilizing these new technological advances will help students be
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able to adapt to this technological world that we live in without having them be the center of the

lesson.

In the United States, researchers for Edgenuity, a leading provider of K-12 Online

curriculum and blended learning solutions, found that a majority of the teachers surveyed believe

instructional technology helps facilitate learning and improves classroom instruction. Seventy

percent of the teacher participants reported feeling that it enriches the classroom experience for

both students and teachers. MacNeil (2016) acknowledged that instructional technology creates

more opportunities for research projects, helping students learn through a combination of direct

instruction and learning on their own, and being able to personalize learning for each student.

Barriers to Integration of Instructional Technology

Reflecting on the aforementioned data which supports instructional technology and its

importance in the classroom, one might ask why an educator would choose not to use it. ICT or

(information communication technology) described by Vijayalakshimi (2016) as a diverse set of

technological tools and resources used to communicate, create, disseminate, store, and manage

information can cause some significant barriers to implementation within the education system.

The College of Applied Sciences in Oman created a study to investigate the perceived barriers to

adopting instructional technologies. One hundred faculty members from four different

departments at the College participated. Five factors were withdrawn from the survey: lack of

equipment, lack of institutional support, disbelief of ICT benets, lack of condence, and lack of

time (Al-Senaidi, Lin & Poirot, 2008). Hyndman (n.d.) Director of Postgraduate Studies at

Charles Sturt University and writer for the Conversation substantiated the Oman Study by

suggesting that the issues of lacking resources, lack of training and confidence and lack of
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teacher belief in technology as an effective tool are critical obstacles to instructional technology

implementation in the classroom.

Similarly, the Learning Partnership study, mentioned earlier, states that the three critical

challenges to integrating instructional technology in the classroom are lack of adequate training,

Information Technology (IT) infrastructure complications (e.g. internet connection, privacy,

security); and lack of time to learn and adopt new methods (Learning Partnership, 2015)

Changes in instructional technology happen so quickly that it is difficult for educators to

keep up. The Canadian Teachers Federation reported that 50% of educators feel they receive

sufficient support using instructional technologies to meet curricular goals (Canadian Teachers

Federation, 2015). That leaves the other 50% of educators struggling with implementation.

In terms of the infrastructure Matt Britland (2013), an educational writer for The

Guardian observed that the future of instructional technology would be determined by the cloud

and anywhere access not specific devices. In his article which discussed the future of technology

in education, Britland (2013) suggested that schools, would need only one major platform to be

prepared for the future. They would not need software installed, servers or local file storage.

They would need a fast, robust internet connection and compatible devices(Britland, M., 2013).

Part Two: Review of Related Literature

Policy Change in Education in the 21st Century

By definition, the education policy in each province is meant to ensure that a structure is

in place which will allow for the development of the personal capacities of each individual. The
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educational structure will also facilitate the development of those skills needed by society, and

inculcate and foster those values advocated by the community.

Advocates for innovation in the Canadian Education system created a document called

Shifting Minds: A 21st-Century Vision of Public Education for Canada in (2012). The Shifting

Minds document was created to provide a framework for instructional technology and accelerate

the pace of adopting 21st-century learning for the public education system in Canada. Shifting

Minds (2012) observed that Canada's high standard of public education is respected and sought

after worldwide. As the pace of change is shifting at unparalleled levels, Canadians appreciated

that their youth must be positioned for success. The framework was created based on seven

principles. Three principals include skills that rely on instructional technology. Principle three

outlines literacy, numeracy, science, life skills and 21st-century competencies as crucial.

Principle five states the importance of access to teachers highly skilled in 21st century learning

skills and research-based learning environment as the right of every Canadian learner (Shifting

Minds, 2012). The final principle declares the importance of modern learning experiences and

environments. One year later Action Canada (2013) created a framework with the primary

purpose of equipping students with knowledge and skills required to prosper in the world based

on 21st Century competencies. Digital and computer literacy, creativity, innovation and critical

thinking were all identified as skills required to handle resiliency and rapid change.

In an earlier report, A Nation at Risk, (1983) which was the report of President Ronald

Reagan’s National Commission on Excellence in Education, advocated that five new basics

should be part of graduation requirements for high school. Computer Science was one of the

five. In 2003 it was reported by McMillan, Culp, Honey, & Mandinach, that public and private
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investments had assisted American schools to make substantial improvements in their

technological capacity. In ten years more than 40 billion dollars in infrastructure, professional

development and technical support was financed (Culp, Honey & Mandinach, 2003).

Nearly twenty years after A Nation at Risk was published, the No Child Left Behind Act

of 2001 (NCLB) included a recommendation that by the eighth grade all students should be

technologically literate and repeatedly referenced instructional technology as an essential source

of support for teaching and learning across the curriculum. There was great emphasis placed on

instructional technology in the legislation which reflects an increasing consensus within

educators and the public at large surrounding the importance of technological literacy. This was

defined as the ability to use computers and a range of technologies not yet anticipated in 1983.

Dickard (2003) observed that this literacy included the ability to communicate, locate and

manage information, and use these tools effectively to support learning the content of core

subjects.

The British Columbia Ministry of Education mandated in the new curriculum that in

order for learners to establish and advance the competencies needed to use current and emerging

technologies effectively for both learning and life, opportunities should be offered to enhance

these skills. The curriculum implementation which has taken place from 2016-2019,

acknowledges that instructional technology can facilitate collaboration between students,

educators, parents, and classrooms while also providing schools with rich online resources.

Current technology enables classrooms, communities, and experts around the world to share

digitally in a learning experience, wherever they may be (BC Curriculum Document, 2017)
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The policy changes in the United States and Canada in the past thirty years reflect the

importance policymakers and stakeholders place on instructional technology in the classroom

and the belief that youth require these 21st-century skills to be effective, meaning productive or

acute digital citizens in the real world. An examination of teachers working in North America

and Europe will provide a lens to determine the effectiveness and potential obstacles of those

policies.

Teachers working in

Canada

Teachers in Canada advocate that the primary reason that education systems exist is to

meet the learning needs of students. The Century 21 (2012) document recognized that Canadian

society places a high value on its education systems, praising its contribution to personal

empowerment, economic competitiveness and social progress C21( 2012). Similarly, that

emphasis on personal empowerment is witnessed in the new BC curriculum documents where

flexibility and personalization of the curriculum are prominent (BC Curriculum, 2017). The

revised Ontario curriculum from 2009, mandated that a critical focus in a students technological

education should be developing a students' ability to work creatively and competently with

technologies that are central to their lives (Ontario Curriculum, 2009). In Alberta, Boudrealt et

al. (2013), observed that the provincial strategy emphasizes critical thinking, computer and

digital technologies as a separate subject, creativity and importance on innovation. Alberta has

also implemented Career and Technology Foundations for Grade 5-9 students and Career and

Technology Studies for high school students to support the growing need for real world skills to

be productive citizens in the workplace (Alberta Curriculum, 2015). Boudrealt et al. (2013) also
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reported that New Brunswick introduced a technology focussed learning plan in 2010 but argued

that the policy on skills is not clear. In Quebec, the Policy on Education Success indicated in

2017 an emphasis on integrating 21st Century competencies and digital technology effectively

and mentions the competencies of critical thinking, communication, problem-solving,

entrepreneurship and cooperation.

In terms of instructional technology, British Columbia leads Canada with 85% of its

population using the internet on a regular basis (BC Education Plan, 2013). A Statistics Canada

report (2009) determined that while only 40% of Canadian students surveyed reported frequent

use of computers at school, the ratio of students to computers in Canadian high schools is 1.4

students to one computer. As Hicks (2011) recognized, whether it be a desktop computer to

smart device or software to cloud-based tools, technology has changed how the world functions.

In Canada the current trends in education place students at the centre of their learning by

promoting inquiry-based learning. The Century 21 document suggests that students have a

meaningful voice in the design of learning outcomes, in resources, tools and learning

environments at their school, in levels in the education governance model and with

student-driven project-based learning opportunities. Learners themselves have an vital role to

play and are responsible for ensuring their voices are heard, and their learning needs are met.

C21 (2012) urges students and their associations and organizations to get actively involved in the

debate on what Canada’s learning framework should be in the 21st Century.

The aforementioned Canadian Teachers’ Federation Survey (2015) revealed, when

Canadian teachers were asked if technology integration in the curriculum supports their teaching

and their students’ learning, two-thirds (67%) only somewhat agreed with this statement. This
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indicates that although there is support for instructional technology and its’ benefits, there is

room for improvement in the synthesis of curriculum and technology in this area.

United States

In the last three decades, the advancements in computer technology and how people use

that technology has changed extensively. Examining historical data in the United States, in 1982

there were approximately 100,000 computers in schools. That number had changed to nine

million by 1998 according to Willis, (2003). Also, by 2005 close to 100% of public schools in

the U.S. had access to the internet (Keengwe, Schnellert, & Mills, 2012). Dobo (2016) in her

article about the use of technology in U.S. schools reported that the number of devices used in

schools had increased 71% from 1999-2012. This is double the increase noted in other

non-residential buildings.

Davis (2003) when writing about sustainable practices for educational technology in the

United States stated that education in the United States is primarily controlled by individual

states and funding for kindergarten to 12th-grade schools is, to a large extent, dependent on the

local community and culture. The individual states, therefore, inform both national and local

direction and funding of education.

The United States Department of Education described instructional technology as

ushering in necessary structural changes that are essential to achieving significant improvements

in productivity of delivering lessons to learners. It also mandated that 21st Century skills

increase student engagement, accelerate learning and have the power to transform teaching

through modelling connectedness (US Department of Education, n.d.).


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While there is substantial evidence that supports instructional technology use in the

classroom, studies from the United States show that many students have yet to experience the

full benefit of effective instructional technology integration (Lowther, Inan, Strahl, & Ross,

2008). Lowther et al. (2008) observed that data from 10,000 schools and over 90,000 teachers

revealed that teacher classroom activities continue to include mainly direct instruction and

independent student seat work.

Based on the literature mentioned above it would appear from the reading of the articles

that there is a growing belief that technology access is no longer an issue as stakeholders have

made it a priority within the American education system (Keengwe, Schnellert, & Mills, 2012).

Notwithstanding, the more significant issue now would appear to be teaching practice as opposed

to technology availability. According to Lowther et al. (2008) teachers are still relying on

traditional teaching practices. Hyndman (2018) recognized that teachers are still uncomfortable

or not feeling confident enough using instructional technology to embellish lessons. Hyndman

(2018) argued that teachers require more professional development to transfer current teaching

strategies into digital forms while also requiring support to keep up with frequent technological

advances.

Europe
While education institutions and policymakers in Canada and the United States rush to

bring technology in and keep up with the ever-changing web of technology in schools, Roberts

(2017) from the Globe and Mail informed that a report by the Organization for Economic

Co-operation and Development (2008) said the impact of communication and information

technologies on student performance is mixed, at best. The OECD report test results from 31
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countries did not reveal enhancement in reading, mathematics or science achievement for the

students in the countries that had invested heavily in ICT for education. The main complaint

observed by the authors was that technology could become a distraction. The instructional

technology was reported to be more effective when used once or twice a week for specific

learning projects.

The Organisation for Economic Co-operation and Development Programme for

International Student Assessment (2015) results which poll teachers and school leaders through a

Teaching and Learning International Survey (TALIS) suggested that limiting computer use at

school may be better than not using computers at all and that intense use tends to be associated

with significantly poorer student performance. Conversely, it also indicated that when students

use computers instead of writing by hand, they write more and their writing skills are notably

better. Computer use from the OECD report points to its efficacy in terms of writing however it

also points to other, more detrimental effects and perhaps more research is needed.

As Europe tries to remain competitive, transform the current economic crisis and grasp

new opportunities, their 2020 strategy, ​A Strategy for Smart, Sustainable and Inclusive Growth,

recognizes that a fundamental transformation of education and training is required to implement

the skills and competencies that will be required. It is suggested in Innovating Learning: Key

Elements for Developing Creative Classrooms in Europe that being innovative in education and

training is of prime urgency in many flagship initiatives of the Europe 2020 strategy.​ ​The Europe

2020 strategy document includes an Innovation Union Agenda, an Agenda for New Skills and

Jobs, a Digital Agenda and Youth on the Move. The educational stakeholders acknowledge the

value of instructional technology, and it’s enabling effects on innovation and creativity in
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Education and for learning in general. The European Science Hub (2017) reported that the

European Commission piloted a trial of a new web-based tool to support Schools in Europe to

use instructional technology. The web-based tool is called SELFIE and will help European

Schools to better understand how well they are using instructional technology. The European

Science Hub (2017) article acknowledged that critical focus must be placed on student learning

in the area of digital skills to support future employability in the workforce.

Concerns raised by Bocconi, Panagiotis. Kampylis and Punie (2012), that only a few

innovative projects survive beyond the early adopter stage and become a part of educational

practice.​ Adoption theories must therefore be considered to evaluate effective implementation of

instructional technology. Theories of Adoption are discussed later in this paper.

B.C. Curriculum

To create the B.C. Curriculum, teams of B.C. educator subject area specialists work with

members of the ministry of education to define the desired learning outcomes and offer ideas for

implementation and additional resources which then inform the Ministry created curriculum in

British Columbia. The curriculum is created with sound research, consultation with educators,

and the observation of classroom successes from around the world. ​The Ministry of Education

document defines the specifics of what content must be covered but not how to organize the

time, space or methods to teach it. The document leaves flexibility for teachers to personalize

learning (BC Curriculum Document, 2015).

The Education system in British Columbia has seen significant changes both in the

province mandated curriculum and the structure of classrooms or learning spaces. The most
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notable changes are in the learning commons previously known as the library. The library has

seen changes both in its role, use of instructional technology and its thinking space within the

schools and therefore more often than not teachers in schools refer to libraries as learning

commons as opposed to libraries. These modern and flexible learning spaces ​share space for

information technology, remote or online education, tutoring, collaboration, content creation,

meetings and reading or study.

Liesel Knaack (2017), Director of the Centre for Innovation and Excellence in Learning

for Vancouver Island University, identifies and clarifies the five fundamental changes in BC’s

new K-12 curriculum and relating those changes to the potential impacts on post-secondary

education.

One of the changes is the inclusion of Core Competencies which are sets of personal,

intellectual, social and emotional proficiencies that students are encouraged to develop in order

to grow and become lifelong learners. Concept-Based Competency-Driven Framework:

Know-Do-Understand Mode is another critical change. This framework is a model that suggests

that the three elements Know, Do and Understand work cohesively to support more meaningful

learning. Assessment is another key change. Assessment As Learning is the directive in the new

B.C. curriculum. Assessment As Learning gives more focus to classroom instruction and

advocates for Student Learning through Competency-Based Assessment. Competency-Based

Assessment allows students to master skills and progress at their own pace. The new B.C.

Curriculum also sites Literacy and Numeracy Foundations: Graduation Assessments and

Aboriginal Knowledge and Perspectives as fundamental changes.


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These changes are meant to transform student learning and help students engage in more

meaningful and life-long learning experiences. Students will become more aware of the learning

process and how to apply skills and knowledge while grasping an understanding of the bigger

ideas and principles of learning. One of the most prominent changes in assessment is the

elimination of the provincial exam which historically was responsible for 40% of a graduating

student's grade (Knaack, 2017). The view of assessment has also changed. Rather than the

assessment of learning, the curriculum mandates assessment for learning. The idea of students

practicing reflection on their work and learning is integral in the learning process. The

integration of the First Peoples Principles of Learning and the authentic inclusion of Aboriginal

content has been another important part of the curriculum transformation. The inquiry-based,

collaborative nature of this new document in B.C. Education is allowing innovative ways for

instructional technology to assist and engage students in their classrooms through slideshow

summative projects, videos for summative assessment and web-based tools that allow students to

collaborate on research, create and share.

Alternate Learning Spaces

One of the ways inquiry-based, collaborative and innovative learning can be realized is

by a reconceptualization of where and how learning takes place. Not only has the physical

learning space changed for 21st-century learning as shown in ​Figure 6 ,​ but also the way a

learning space is defined. The notion of a learning space being physical or virtual has opened the

possibility of Alternate Learning Spaces. The concept of Alternate Learning Spaces is learning

that is in a different form than that of a traditional classroom. Whether it differs in geographical

location or method of delivery (such as online learning or static environment versus the fluid
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virtual world) these Alternate Learning spaces are creating innovative ways for students, teachers

and communities to learn, collaborate and inquire. These alternative ways of providing learning

opportunities come in the form of Distance Education, Technological Integration (like the

flipped classroom), accommodation for Special Needs and exciting new methods of content

delivery in the form of virtual worlds. Experts say 21st-century learning must take place in

contexts that promote interaction and a sense of community that enables formal and informal

learning (Cornell, P., 2002)

According to Warburton (2009), the emergence of virtual worlds is one which cannot be

separated from technological change. With increasing maturity and convergence in broadband,

wireless computing, video and audio technologies; immersive virtual environments becoming

more practical and usable. The multi-user virtual environments of today share common features

which reflect their roots in the gaming worlds of multi-user dungeons and massively multiplayer

online games, through titles such as NeverWinter Nights and World of Warcraft, both based on

the Dungeons and Dragons genre of role-playing game.

Twining (2010) has documented a growing interest of virtual worlds within education.

Twining argued that virtual worlds may provide opportunities to engage learners in activity

which are "more real" than anything they typically would experience in their brick and mortar

environment (p. 120). Twining suggested that "learning by becoming" incorporates a greater

depth of engagement on the Pedagogy Dimension. Consequently, Savin-Baden et al. (2009)

suggested that virtual worlds may challenge traditional pedagogical relationships between

educators and learners. A pedagogical challenge experienced by educators in determining the

most appropriate method to support learners in achieving their goals within various contexts.
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Furthermore, this includes consideration for establishing an appropriate technology to utilize.

Whether the alternate learning space is a change in furniture or working in a virtual

world, alternate learning spaces are providing an engaging and collaborative way for the student

to learn.

​Theoretical implementation (theories of adoption, integration)

When considering instructional technology implementation, an important consideration is

how adoption will be received. Will individuals resist or welcome these new resources?

Technology adoption is a complex, suggested Straub, (2017) in his document regarding

directions for adoptions and informal learning. Individuals create specific and personal yet

adaptable views of technology that affects their adoption decisions. He observed that addressing

cognitive, emotional and contextual concerns were instrumental to facilitate technology adoption

successfully.

Rogers Innovation Diffusion Theory (1962), identifies specific personality traits that help

us identify how people will accept an innovation.

Source: http://blog.leanmonitor.com/early-adopters-allies-launching-product/

The smallest but first group who tend to adopt an innovation are called Innovators (2.5%)

Innovators are described as the youngest, risk takers and the highest​ social class​. They are also
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very social and are financially lucid (Rogers 1962). The Early Adopters, at 13.5%, follow and

have a high level of opinion leadership. Similar in class to the Innovators, they are highly

educated and willing to take risks. The Early Majority and Late Majority each hold 34% of the

population. The Early Majority takes longer in the adoption process, they have above average

social status and often have contact with early adopters. The Late Majority approach innovation

with skepticism and will accept an innovation after the majority of society has adopted it. The

final group comprising 16% of the population is called the Laggards by Rogers. They are

described as focussed on tradition, advanced in age, lower social status, lower income and have

an aversion to change. Understanding these personality types and how they react to innovation

and change could be crucial to understanding or predicting the response to something like

instructional technology and implementing it in schools. Rogers (1962) theory is easily applied

to teaching staff, and it is likely that this description might mirror how teaching staff feel about

new instructional technology. There will be innovators and teachers that are willing to try new

things, and there will be traditional teachers that are resistant to change.

To better understand the theories of human’s acceptance of technology it is essential to

review the Technology Acceptance Model as shown in​ (​ Davis, Bagozzi & Warshaw 1989).
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The technology acceptance model or (TAM) is an information systems theory that

demonstrates how users accept and implement instructional technology. TAM suggests that

when users are given new technology, many factors that influence how and when they will use it.

The theory is divided into two main categories. One is Perceived usefulness (PU) defined by

Davis as to how strongly a person believes that using a specific system would enhance his or her

job performance. The other is Perceived ease-of-use (PEOU) which Davis defined as how

strongly a person believes that using a specific system would be free from the effort (Davis

1989).

The third theory which is worth investigating is the unified theory of acceptance and use

of technology (UTAUT). ​This theory, formulated by Venkatesh is a technology acceptance

model. UTAUT intends to explain user intentions for using an information system and

subsequent usage behaviour. The UTAUT suggests four key constructs: 1) performance

expectancy, 2) effort expectancy, 3) social influence and 4) facilitating conditions (Venkatesh,

V., Bala, H., 2008).


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Rogers Innovation Diffusion Theory, TAM and UTAUT are essential to examine to

predict acceptance of instructional technology implementation in schools. If teachers are

accepting of new instructional technologies and pedagogy, the project is more likely to be

productive and successful. Resistance will make implementation much more difficult. This

project is an attempt to understand and recommend best practices for implementation for which

theories of adoption and acceptance are vital aspects and require significant consideration.

Classroom Engagement Techniques

Instructional technology adoption theories help prepare for successful implementation


from the perspective of the teachers. For students, the subject of classroom engagement and the
interactivity instructional technology provides is critical.

There is an excellent interest in the subject of student engagement in the classroom (Kahu
et al., 2017). Fredricks, J. et al. (2003) discussed lack of engagement as often being equated with
low achievement and classroom boredom and suggested that student engagement can be affected
by variations in the environment. To establish instructional technology implementation as a
viable route to enhance student engagement in the classroom, we must first determine how
student engagement is measured. An educator must be able to evaluate the level of increased or
decreased engagement. Fredricks et al. (2011), writing about student engagement in high schools
discussed three key instruments that could be used to assess engagement in the classroom. They
monitored Behavioral Engagement, Emotional Engagement and Cognitive Engagement. The
results are displayed in ​Figure 8.​ These critical factors used to assess student engagement were
modelled after another study by the National Research Council and Institute of Medicine in
2004. Behaviour engagement included persistence, effort, attention and the students challenging
themselves. Emotional engagement evaluates the pride a student takes in their success and
general interest. Finally, the mental or cognitive aspects of engagement were included and
defined as the ability to solve problems and use metacognitive strategies. The study also
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distinguished between social and academic engagement in the discussion of cognitive
engagement.

After clarifying the factors that will determine student engagement, we must know how
and what to measure. The use of student responses will vary based on the instructional
experiences of the student. Therefore DeMonbrun, R. M. et al. (2017), have developed items to
ensure that many different instructional styles are captured. These styles range from traditional
lecture to more complex forms of active learning. They incorporated Chi and Wylie’s (2014)
Interactive-Constructive-Active-Passive (ICAP), Model. The differentiation between passive
instruction, where students passively accept information and active instruction, where the student
experiences interactivity and ask questions, is of crucial importance. Other concepts of learning
structures include interaction with peers or creating knowledge together. The final group of
complex activities include active learning that is self-directed and created from one’s
self-discovery. The image below shows the path from passive to interactive learner using the
ICAP model.
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Following the framework of ICAP using the indicators of behaviour, cognitive and
emotional, DeMonbrun, R. M. et al. (2017) divided the student’s responses using four subscales.
Value included student seeing activity as necessary; positivity is the feelings exhibited toward an
activity, participation clarified participation versus resistance and evaluation of the instructor at
the end of the term.

Harris, S., and Lane, E. (2015), use descriptions of behaviours for engaged and
disengaged students that observers can follow and determine student engagement as shown in
Figure 9.​ For instance, an engaged student shows listening through eye contact and appropriate
facial expressions where a disengaged student may have eyes closed and may be slouched or
sleeping. The chart suggests that engaged computer use would have the student taking notes and
the screen matching the lecture content. Conversely, a disengaged student would have a screen
with game playing, surfing the internet or checking email.

The combination of the ICAP model and the framework descriptors assist in determining
if students are engaged in a lesson or course topic and therefore help inform whether
instructional technology would enhance that engagement or not.

Flipped Classroom and Video Conferencing

In search of relevant literature that can inform best practices for instructional technology

implementation for teachers in British Columbia, one example is the Flipped Classroom. The

Flipped Classroom can be described as a classroom where students are introduced to content at

home, and practice working through it at school (TeachThought Contributors, 2016). One

example is Khan Academy.

Established in 2008, The Khan Academy is a ​non-profit educational organization created

with the goal of developing free modules of online tools that would help educate students.​ Sal

Khan was inspired to create his sequenced video tutorials by trying to tutor his twelve-year-old
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niece from a distance. Khan (2012) discussed the value of flipped teaching and learning and

emphasized the benefits including the ability to access content when and how students want it

and to be able to repeat a concept as many times as necessary. Everyone learns concepts at a

different rate, and these video tutorials create a self-paced learning environment. Today Khan

delivers video tutorials to six million students worldwide each month. The program also allows

the learner to complete exercises that encourage the learner to apply the concepts and use the

learning in a real context. From a teaching standpoint the ability for students to repeat concepts

and have features to play and pause give the students learner control. The immediate feedback

and ability to self-test and practice is extremely valuable as it allows the student to ladder their

learning and build comprehension. Khan (2012) reported that Khan Academy is meant to

empower teachers and that research conducted by the academy indicates that it is meeting its

expectations.

In analyzing the flipped classroom, it is essential to consider structural changes in the

way content for classroom material is organized to enhance the student learning experience and

improve student engagement in the classroom. Adding elements of constructivism or active use

of knowledge and more instructional technology could engage the students even further and give

them greater responsibility for their growth and learning. Laura McMullen (2012), discussed the

importance of proper implementation of instructional technology. She suggested three steps.

Plan, Try something new and Become an Educational Designer (McMullen, L. 2012). The

communications staff at the Alliance for Education in Washington, D.C. (2014) suggested that

the successful implementation of instructional technology in any class can engage even at-risk
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students from dropping out. It can close achievement gaps and improve learning, which is a great

reason to consider the flipped classroom as a viable instructional platform.

Gomez (2015) observed and shared new strategies for learning and engagement in the

instrumental classroom. In her article, Gomez discussed that the flipped classroom incorporates

both group work and online technology. She has found that it fosters logistics, builds community

and makes it possible for her students to find materials (Gomez 2015). She also discussed how

the flipped classroom empowers the students to become their own best teachers and encourages

self-paced learning. The system houses the music required and empowers the student to find the

materials online. The concept of the flipped classroom requires refinement and further research,

but it provides a broadened view of possibilities for the 21st-century music classroom.

Another instructional technology that can pair with the flipped classroom or operate as a

stand alone tool is Video Conferencing in Education. The literature review in Images of the

Future for Education Comber et. al (2010) discusses the steady increase of educational contexts

as the capabilities of video communication has emerged. The original intent for video

conferencing was to be used in higher education, but now it is used for many learning purposes

in schools. While a considerable body of literature exists describing the experience of video

conferencing and the use of traditional pedagogies, much less has been published on the

contextual factors that lead to effective learning outcomes and innovative uses of video

conferencing (Comber et. al 2010). The review by Comber et al. (2010). discussed the qualities

of video conferencing used in both higher education and mainstream schooling as well as the

barriers and suggested that further research on the many possibilities of this platform is still

required.
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Montgomery & King (2011) suggested that​ v​ ideo conferencing is one tool helping to

crack open the classroom door and allow geographically separated students to experience sights,

sounds, and interactions with real people in real time​.​ The paper mentions effective uses of this

technology are full course instruction to remote students, as curriculum enhancement, to allow

professional development and to assist administrative uses.

Video conferencing is a group endeavour, a network of equipment and people. Being a

member of this group brings some constraints, but it also allows the combining of resources to

create something that is bigger than the resources of the individuals—a gestalt. (​Montgomerie,

T., & King, C., 2011).

While a potential barrier of this learning platform is the technical support it requires;

hardware, wifi infrastructure, technical support personnel and training for instructors the benefits

of video conferencing could be worth persevering through the obstacles.​ Video conferencing as

described by Montgomerie & King (2011) is one way educators can enhance students

engagement through instructional technology. Harper (2009) and Hicks (2011) reported that

there are many ways student engagement can be enhanced through the use of instructional

technology particularly in cases where learners require accessibility functions or where

individual student-paced learning is required.

Enhancing engagement in the Classroom through Instructional Technology

Costa (2016) observed that creating classroom experiences that grab and hold students'

interest is not only good teaching, but it is also good science. Student attention is influenced by

interest, memory and awareness. Costa (2016) explained that emotion paints our experience and

that emotion supports the ability remember. Since the more focussed attention a learner gives to
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a subject the more a learner will retain, the subject of enhancing engagement in the classroom

with instructional technology is vital.

There have been significant changes in instructional technology in the past decade, and

educators have multiple options for applications, websites, and other tools to motivate and

engage students (Project Tomorrow 2010). Harper (2009) observed that many teachers and

professors have witnessed the benefits of instructional technology in the classroom .

Specifically, Harper (2009) indicated that instructional technology can be easily connected and

utilized in the area of classroom management. Hicks (2011) observed that integrating technology

into the classroom is an attention keeper for students.

Instructional technology has been proven to increase student motivation (Ghaznavi,

Keikha, & Yaghoubi, 2011). Students are generally interested in learning and using current

technologies. Using instructional technology at school for educational purposes makes the

process of learning much more pleasurable for them. According to Gu, Zhu, and Guo (2013),

student interest in the subject matter can be enhanced by instructional technology. Gu et al.

(2013), reported that students become more motivated when they are interested in the subject

matter.

Current society is surrounded by technology constantly. Most jobs require at least some

expertise and understanding, and therefore consistent use is crucial (Fullan, 2013; Hicks, 2011)

There are multiple studies which endorse the claim that students benefit from using instructional

technology (Keengwe et al., 2012; Lui & Szabo, 2009; Seifried, Lenhard, Baier, & Spinath,

2012). Keengwe et al. (2012) reported that integrating laptops on a 1:1 basis increased student

engagement in the classroom, learning, motivation, and ability to work individually (p. 144).
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There is substantial research to explain how technology strengthens student engagement

and learning. For example, active learning is associated with improved student academic

performance (Hake, 1998; Knight & Wood, 2005; Michael, 2006; Freeman et al., 2007; Chaplin,

2009), and increased student engagement, critical thinking, and better attitudes toward learning

(O’Dowd & Aguilar-Roca, 2009). Findings by Wardlow (2016) in her article about boosting

student engagement with technology, suggested that digital games provide the most far-reaching

influence across different types of student engagement, followed by web-conferencing and

Facebook. Consulting the applications and web-based learning tools identified later in this paper

will allow teachers to find a large number of activities and projects to engage students with

instructional technology.

While Keengwe et al. (2012) observed that integrating laptops on a 1:1 basis increased

student engagement in the classroom a 1:1 ratio is not always possible. To create a 1:1 ratio some

schools have been creative through the implementation of a Bring Your Own Device Policy

(BYOD). The next section in this paper will discuss and analyze the benefits and obstacles of

implementing BYOD policies.

Bring Your Own Device (BYOD)

The limited number of school provided devices can restrict classroom teachers wanting to

enhance learning using instructional technology. In terms of technology use, a situation of 1:1

student to a device is ideal because Saprano (2014), Soskill (2012) and Nielson & Webb (2012)

have observed that there are many positives to schools allowing the use of devices and in fact

point to encouraging the use of BYOD in the classroom. The BYOD devices provide an
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opportunity for all learners to participate at the same time and give the option of self-paced

learning.

Concordia University in Portland, Oregon reports that student-owned cell phones and

devices can have a positive effect at school, in their online blog about Learning and Schooling in

the Age of Mobilism (2012). Cell phones provide peace of mind for many parents who have

children getting themselves to and from school; the article indicates that it is a motivator for

curious students who may access information instantly. The enhancement of learning through

video and a wide range of music was also noted. Another reported positive effect was the ability

to allow students the opportunity to collaborate and share information through social learning

like google docs and slides. BYOD also promotes the idea of learning on the go.

Learning and Schooling in the Age of Mobilism (2012) reported negatives such as

students being distracted on social media or surfing the internet but suggested the positives far

outweigh the negatives for providing digital learning opportunities. Included in the discussion in

the aforementioned article, are school districts that have seen significant improvements in

learning outcomes by allowing the use of digital devices in the classroom. In order for success to

be achieved, however, students must have guidelines in place and teaching online safety and

using judgement when determining the quality of sources of information as recommended by the

Education and Skills Department Ireland (2016).

Saponaro (2014) reinforced the idea that these devices are already a part of daily student

life, therefore they should be incorporated into their learning. Saponaro (2014) maintained that

BYOD increases student participation, assists learning to become student-driven, increases

collaboration and communication among students, saves money and allows for personalized
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instruction to meet many learning needs. These benefits of BYOD result in a transformation in

instruction methods and encourage project and inquiry-based learning opportunities through the

incorporation of devices into the curriculum.

Soskill (2012) in his article regarding cell phone use in schools explained that students

should be permitted to have cell phones. He advocates that cell phones prepare students for life,

assists schools on tight budgets where the school cannot provide everyone with a device,

balances any ambiguity in the classroom where the teacher is using devices but not allowing

students to participate in the same way and helps teachers teach digital responsibility and not

censorship.

Nielson & Webb (2012) both with over twenty years in education and experience in

administration speak to audiences around the world through conferences, workshops, and online

classes about using cell phones and texting as part of teaching practice. Their book offers a host

of innovative ideas, activities, lessons, and strategies to incorporate unique ways to use students’

preferred method of communication in the classroom. Many lessons encourage BYOD in the

classroom and multiple ways to utilize BYOD in current curriculum delivery. Lessons are

enhanced by the ability to record and listen to a voice, serve as a way to take notes, poll students

for answers, provide instant answers and research, create home-school connections, using world

clock functions to enhance math or geography lessons, and access to the web-based learning

tools that enhance the classroom experience. The lessons based on the use of cell phones and

BYOD encourage creativity, innovation, communication, research, and digital citizenship for

example recording and capturing oral reports or responding to quizzes and polls.
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While many educators enjoy the benefits of BYOD, others have put bans on cell phone

use. To prepare for a new law in France set by President Emmanuel Macron to detox teenagers

from their screens, students at Plousane Middle School started with phone free Mondays. With a

concern for phone addiction, the law is to encourage students to have the right to disconnect.

During the ban they have noticed students bringing cards to school, talking on breaks and

reading more books (Chrisafis, A. 2018). Similarly, in 2016, Central Middle School in Victoria,

B.C. banned all cell phones and personal electronic devices on school property. Parents from the

school were most upset about the new policy claiming this new rule made it difficult to arrange

rides and communicate with their children. The administration maintained that is it was best for

learning and the students. This policy is still in place at Central Middle School in 2019.

While some schools find that BYOD with specific guidelines and expectations is

effective and creates an opportunity for more students, some schools like the example in France

that Chrisafis (2018) observed, still uphold that the addiction of device use is concerning and that

promoting socialization and communication without devices is of higher value. Differentiated

instruction and blended learning should also be part of the discussion in evaluating the need for a

1:1 ratio for students and devices. Only students with an individual device can take advantage of

the self-paced learning opportunities differentiated instruction provides.

Differentiated Instruction and Blended Learning

Differentiated instruction allows students to engage in self-paced and personalized

learning. Multiple intelligence theorist from Harvard University, Howard Gardner (2010)

reminds us that we cannot teach and assess all individuals in an identical way because human
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beings differ from one another. Barbra Thoeming (2017), observed that classrooms rich in

instructional technology are a pathway to post-secondary and career readiness while helping

teachers differentiate instruction. Blended Learning allows teachers to create individualized

learning guides while providing real-time intervention. Haskins-Powell (2016) concurred that

strategies using digital differentiation can assist in providing specific and unique learning that

customizes assignment lengths.

Singh (2003) in his article about first generation e-learning programs, described blended

learning as an educational program which combines traditional classroom teaching methods with

Internet-based media. Murray (n.d.) acknowledged that when technology is mixed deftly with

traditional teaching strategies to deliver a more challenging and purposeful program, classes

move to the top SAMR levels Modification and Redefinition as shown in​ Figure 11​. Puentedura

(2006) observed that using SAMR would replace pictures of zoo animals for example to a

virtual trip to the zoo which would create a more authentic learning experience. In some models

of Blended Learning, the learning is teacher driven and augmented by instructional technology.

In other models, the instruction is primarily technology driven. The Kineo Report (2013)

suggests listing learner objectives and identify assessment benchmarks then choosing the

instructional technology as the final step Kineo Report (2013)

In 2015 a study by EdSurge found that fifty percent of the teachers in blended learning

classrooms said students are developing problem-solving and critical thinking skills, language,

scaffolded activities, compaction and interactive media (Haskins-Powell, 2016). Paired with the

ability to differentiate for varied student needs the blended learning model is indeed a model to

continue to explore.
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Based on the previously mentioned literature it is clear that technology can differentiate

learning for students in a meaningful and useful way and therefore should be considered in

determining best practices for implementing instructional technology in the classroom (Murray,

n.d., Haskins-Powell (2016) & Kineo Report (2013).

Students that are using devices and instructional technology regularly for differentiated

instruction or the flipped classroom are using technology for sustained periods. It is, therefore,

necessary to consider the effects of technology on the mental health of students. The next section

will explore and analyze both positive and negative effects technology can have on the mental

health of youth.

Effects of Technology on Mental Health of Students

While the research for technology in the classroom may be useful for classroom

engagement, there are other factors in a student’s life that may be affected by technology and

therefore should be considered, such as mental health. Healthy social and emotional growth in

the early years lay the foundation for mental health and resilience throughout life. The Mental

Health Commission of Canada (2018) estimated that 1.2 million children and youth in Canada

are affected by mental illness. While society tries to eliminate the stigma of mental health and

the dialogue has been opened, it is still a topic of concern. With increased access and availability

to technology on the rise, ​92% of teens report going online daily, including 24% who say they go

online “almost constantly,”​ Lenhart (2015). Lenhart asks if there is a direct effect between the

rise of mental health issues and the rise of technology in the lives of adolescents. Adolescents

use technology in almost every aspect of daily life, and mobile technology has helped to create

an online presence that is always there. Technology is used by adolescents nine hours a day, and
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they are often multitasking between texting, social media, TV and music (Wallace, 2015). With

the knowledge that technology is everywhere in the daily lives of adolescents and the concern

that mental health illnesses are on the rise, it is essential to investigate further whether or not

there is a correlation between the two.

Young people frequently engage in technological use, and with such a presence in their

lives, research has connected this with their mental health. Approximately nine in ten teenagers

are online multiple times a day, with 45% of teens online consistently (Anderson & Jiang, 2018);

thus understanding the effects, this is having on the young mind can assist in recommendations

for use to decrease adverse effects on mental health.

Adolescents are at a stage vulnerable to depression and anxiety (McLaughlin & King,

2014), at times leaving them susceptible to the negative influences of technology. Being

immersed in the digital world can be stressful and overwhelming. This immersion leads to more

than one in three students in grades 7 to 12 affirming moderate through severe psychological

distress (CAMH, 2016). Social acceptance is a priority for the adolescent age group, thus leading

the majority of them to SNS platforms. Not all behaviour on these platforms is positive for

teenagers, as cyberbullying is linked to depression and low self-esteem (Hamm et al., 2015;

Patchin & Hinduja, 2010a; Vaillancourt, Faris & Mishna, 2016; Tokunaga, 2010). In some

extreme cases, suicidal thoughts and behaviours are a resulting factor of socializing online

(Patchin & Hinduja, 2010b; Pingault & Schoeler, 2017; Nikolaou, 2017). This link between

online communication and mental health presents the potential hazards of adolescents using

technology. Youth are also inundated with access to various sources of information on the

internet and can be influenced by inappropriate content including high-risk behaviour and
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substance use (O’Keeffe & Clarke-Pearson, 2011). The alluring nature of digital technologies

provides entertainment for adolescents, often through gaming. A study by Salguero and Moran

(2002) found dependency behaviours, similar to substance use and gambling, indicated when

youth excessively played video games, and another study equates gaming behaviour with

addiction (Grusser, Thalemann, & Griffiths, 2007). These technologically influenced adverse

conditions on adolescent mental health suggest the importance of further investigation.

Despite the evidence of the damaging nature of technology on youth mental health, there

is research that presents the affordances of technology. Concerning a teen’s social nature, there

is evidence of interactions in online environments has allowed them to experience closeness with

friends (Valkenburg & Peter, 2007). Grieve et al. (2013) found that the feeling of social

connectedness created on social media decreased anxiety and depression, and improved

contentment in life. In addition to connecting with peers, at this point in their young lives, youth

look to digital means (i.e., on SMS) of expressing themselves and discovering identity (Ong et

al., 2011; Spies Shapiro & Margolin, 2014; Boyd, 2014). The interactions of youth online have

been found to positively connect virtually to real-world empathy (Carrier, Spradlin, Bunce, &

Rosen, 2015). Interactive applications and games also contribute to building relationships with

others, along with providing youth with enjoyment. In one study, teenage males felt that playing

games led to stronger friendships, and also more youth reported feeling relaxed and happier, than

those who felt angry or frustrated when they play (Lenhart, 2015). The aforementioned research

suggests the advantages of technology for adolescent mental health, which implies that

technology provides a platform to leverage positive changes in mental health.


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There is evidence that teenagers are affected in various ways when using technology,

though there is no conclusion whether technological use is beneficial or detrimental for their

mental health. O’Keeffe et al. (2011) highlight that, parents do not recognize their child’s online

life being extended forms of their offline lives. Thus, further exploration of technology use on

adolescents’ mental health can identify areas of potential risks and benefits, which can inform

suggestions for beneficial use and assist educators in determining what instructional technology

is beneficial in the classroom.

Barriers and Advantages of Instructional Technology Implementation in Schools

While instructional technology has many advantages for student learning, there are also

obstacles to its implementation in schools. Infrastructure, funding, security, policy and the

selection of various devices all present issues that if not planned for extensively, can be

problematic in the school system. To prevent barriers to instructional technology

implementation in schools, Dionicio (2016) observed that schools must plan extensively to create

a comprehensive wifi design. Dionicio (2016) acknowledged that an overloaded system would

not work efficiently no matter how many devices you have. By examining potential barriers and

identifying advantages, schools can better discern systems and hardware necessary for the

successful implementation of instructional technology.

Infrastructure

Technology is everywhere. It is entwined in almost every fibre of our culture. Danny

Mareco (2017) observed that technology influences how we live, work, play, and most

importantly learn ​see Figure 12.​ It is this constant use of technology that creates potential issues
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for the wifi infrastructure in schools. The wifi infrastructure includes a network, access points,

ethernet cabling and directional antennas that all influence the speed and reliability of a school’s

wifi (Dionicio, 2016). ​Sandvine (2016)​ reported that in 2016,​ ​North American homes had an

average of seven devices actively connected at one time. With the degree of use the

infrastructure is managing, it is no wonder the education system struggles to support the growing

use of the internet in schools. Some schools have incorporated BYOD Bring Your Own Device

programs to implement a ratio of 1:1 computer or mobile device per student. BYOD programs

save funding on the cost of devices, but they require additional bandwidth or a range of

frequencies required to transmit a signal, to support the increase in computing programs.

Advocating for the importance of reliable infrastructures in schools, secretary Duncan reported

that without support we deny students and teachers the tools they need to be successful, and he

declared that that is educationally unsound and morally unacceptable (Secretary Duncan, 2013).

Broadband, which provides higher-speed data transmission connections in schools,

enables students to engage in rich digital learning experiences such as streaming videos, gaming,

and interactive services (US Department of Education, 2014). While the cost of a new

high-speed internet is an issue, there are also other challenges. Planning and configuring the

number of access points is vital. The more mobile devices are connecting, the more significant

number of access points will be required (Yagci, 2017). Besides, access points, switches and an

increase in wiring are also necessary as part of the infrastructure. Cloud-based software has

alleviated some issues of file storage but accessing those cloud-based applications, and software

platforms are still affected by inconsistent wifi bandwidth.


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An additional challenge is the health risk to students. While most documents focus on the

cost of increased bandwidth as a deterrent, the Canadian Teachers Federation brings up the issue

of potential health risks, especially where young children are affected. ​The CTF is concerned

about the lack of definitive research regarding the adverse health effects of Wi-Fi radiation

(CTF, 2012). The CTF mandated that decisions regarding exposure to Wi-Fi should be based

upon sound science given how new broadband and Wi-Fi is.

Another barrier or concern is the security of wifi in the schools. The network must be

able to determine who is who so that there is role-based access control. Role-based access

control limits access to people based on their profile in the directory ​see Figure 13.​ With BYOD

breaking traditional security as it can create issues of peer to peer networking coming from a

valid IP address. Schools require application visibility to show what activity is happening on the

network. This application visibility will show peer to peer activity, social sharing, learning apps

and will then control which applications users have permission to use based on their role in the

organization (Wainright, A., 2014).

While some current barriers or situations provide challenges to instructional technology

implementation, as they are acknowledged they are also being remedied in the quick pace of

technology innovation. As the infrastructure grows and changes, it becomes necessary to address

issues of policy and communication.

Policy and Communication

As the use of technology expands, schools require more resources to support the learning

community in the integration of instructional technology. Technical support and training for the

users of the infrastructure is key to ensuring success. Policies including Responsible Use and
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Protection for Student Privacy and Data are vital. Technological advancement changes rapidly,

therefore, the need for updates at the school level is constant. The Guidance Document for the

Provision of Wireless Network Installations created by the Department of Education and Skills

in Offaly, Ireland (2016) suggested the importance of creating a communications plan that can

assist all stakeholders to be involved in decisions. This communications plan would allow all

parties to understand and accept the overall objectives along with the challenges and benefits.

Leadership teams in schools can prevent technology infrastructure issues by creating

short term and long term strategic technology plans. Technological infrastructure is just one

element of educational transformation. The use of the infrastructure should be guided by clear

goals and effective planning, which require that stakeholders in the system act and plan together

(US Department of Education, 2014). The US Department of Education (2014) document used

to clarify the use of technology in teaching and learning, advocated to stress the importance of

considerations for digital learning resources, staff professional development and investigated

other implementation issues such as device selection, responsible use policies, privacy, and

security associated with creating effectively connected schools.

Funding

Improving the infrastructure in schools and keeping pace with the continuous

development of instructional technology is extremely costly. Based on an analysis by Education

SuperHighway and the Consortium for School Networking, Nagel (2014) reported that the cost

of Wi-Fi in schools in the United States is $800 million per year. For schools to accommodate

the costs of instructional technology implementation, a Strategic Technology Plan must be in

place. This Strategic Technology Plan, similar to what the Toronto District School Board has in
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place, would cover maintenance, operations, training needs and the implementation of all

technology projects. The TDSB had created a Years of Action Plan with the goal of equipping all

schools with WiFi by 2016 (TDSB, 2019). This goal was completed and contains Wi-Fi user

access with a ratio of one access point per fifty students.

In 2012 a PBS national survey reported that 63% of teachers in the United States

confirmed that lack of funding was a barrier to instructional technology implementation in the

classroom. Gonzalez (2012) confirmed that teachers in lower income communities cited an even

more significant barrier at 70%. In order to provide a financial remedy, it is crucial to determine

where the funding issues lie.

There is substantial research to support that students with resources at a 1:1 ratio will

succeed at a higher rate (Keengwe et al. 2012; Lui & Szabo, 2009; Seifried, Lenhard, Baier &

Spinath, 2012). The National Assessment of Educational Progress observed in 1992 that student

performance was influenced significantly by the ratio of books per student in their school

libraries (Krashen, 1995). In schools where there was a higher book-to-student ratio, both

nationally and in California, their achievement scores surpassed other schools significantly

(Krashen, 1997). The issues of 1:1 ratio discussed with regards to books translates directly to

instructional technology as students develop new media literacy skills on devices. Students in

2019 must learn to navigate, research, and evaluate information using instructional technology.

Without regular access to the tools or the experience and instruction required to develop those

new media literacy skills, these students are at a disadvantage.

Where funding is a concern, some schools have moved toward Bring Your Own Device

(BYOD). Afreen, (2014) reported that while BYOD has cost-cutting benefits schools may be
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confronted with a network infrastructure issue since the requirements will need to accommodate

the additional number of devices and confirm that the infrastructure is appropriately secure.

Funding to purchase equipment and infrastructure is only part of the successful

implementation of instructional technology in schools. Another prominent consideration is that

of teacher training. ​ Tyler-Wood, Cockerham & Johnson, (2018) ​suggested that new school

technology does not ensure teacher understanding or student learning therefore for school

technology implementation to be successful, significant planning, teacher training, and resources

must be in place. Lambert and Gong (​2010​) observed that preparing teachers to use instructional

technology in the classroom requires more than just being familiar with the technology; teachers

must learn how to implement best the technology to help students develop relevant skills.

Up-to-date teacher training on instructional technology is another obstacle to consider.

Training for teachers which occurs during the school day also incurs the cost of replacement

teachers. Training scheduled after school hours cannot be a requirement. Therefore, not all

teachers will receive the training. Professional development days or a staff meeting time is a

potentially viable option to build into a schools Strategic Technology Plan. Another option to

consider is setting up teacher leaders in the schools to support instructional technology training

within each school. Finally, as mentioned in previous literature, teacher acceptance is a factor to

consider in the implementation process.

While instructional technology is costly, having a Strategic Technology Plan in place can

eliminate the obstacles of funding. It is also vital that the technology plan include the many areas

that require funding such as infrastructure, equipment, maintenance and teacher training.
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Desktop Computers

When considering how the funds in a strategic technology plan should be distributed,

investigating the most appropriate hardware is crucial. In the classroom setting desktop

computers are mainly used for the teacher to project instructions or lessons instead of writing on

the board. This method of using the desktop computer offers a strategy for the whole class to stay

together on lesson topics and learn at the teacher’s pace as a large group. The teacher computer

may also be used to project student work or projects so the whole class can see. Most

classrooms have only a few desktop computers, and therefore, in terms of student use, they could

be valuable in small group settings, individual self-paced work or to embellish the other devices

in the room, so each student has instructional technology to use. With features to create text

documents, download pictures, research on the internet and watch videos or follow tutorials, the

desktop computer is still a valuable asset in the classroom. Also, the desktop computer usually

has the greatest hard drive memory and power making it more useful for downloading large files

and powerful video editing while also offering a larger screen size. Finally, the hard-wired

connection which has permanently connected circuits is sometimes more reliable for

connectivity than that of a portable device (Meyer. L., 2014).

Tschirgi (2009) suggested that obstacles to using desktop computers in the classroom

could be a slower operating system while the newer devices connect to wi-fi or the fact that they

are not portable and confine students to a single location to work. Taking pictures or recording

video is also more cumbersome with a desktop computer than a portable device like an iPad or

smartphone.
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In determining the best hardware for instructional technology in the classroom, schools

must consider the purpose and intended outcome for the use of the hardware. Reviewing the

functions and costs of portable devices including laptops and iPads will help determine the needs

of the school. Tschirgi (2009) recognized that educators should consider other factors such as

equitable access, classroom space and sustainability.

Laptops

Another consideration for hardware used to implement instructional technology in the

classroom is the laptop which is a portable computer that has the same functionality as a

computer or Chromebook which is similar to a laptop except it runs on chrome as its operating

system and usually has a smaller amount of hard drive storage. Laptops allow for increased

notetaking and engagement in online course materials because of the ease and speed of

note-taking (Samson, 2010; Saunders & Klemming, 2003; Zhu, E., Kaplan, M., Dershimer, R.

C., & Bergom, I. (2011). Fried (2008) reported that laptops assist in student-teacher interaction

and increased rates of in-class participation and motivation of students because of their

portability and flexibility. In the Canadian school system Chromebooks are leading the way with

43% of Canadian schools using both the Chromebook hardware and the cloud-based GSuite for

Education (Bout, B., 2017). The Chromebooks are regarded, by the Toronto District School

Board, Edmonton Public Schools and the Upper Grand School District Board as easy to use and

affordable (Bout, B., 2017).

In higher education, there is a concern regarding laptop use taking students off task by

browsing for non-course related items. Hembrooke & Gay (2003) observed in a controlled study

that students with open laptops remembered less lecture content than those with closed laptops.
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To prevent student disengagement when using laptops, Kay & Lauricella, (2011), suggested in

their article Unstructured vs. Structured Use of Laptops in Higher Education that faculty should

use engaging learning activities and avoid passive instructional methods such as reading from

slides. Kay & Lauricella (2011) also recommended inviting students to engage in creating an

agreement of technology use in class.

While there is a potential risk of students straying off task, the lower cost and portability

has proven to be an incentive for the laptop or Chromebook to be considered valid for

instructional technology implementation in the classroom.

iPads

Another flexible, portable and user-friendly device to consider when examining the best

hardware for instructional technology implementation in the classroom is the iPad. iPads provide

a significant number of positive uses in the classroom and many reasons for being the chosen

hardware. One of the most attractive reasons for schools to use iPads in the classroom is

affordability. The cost of iPads is significantly lower than the cost of laptops or desktop

computers assisting schools to achieve a 1:1 ratio for students. Other benefits of iPads include

reading books online, accessibility functions, seamless transfer of assignments from student to

teacher digitally and a staggering number of educational applications (Catapano, J., n.d.). Maich

& Hall, (2016) reported that iPads can improve classroom learning but it is important to note that

the learning only improved in classrooms where teachers have trained on iPad use and how to

implement engaging and interactive activities and consequently guided more project-based

learning. Project-based learning, which promotes student learning by applying knowledge and
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using skills in an engaging experience, has been found to improve student learning across grade

levels (Cheu-Jay, 2015).

While iPads have many advantages, there are also some disadvantages to consider. iPads

usually don’t hold their charge as long a laptop, they can be distracting; a computer is still

required for many functions, the potential for wi-fi issues and teacher comfort level. Also, iPads

do not have a USB port creating a limitation of data storage and transfer and do not support the

flash player (Wainright, A., 2012). So while iPads boast many positives, they may need to be

used in conjunction with a desktop computer at times, and teachers must carefully plan activities

to garner useful educational benefits.

Cloud-Based

Cloud-based educational tools are becoming increasingly popular. For group projects,

cloud-based programs allow for multiple contributors to work at the same time. Cloud-based

webcam features allow students to work with peers and experts internationally without any

additional cost beyond the internet or wifi connection. Many classroom management programs

are cloud-based and allow teachers and students to connect, hand in assignments and collect data

from anywhere, digitally (Fort, A. 2014). Most of the tools referred to in this paper are

cloud-based and allow for the flexibility, portability and seamless connection from a device to a

device that cloud-based tools offer. Bengfort, J. (2016) suggests that ease of use and

mobile-friendly applications expand the borders of the brick-and-mortar classroom and

consequently create more learning opportunities in the classroom.

Google for Education continues to lead the way with cloud-based technologies and

platforms for education in North America. The Gsuites technology allows seamless syncing
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between devices and multiple learners collaborating. The applications and tools all sync easily

from one to another through google drive. Google classroom allows students to easily hand in

assignments and receive lesson plans, instructions and even assessments. Google for Education

assist schools by offering educational pricing on Chromebooks which are a lightweight laptop.

While the Chromebooks have limited hard drive storage, it does not matter because Google

Suites is allowing everyone to work in the cloud.

One consideration of the cloud-based technologies in the classroom is that of security​.

The programs are online, and this makes them less secure and consequently more vulnerable

than the standard paper and pencil teaching systems. While many of these programs adhere to the

most advanced level of encryption, even with parents and teachers taking every precaution, there

is still the possibility that hackers taking backdoors could steal and exploit student information

(Fort, A. 2014)​. ​Google for Education, however, maintains that students are using a completely

secure network in their Google platform (Google Privacy and Security, n.d.).

Part Three: Process


Process for Identifying Literature
Literature

The selection of resources used in the literature review has included scholarly articles

paired with current references from professionals in education and instructional technology

implementation (Fried, 2008; Meyer, 2014; Maich & Hall, 2016). The review of literature on the

implementation of instructional technology in the classroom and the consideration of policy,

barriers and the advantages of instructional technology have uncovered common themes.
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Policymakers and stakeholders for education see technology and digital literacy as an

essential part of relevant learning for students. Evidence lies in the policies and documents. In

Canada the C21 document, the United States Department of Education Plan 2014 and the Europe

2020 Strategy, there are policies in place to ensure that young people have the opportunity to

gain valuable skills with instructional technology. The ability to provide critical thinking,

creativity and collaboration through instructional technology is substantial (Bengfort, J, 2016;

Wilms, Friesen & Milton, 2009)

The research finds that while infrastructure capabilities and bandwidth or connectivity

issues are sometimes a barrier to technology in the classroom, teacher training is a more

significant barrier (Tyler-Wood, T., Cockerham, D., & Johnson, K, 2018). Teachers now feel

like they have the resources at their disposal, but many are not comfortable with the programs or

do not have the time to restructure their lessons (Lambert & Gong 2010). There are also still

some valid concerns with BYOD. Is it helpful for providing a 1:1 ratio for students and devices

or are they distracting and encouraging phone addictions (Sapparano, 2014; Neilson & Webb,

2012; Soskill 2012; Chrisafis, 2018). There are also still concerns regarding mental health. The

results determining whether technology is beneficial or detrimental is inconclusive (Okeefe et al.

2011).

Some of the positive aspects of technology implementation include the vast options for

differentiated learning (Thoeming, B. 2017; Khan, S. 2012). Self-paced learning is also a viable

option (Keengwe et al., 2012; Lui & Szabo, 2009; Seifried, Lenhard, Baier, & Spinath, 2012).

Moreover, learners have the option for accessibilities like voice to text, translators or speech

readers. The applications and tools are also becoming increasingly user-friendly, portable and
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they sync easily from device to device which streamlines projects (Fort, A., 2014). Assessment

and feedback are readily available to students using many different tools and applications. There

is also substantial evidence that when implemented with trained teachers and to embellish the

lesson not take over the lesson, technology can offer students many benefits for curricular

engagement (McMullen, L., 2012; Chowdhry, 2015).

The consultation of Theories of implementation and theories of learning design has

helped to shape a framework for effective instructional technology implementation (Davis, 1989;

Rogers, 1962; Power, 2013; Mishra & Koehler, 2006). And, curricular documents from

provinces in Canada and policy documents from the governments of Canada, the United States

and Europe align with the other literature reviewed.

Discussion of Teacher Personal Observations

To better understand the potential obstacles of instructional technology implementation in

the classroom I have spent time working with teachers in the role of a technology leader in the

schools I have taught in over the past three years. During this time I have observed that there is a

vast range of comfort and ability level of teachers when it comes to using instructional

technology in the classroom.While the literature review in this project reveals that funding and

support for technology have increased at an exponential rate over the past five years, there is still

hesitancy among teachers with regards to using instructional technology to enhance classroom

learning. Funding in local school districts has included instructional technology packages for

classrooms. These instructional technology packages include whiteboards, built-in screens and

attachments to desktop or laptop computers. Also, there is regular availability for class sets of
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iPads and Chromebooks in schools. The wifi infrastructure is robust and covers all areas in most

schools.

Still, teachers are not feeling confident implementing instructional technology in the

classroom. Some teachers are comfortable doing simple things within Google suites, but most

teachers are not even touching the surface of the projects, inquiry, collaboration and class

engagement from game-based learning that is possible. Based on my personal observations of

teachers through working with them on technology in various schools the two main reasons they

are still not feeling confident with instructional technology are time and comfort level. Teachers

are offered in-services after hours where it is necessary to give of their own time to expand their

learning. The other time-related issue is that an experienced teacher likely has a bevy of

handouts, resources and lesson plans that they have always used. Teachers indicated that it is

uncomfortable to have to learn a new tool or application, input all the resources, curricular

content or data and then not be a hundred percent sure of the outcome. When teachers multiply

that task by including numerous different instructional tools to learn and a whole year of content

they find it overwhelming.

To understand the feelings of teachers and the needs of the school and school board with

regards to instructional technology in the of technology leader at my school, I have been offering

lunch and learns to share my knowledge. During the lunch and learns, it was evident that it is

essential to demonstrate the tool in simple terms and have teachers try it as a student and then

create content as a teacher. Teachers need to leave having experienced both student and teacher

formats in order to enhance the possibility of using it in front of students. When demonstrating

Kahoot for example, it was helpful to create a quick game as an icebreaker. The icebreaker game
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allowed the group to gain comfort while the facilitator could survey teacher comfort level both

with instructional technology and the web based tool. Then as a group, it worked well to create

teacher accounts and have each teacher create their own Kahoot. Showing teachers pre-created

templates for their subject area made the learning curve even more manageable.

In working with teachers, it was observed that creating simple strategies for the teachers

to explore, practice and learn new tools is imperative to the successful implementation of

instructional technology in the classroom. Teachers should experience the tool as a student and

as a teacher to understand more clearly what their students will be asked to do. Finally, when

teachers learn and work together in groups they share experiences and collaborate on ideas and

strategies to help each other which benefits the entire process.

Theoretical Framework

Pairing the aforementioned teacher feedback and experience with theoretical framework

for pedagogy and technology helps to scaffold implementation of instructional technology more

effectively. Research in the past involving technology inventions in classrooms compared the

performance of students with and without computers (Thompson, Simonson, & Hargrave, 1996).

Through an evolution of instructional technology interventions researchers have found that there

are uncontrollable variables that affect such a process. This evolution of instructional technology

interventions has encouraged qualitative studies which examine what affects the interaction of

technology between student and teacher (Selwyn, 1997, 2002; Forsythe & MacKinnon, 2005;

Roblyer, 2005). With this knowledge theoretical frameworks have been developed to explain

more clearly what works and why it works in terms of instructional technology implementation.
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These frameworks drive pedagogy, technology and content independently while the established

interactions of each continue to occur.

This paper will examine Technological Pedagogical Content Knowledge (TPACK),

Collaborative Situated Active Mobile learning design strategies (CSAM) and the Universal

Design for Learning (UDL). These three theoretical frameworks most closely align with the

objective of this paper, to determine best practices for instructional technology implementation.

TPACK

The initial factor, for the successful and most effective integration of instructional

technology by the teacher, can be described most efficiently by the TPACK framework which

was developed by Mishra and Koehler (2006). This framework helps us to understand the

relationship of three crucial components of teacher knowledge: technology, pedagogy, and

content. TPACK assists the process of understanding the complex interaction of those

relationships and the expertise required to get them all to interact in a balanced, compelling way.

Deciphering and understanding the Venn diagram of TPACK is helpful to evaluate the

diagram’s effectiveness particularly the spheres that pertain to technology. Technology


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knowledge (TK) pertains to the teacher’s awareness of different instructional technologies and

their usage. Technology knowledge is a delicate area to stay on top of as instructional technology

is so rapidly changing. The next sphere is Technological content knowledge (TCK) which

defines the teacher’s understanding of content exploration through instructional technology. One

of the most challenging sections is the technological pedagogical knowledge (TPK) which

examines the teacher’s knowledge of how the application of instructional technology can change

teaching and learning. TPK also considers perceptions of effective instructional technology

implementation. The main intersection which connects teaching and learning, subject matter

expertise and the quickly changing view of instructional technology is technological

pedagogical content knowledge (TPACK).

When evaluating the TPACK framework as a measurement tool, it is worthy to

acknowledge that there is research that connects teacher knowledge and the self-efficacy of a

teacher (Abbitt, 2011; Ertmer 2005). Self-efficacy or a teacher’s belief in themselves could be a

barrier to integrating technology in classrooms because of the level of confidence a teacher has

either using or choosing a tool (Abbitt, 2011)

CSAM

CSAM or Collaborative Situated Active Mobile learning design strategies, designed by

Power (2013) is a theoretical framework which uses key pedagogical elements to guide

instructional designs for the use of mobile reusable learning objects to encourage collaborative

learner interaction.
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When using this design strategy, collaboration is critical. The mobile learning design

must allow the opportunity to collaborate. Being situated in a real and meaningful context is also

vital in this design. The real-world context makes it more relevant and fun for the students. The

design must also allow for interactivity. Learners must have a way to use the content learned

actively and engagingly. Finally, the design must also allow for mobility and be free from the

structure of the traditional classroom. Using mobile devices to answer questions or play an

interactive classroom game is fun and engaging for students.

CSAM and its learning strategies framework was developed based on influences from

Koole's (2009) Framework for the Rational Analysis of Mobile Education (FRAME) model. The

considerations for CSAM in learning design is relevant for teachers when implementing

instructional technology in the classroom. The key elements used in this framework are

transferable to use in the classroom and consultation will help teachers more effectively design

learning materials which include instructional technology.

Universal Design for Learning

Universal Design for Learning (UDL) is a pedagogy approach to assist all learners to find

success. There are also unique benefits for students with learning and attention issues.
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Incorporating UDL principles into the course during its design and development lays the

foundation with learning outcomes, activities, assessments, and teaching methods that improve

accessibility for all learners (Rose & Meyer, 2002)

There are three critical elements of the design, and they are representation, action and

expression and engagement. Amanda Morin (n.d.) explains that representation could include

more than one format. These formats could include text, video, audio and active, hands-on

learning and allowing the student to pursue the material is the best way for their learning style

and strength. Action and expression allow the student to engage and interact with the material in

more than one way. Students also have the opportunity to show what they have learned in

multiple ways from a written test to a group project. The third element is engagement. UDL

promotes multiple strategies for motivating students. Encouraging student to make choices and
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having them complete assignments and projects they feel are relevant to their lives and personal

interests are part of this component.

Web-Based Tools and Applications

To effectively implement instructional technology in the classroom it is essential to have

an understanding of what a web-based learning tool is and then have the ability to assess the tool

based on instructional design principles and theoretical learning theory foundations. Kay (2009)

described a web-based learning tool (WBLT) as an interactive instructional technology tool that

supports the learning of concepts by enhancing the cognitive processes of learners. Kay (2009)

observed that in order to assess the value of a WBLT for learning and teaching, significant

evaluation of instructional design principles and foundational learning theories should take place

along with an analysis of the WBLT’s ability to provide interactivity, engagement, ease of use

and an aesthetically pleasing design. Clark and Mayer (2011) created instructional design

principles based on how people learn best. These principles include ​Multimedia, Contiguity,

Modality, Redundancy, Coherence, Personalization, Segmenting and Pre-training ​See Figure​.

Kay (2009), also argued that the WBLT should have a significant application of foundational

learning theories. Foundational learning theories include Behaviorism, Situated Learning, Social

Learning, Experiential Learning, Social Development theory and the ARC Model of

Motivational Design (Clark and Mayer, 2011).

In the review of WBLT’s to accompany this paper, there was consideration for theory,

design and alignment with current school board practice. The ease of implementation for

teachers is significant and therefore an important consideration. To provide strategies for

meaningful and useful implementation of instructional technology in the classroom, this paper
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and the accompanying website offers a wide selection of web-based learning tools from which to

choose.

Web Based Tech Tools for Teachers

The accompanying website for this paper can be found at

https://webbasedtechtools4teachers.weebly.com​. Organization of the WBLT's is by appropriate

use in the classroom based on four main themes. These themes include tools for assessment,

tools for presentation, tools for collaboration and tools for game-based learning. The WBLT's

discussed have common transferable features. These features include offering differentiated

learning, accessibilities, real-time feedback or assessment, enhancing student engagement and

being user-friendly for both teacher and student. The website is inclusive of this project paper.

The website offers other references and additional facilities to master tool development

and tool implementation. While the primary focus for the creation of the website was on use for

school districts in Victoria B.C., Canada, there are universal applications in terms of tool set.
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Tools for Assessment

Educators often use the terms formative assessment and summative assessment to

describe the evaluation of data collection and feedback to the learner. Formative assessment,was

defined by Bell & Cowie (2010), as the procedure used by teachers and students to recognize and

respond to student learning in order to enhance said learning, during the learning. The findings

indicate that teachers use two kinds of formative assessment, planned and interactive (Bell, B.,

Cowie, B., 2010).

Summative assessment usually takes place after students have completed units of work or

modules at the end of each term. It is pointed out by Harlen & James (2006) that the assessment

requirements for formative and summative purposes can differ in reliability, the reference base of

judgements and the focus of the information used. Taras (2010) argued that all assessment is, in

fact, summative which is a conclusion or judgement. Taras (2010), maintained that formative

assessment is a summative assessment which includes feedback that can be used by the learner.

The tools in this section have been chosen based on observed effectiveness in the

classroom and school district alignment. The web-based learning tools organized by their most

prominent use supplies the accompanying website. The following are the web-based learning

tools best suited for assessment.

FreshGrade. ​FreshGrade

(​https://webbasedtechtools4teachers.weebly.com/fresh-grade.html​) is an assessment tool which

allows parents to become fully engaged in their child’s progress at school through a digital

portfolio. Parents are given a window into the classroom through uploaded video, images, test

scores and rubrics. Teachers and Parents have portfolio access to the student’s work. The
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FreshGrade tool helps teachers give more personal and meaningful feedback that parents can

view at any time convenient to them. The system is easy for teachers to capture student work on

a phone or iPad. The cloud-based system makes it simple for parents to understand their child’s

progress and work with the teacher as a collaborative team for student learning.

As an assessment tool, the personalization Freshgrade provides to students and parents is

valuable. The use of conversational voice and personalization within the database for each

student aligns this tool with the Personalization Principle (Clark & Mayer, 2011). Keller (2016)

ARC Model Theory is evident in the engaging and real-world format Freshgrade delivers.

Freshgrade tracks progress and then provides supportive feedback aligning with the ARC Model.

The Multimedia Principle detected throughout the application demonstrates student learning

through video, visual images and sound (Clark & Mayer, 2011).

Google Forms. ​Google Forms

(​https://webbasedtechtools4teachers.weebly.com/google-forms.html​) is a web-based learning tool

used to collect, organize and analyze assessment data. This assessment allows for different styles

of questioning or reflecting through multiple choice, checkboxes, short answer, fill in the blanks

and even matching. This diversity in questioning encourages thinking skills such as

metacognition and problem-solving. The instructor can pre-train individual sections or topics as

well as practice using specific information. This style of assessment supports student learning by

allowing the assessment data to be collected and used to inform instruction.

Google Forms adheres to the ARCS Model theory as the customized multimedia forms

encourage learners to stay attentive and interact with relevant content. This interaction allows

opportunities for consistent assessment and quick feedback during the process of learning.
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Google Forms can also build confidence and satisfaction in learners (Keller, 2016). ​To assess

student content knowledge before a unit of study, as well as support student knowledge

acquisition over a more extended period Practice and Pre-Training Principles can be identified

(Clark & Mayer, 2011). Finally, when using a Google Form, students can work at their own pace

and use navigational supports, such as headings and web buttons to move forward in their

learning supporting the Learner Control Principle (Clark & Mayer, 2011).

Mentimeter.​ Mentimeter

(​https://webbasedtechtools4teachers.weebly.com/mentimeter.html)​ is an interactive web-based

tool which can help students become more actively involved during a lecture. Mentimeter is

versatile in its operating system and can be used on a mobile phone, tablet or laptop allowing

students to answer questions or react to a statement anywhere at any time. This web-based tool

includes everyone's feedback by showing the results in real time while participants are voting.

The data then generates an attractive word cloud which students can share and keep. Using

mentimeter teachers can quiz, generate responses to brainstorm and create collaboratively, or

pre-test knowledge to involve student in instructional planning. The application is completely

cloud-based giving further versatility to its use and not requiring data storage.

Mentimeter adheres to the Social Development Theory in its ability to guide the learner

through feedback, discussion through open-ended questions and level based adjustments through

the learning process (Vygotsky, 1980). Mentimenter also demonstrates Keller (2016), ARCS

Model of Motivational Design with an engaging, real-world design which tracks progress and

provides feedback. Finally, Mentimeter offers the ability to pre-train and segment learning
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through the platform's quizzes and multiple choice questions, therefore, justifying both the

Pre-training and Segmenting Principles (Clark & Mayer, 2011)

Tools for Presentation

Many educators are using web-based, presentational tools as a means for students to

showcase their work and provide a summative assessment. By definition, a web-based,

presentational tool is usually a slideshow, website or video presentation created from a slideshow

which can be played or viewed using a web browser. These programs are used to display

information and must have three main functions. They must allow text to be inserted and

formatted; there must be a method for inserting and manipulating images and a way to display

the content (Aggarwal, S., 2013).

This paper will discuss a bevy of useful presentational tools used for educational

purposes in the classroom to assist students to showcase their work and present a learning

artifact.

Google Slides. ​Google Slides

(​https://webbasedtechtools4teachers.weebly.com/google-slides.html​)i​ s a cloud-based

presentation editor in the Google Drive Suite. Creation of the slides occurs in linear order with

the ability to rotate as necessary. It offers real-time collaboration between users as well as

options to share or link the presentations. The slide presentations are based in the cloud and

associated with a Google account, so users and co-editors of Google Slides have continuous

access to them on any laptop, device or computer without the use of a flash drive. Also, a

revision history is kept, allowing editors to access any version of the presentation in the past.
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Google Slides keeps a log of who made which edits. Finally, Google Slides can be converted to

different formats (such as PowerPoint or PDF) and PowerPoint presentations are editable.

Google Slides adheres to the Constructivism Theory, The Connectivism Theory and the

Collaborative Learning Principle. Students demonstrate the Constructivism Theory when they

construct knowledge instead of passively receiving it. Using the Constructivism Theory, learners

are more likely to retain information. Students creating slides must first gather research and

knowledge and then use critical thinking to highlight the essential parts and creativity to build

the presentation. Google Slides is a collaborative tool where students must connect and

collaborate to show their learning. Google Slides adheres to the Connectivism Theory as

connections are made using this instructional technology (Siemens, G., 2005). Also, as

knowledge is constructed to reach a common goal, the Collaborative Learning Principle is

highlighted (Clark & Mayer, 2011).

Adobe Spark.​ Adobe Spark

(​https://webbasedtechtools4teachers.weebly.com/adobe-spark.html)​ is a web based and cloud

based tool that allows students and teachers to create visually effective videos, slide shows and

posts. Adobe Video has features to add text, images, background music and voiceover. All of the

Spark tools sync from device to device allowing for a single student to use many devices or for a

group to collaborate and work together. The system is user friendly and intuitive. This free tool

can help students create a polished project used for summative assessment in any subject area.

Adobe Spark is an example of Situated Learning. The Situated Learning Theory applies

as Adobe Spark can involve role-playing, case studies and communities of practice (Lave, 1988).
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The Multimedia Principle, which mandates that people learn better from words and pictures than

from words alone is also evident in this video platform (Clark & Mayer, 2011).

Weebly. ​Weebly​ (​https://webbasedtechtools4teachers.weebly.com/weebly.html)​ ​is a free

web-hosting service which offers a "drag and drop" website creator. This web-based learning

tool allows educators to create a unique website using free templates which are easy to use and

intuitive in their design. As a foundation site, a multitude of other online learning platforms can

enhance Weebly through hyperlinks and connections. Weebly is easy to access on devices which

connect to the internet and allow fluid collaboration capabilities.

Weebly offers many multimedia features which learners and instructors can incorporate

to retain and retrieve information from a variety of avenues. Weebly is an example of the

Multimedia Principle (Clark & Mayer, 2011). Weebly also allows for a collaborative space on

the website through blogs where learners can post and comment. This collaborative space

supports the Collaborative Learning Principle (Clark & Mayer, 2011).

Powtoon. ​Powtoon ​(​https://webbasedtechtools4teachers.weebly.com/powtoon.html​) i​ s a

web-based and cloud-based animation software that allows students and teachers to create

professional looking presentations quickly and easily. The software features an easy to use and

understand "drag and drop" style templates. Students can also build their video by manipulating

pre-created objects, music, voiceover and imported images. The animation features make this a

very engaging presentation tool for teachers providing a lesson and for students demonstrating

their learning. The cloud-based features allow users to move from device to device with their

work seamlessly synced. This application is free to create videos under three minutes in length.

There are purchase options for longer videos and additional features.
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Powtoon adheres to the Multimedia Principle (Clark & Mayer, 2011) because of the

multimedia style format it uses for learning and teaching. The pre-training principle is also

evident in this web-based learning tool as teachers can create videos using the tool to pre-train

students in any subject area (Clark & Mayer, 2011). Finally, the segmenting principle could also

be used in conjunction with Powtoon as the tool makes it easy to create segmented lesson chunks

(Clark & Mayer, 2011).

Screencastify. ​Screencastify

(​https://webbasedtechtools4teachers.weebly.com/screencastify.html)​ i​s an extension for Google

Chrome that allows the user to record their screen for the purpose of tutorials, demonstrations

and even assessment. This cloud based tool will screencast slide shows while allowing the video

creator to speak with voiceover or web image. The program includes tools to spotlight or draw

on the screen to further demonstrate a point. Screencastify is easy to use and seamlessly syncs

completed videos with youtube and google drive. As an assessment tool, the instructor can

specifically speak to points in a student essay by circling or showing on the screen and using

voiceover to explain.

Screencastify is a useful tool for creating video tutorials for students. Use of Pre-training

principle is evident in the WBLT (Clark & Mayer, 2011). Teachers creating tutorials or students

creating project videos can use the Personalization Principle by using a conversational tone and

text that personalizes the material (Clark & Mayer, 2011). The Social Development Theory

developed by Vygotsky, (1980), could also be applied as Screencastify could allow students to

respond to a question through an online community.


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YouTube. ​YouTube (​https://webbasedtechtools4teachers.weebly.com/youtube.html)​ is a

video based, presentational platform. It is free and allows the user to display presentations in an

online forum. This tool allows instructors to create step by step tutorials and connect with other

learning tools to enhance engagement in the classroom. It has privacy controls which allow the

user to select the intended audience. As an assessment tool students have the ability to create

videos and post them for teachers to evaluate. Students are also able to share their work and like

or comment on the work of their peers.

YouTube has the ability to separate complex material into bite sized chunks for

manageable learning as required by the Segmenting Principle (Clark & Mayer 2011). The play

and pause feature which enables students to move at their own pace demonstrates the

Segmenting Principle nicely. In addition, videos could be separated into a number of mini

lessons or larger videos with many small segments of instruction to avoid cognitive overload.

Another significant benefit to YouTube is the ability to “pre-train” students by giving key

concepts and information beforehand. The Pre-Training Principle suggests that prior to a

complex lesson, teachers can reduce overwhelming information overload by pre-training (Clark

& Mayer 2011).YouTube videos allow instructors to provide that pre-training prior to a lesson.

YouTube also adheres to the Personalization Principle as learners can create their own videos

and personalize all aspects of the video.

Tools for Collaboration

Vygotsky (1978) reminded us that within the development of a child each function

appears twice. The first is social and the second is individual. This interpsychological plane or

connection between other people is essential to encourage inquiry and growth in our learners.
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Therefore the opportunity for students to collaborate in education is paramount. This section will

include web-based tools and applications that have useful qualities for encouraging collaboration

in the classroom.

Collaboration, defined by Merriam Dictionary as working jointly with others or together

especially in an intellectual endeavour, provides us with the parameters. Many web-based tools

allow for student collaboration using technology. Within this paper and accompanying website is

a selection of some tools that have been recommended by other educators and proven to be

effective, engaging and easy to use in the classroom.

AnswerGarden. ​Answergarden

https://webbasedtechtools4teachers.weebly.com/answergarden.html​ is a minimalistic web-based

feedback tool. This tool allows instructors or conference presenters to gain valuable feedback

from a group quickly. Teachers can quickly gauge the knowledge level of a class in an

interactive and fun way. Answergarden is also a great tool to use as an icebreaker for a group. It

is easy for everyone to get involved and allows anonymity for students less likely to raise a hand

to contribute. The AnswerGarden grows in real time as the group adds their responses. It can

then be tweeted or embedded in a website or blog to share. This free tool is cloud-based and

syncs immediately to any devices. There are many opportunities for collaboration in a large

group setting or brainstorming in a small group.

Answergarden adheres to the Social Development Theory through the collaborative

discussion based feedback it generates (Vygotsky, 1980). The Collaborative Learning Principle

is also evident in AnswerGarden as learners work together to reach a common goal (Clark &

Mayer, 2011)
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Padlet. ​Padlet (​https://webbasedtechtools4teachers.weebly.com/padlet.html)​ is a

web-based learning tool which allows the student to collaborate in real time using an online

bulletin board. The board allows students to post thoughts and feedback to fuel discussion or

collaborate on research. The storage of information is in a digital space, and group members can

share easily. In addition to text posts, students and teachers can add images, links and videos.

This tool is best used to brainstorm, critique, discover, question and review.

Padlet allows students to share ideas and collaborate to gain insight while stimulating

new ideas which promotes critical thinking. The connection of these ideas with others creates an

online community of learners which adheres to the Connectivism Theory (Siemens, 2005). Using

Padlet, students can learn to construct their knowledge using learned information or experience.

The community of learners has access to the page and the ability to read the comments of others

and view uploaded material. This connection of learners provides the opportunity to build on

discoveries by posting reflections and thoughts throughout the learning process. Padlet also

incorporates the Elaboration Theory which is a design theory that suggests that instructional

materials should be organized from simple to complex and be provided in a meaningful context.

The Elaboration Theory is supported using Padlet through the online method of storing

information which provides the instructor with specific organizational guidelines which overlap

into each lesson (Clark, 2004). Students are introduced to a new topic and then as time goes on,

receive more information.

Flipgrid. ​Flipgrid ​(​https://webbasedtechtools4teachers.weebly.com/flipgrid.html)​ is a

web-based learning tool that allows teachers to create"grids" to enable video feedback and

discussion. Students record short video responses to articulate their understanding of a specific
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topic. Grids are similar to message boards where teachers will ask questions to facilitate deeper

learning and continuing discussions. Sharing grids is easy through a private link that can or

integrate links into any learning platform or website.

Flipgrid supports the Constructivist Theory through the ability to facilitate active and

authentic learning experiences by stimulating collaborative discussions (Liu, C. C., & Chen, I. J.

2010). These discussions encourage critical thinking, the progression of knowledge and

self-reflection. Flipgrid also adheres to the Social Learning Theory as students learn through

interaction with one another and collaborative discussions with a larger social community

(Bandura,1977). Students can share knowledge, self-reflect, ask questions and give feedback.

Finally, the collaborative nature of Flipgrid allows learners to connect, interact, and motivate

other users within a community of learners. This evidence students work together adheres to the

Collaborative Theory (Clark and Mayer, 2011).

Google Docs. ​Google Docs

(​https://webbasedtechtools4teachers.weebly.com/google-docs.html)​ is a Web-based word

processing program free for students and teachers with education accounts. Google Docs lets

users create web-based documents that anyone in the group can update from any computer or

device, simultaneously. This cloud-based syncing keeps projects streamlined and organized. A

project can have a single doc or many docs in one file. Google Docs effortlessly merges with

other tools in the G Suite allowing the docs to be the basis for presentations, assessment, data

gathering, research and more. Moreover, one of the best features of Google docs is that

documents are all stored in Google's servers which eliminates the worry of losing data from a

hard drive crash or a virus.


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The collaborative nature of Google Docs lends itself to the Collaboration Principle (Clark

& Mayer, 2011). The ARCS Model of Motivational Design is also evident (Keller, 2016).

Google Docs is engaging through its interaction capabilities; it allows real-world connections

with others, the comment options generates feedback, and the teacher easily tracks progress.

Google Drawings. ​Google Drawings

(​https://webbasedtechtools4teachers.weebly.com/google-drawings.html)​ allows students to

collaborate and create flowcharts, mind maps, diagrams, concept maps and organizational charts

in real time. This Google developed web-based software is meant for diagramming and is free.

Students can collaborate and use Google Drawings in conjunction with other parts of Google

Suites including Slides and Docs. Placing the drawings in a document or a slide is simple. The

ability to work together and build a diagram or brainstorm the best way to show knowledge is the

essence of collaboration in education. Google Drawings is synced on all devices immediately

and shared quickly.

Google Drawings demonstrates the Multimedia principle as it encourages the creation of

pictures and words in diagrams, concept maps and timelines (Clark & Mayer, 2011). There is

also evidence of Problem Based Learning as teachers can place students in groups to solve a

problem using constructs in Google Drawings (Hmelo-Silver, C. E. 2004).

Tools for Game-Based Learning

In light of the critical importance of student engagement in the classroom, the creators of

instructional technology for the classroom are finding game-based learning to be a valid option.

In 2003, research published by University of Rochester neuroscientists Green & Bavelier (2003)
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had received national attention for suggesting that playing "action" video and computer games

had the positive effect of enhancing student's visual selective attention. They also suggested that

parents and educators should be aware that video games are quite possibly the best opportunity

to engage students in real learning.

Gamification is a much newer concept than game-based learning. It is about using

elements derived from video-game design, where then deployed in a variety of contexts, rather

than about using individual video game (Perotta, C., Featherstone, G., Aston, H. and Houghton,

E., 2013). Some of the advantages of gamification for learners are the real-time feedback, the

progression of levels and the motivation created by leaderboards and point systems (Pappas, C.,

2015)

Having researched many gamified platforms created for educational purposes I have

created a short list of web-based gamification tools that will assist teachers to enhance

engagement in the classroom.

Kahoot. ​Kahoot ​(h​ ttps://webbasedtechtools4teachers.weebly.com/kahoot.html​) is a free

web based tool which allows teachers to gamify their subject area. The technology is used to

give quizzes, facilitate discussion or create surveys. This educational technology allows the

whole class to play a game or respond and learn correct answers all in real time. Multiple choice

questions are projected on the screen and an unlimited amount of students can respond using

tablet, phone or computer. This creates a fun, social environment which emulates a game show.

Kahoot is user friendly, allowing teachers to design multiple-choice quizzes as well as polls and

surveys that populate on-the-spot data. There is also a library of pre-created quizzes teachers are
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free to use if they don’t have time to create their own. Whole class discussions and quick

instructional decisions are stimulated by polls and quiz questions.

Kahoot applies game related principles to engage and motivate the user or student thus

adhering to Gamification Theory (David, L, 2016). When using Kahoot for the classroom

feedback is readily available to learners to progress. The player control required makes students

feel accountable for the outcomes of their team's progression. Kahoot also encourages a social

connection to ignite collaborative learning. In addition to Gamification, Kahoot also is an

example of the Practice Principle (Clark & Mayer, 2011). Students practice content to achieve

the learning goal. Kahoot uses multimedia to add to engagement and then provides feedback

upon completion. Finally, Kahoot may also allow the instructor to deliver content in smaller,

manageable chunks thus applying the Segmenting Principle (Clark & Mayer, 2011). This

division of complex material avoids overwhelming students with complicated information all at

once. Instead, smaller sections of the content could be pre-trained or segmented for more

effective learning.

Quizlet. ​Quizlet (​https://webbasedtechtools4teachers.weebly.com/quizlet.html)​ is a

web-based tool which offers an adaptive study plan that allows the learner to personalize

learning by allowing users to create study tools like interactive flashcards, tests and study games.

In "Learn" mode students are guided and able to track progress. Students can also choose their

own "Study" mode where activity content converts from flashcards to matching games. Quizlet

is versatile and portable in its digital interface, and its assessment ability makes it a valuable tool

to enhance classroom learning.


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Quizlet can be used to learn and memorize facts for a variety of subjects including

languages, history, science, mathematics, literature and geography. Its primary uses demonstrate

the Practice Principle, which suggests the need for practice to achieve the best learning outcomes

(Clark & Mayer, 2011). The principle of Learner Control (Clark & Mayer, 2011) is also evident

as Quizlet provides teachers and learners with a variety of study tools which meet individual

learning and assessment needs. Also, Active Learning is encouraged through gamification of

study material and the ability to earn badges. The incorporation of text and audio through

corresponding diagrams adheres to the Contiguity Principle (Clark & Mayer 2011). The

Pre-training Principle is also evident in the ability to provide critical terms and concepts before

class activities.

Socrative. ​Socrative (​https://webbasedtechtools4teachers.weebly.com/socrative.html​) is

an online game based learning tool that allows instructors to create polls, quizzes, play games

and receive feedback from the classroom in real time. The competitive nature of the activities is

engaging and exciting for students. Socrative generates reports of student and class progress for

teachers and students receive immediate feedback.

Socrative offers various ways to quiz students through multiple choice, short answer and

true or false questions. This variety of questioning provides students with the opportunity to

practice contents being taught and is an example of the Practice Principle (Clark & Mayer,

2011). These practice interactions assist students in building skills and knowledge (Clark and

Mayer, 2011). Using Socrative, students can work at their own pace when they complete quizzes.

The learners have the opportunity to determine if they require additional time to answer

questions, this is evidence of the Learner Control Principle (Clark & Mayer, 2011). Finally,
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social interactions and students learning from each other as they work together in teams and

answering questions together.support the Social Development Theory (Vygotsky, 1980).

Second Life. ​Second Life

(​https://webbasedtechtools4teachers.weebly.com/secondlife.html​)​ is an online environment

which enables students to transport themselves to a virtual learning environment. In this online

world, avatars interact with other avatars and places or objects. Students create their own avatar

in which to travel around the virtual environment.

According to ​Baker, Wentz and Woods (2009​), more than 100 universities in the United

States and other countries rent or own virtual land in Second Life. Instructors utilize these spaces

to hold lectures or meetings with learners, exhibit digital artwork, host music performances,

entertain gatherings, and construct virtual environments. Second Life users can create content in

virtual worlds, including objects, buildings, furnishings, and landscapes. Second Life can be a

meeting site for instructors and learners. Instructors can provide office hours or arrange meeting

times with online learners who otherwise are unable to connect face to face. Instructors can

deliver lectures in Second Life which can be attended by learner avatars. Holding Second Life

lectures can provide purposeful online alternatives for learners who otherwise are unable to

interact face to face with the instructor or each-other.

Second Life adheres to the Situated Learning Theory as it provides simulation and

roleplay while also involving communities of practice (​Lave, J., & Wenger, E., 1990)​. There are

also aspects of Experiential Learning based on the interactivity of cause and effect within the

web-based learning tool (​Watkins, M., & Ii, J. M. 2012).


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Roblox. ​On May 31, 2018, Roblox

(​https://webbasedtechtools4teachers.weebly.com/roblox.html)​ announced the debut of Roblox

Education, which is an initiative to inspire learners through imagination and creativity through

the access of engaging with educational tools. According to Tofu (2018), Roblox primary focus

has been STEM education. Roblox provides learners with the affordance to learn coding and

design three-dimensional worlds. Tofu (2018) claims that Roblox provides learners with the

opportunity to explore and experiment with their imagination. In the summer of 2018, over 500

coding camps and online programs around the world utilized Roblox Studio to teach learners the

basics of coding, game design, digital citizenship and entrepreneurship. Each summer camp had

a customized course catering to a variety of subject matters and skills. On top of the summer

camps, Roblox invited 45 young developers to their headquarters as part of their summer

Accelerator internship program for a 12-week program. The internship provided learners with

the opportunity to work with product engineers and development relation teams to enhance their

own game and to explore a career in game development. Roblox began as a virtual world and has

now ventured into the realm of virtual reality.

Roblox incorporates Situated Learning, Experiential Learning and Social Development

Theories. The simulations and role-play aspects align with Situated Learning ((Lave, J., &

Wenger, E., 1990). Experiential Learning is evident in the cause and effect interactions

throughout the activities (Watkins, M., & Ii, J. M. 2012). Moreover, the Social Development

Theory is evident as feedback guides the learner and the adjusting of levels based on student

progress. The chat features with other players are also an example of learning through the Social

Development Theory (Vygotsky, 1980).


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Part Four: Discussion

Discussion

In reviewing the provincial and national policies in Canada the United States and Europe

along with curriculum documents, there is impressive support for the implementation of

instructional technology and 21st-century concepts of learning. Government documents

underline that students must learn to speak and become fluent in the language of technology to

be successful, employable adults. Research indicates that best way to achieve this is practice and

training.

Instructional technology provides the ability to allow collaboration from within a

classroom and enables connections throughout the world. These connections provide access to

experts and stimulate dialogue with people from other cultures and languages. Also, connections

between the use of instructional technology and critical thinking, problem solving and creativity

in students are significant. Self-paced learning and differentiated instruction are other positive

features of instructional technology for students.

While there are still barriers to infrastructure capabilities, connectivity and security,

critical improvements and progress has been made, and those obstacles become smaller each

year. Other barriers include resources and funding for devices and adequate teacher training.

BYOD is a viable option in schools where responsible use plans are in place. Schools are also

finding ways to share devices and Chromebooks to allow a 1:1 student to device ratio. Finding

affordable ways to train teachers and keep their instruction up to date is still a significant

challenge.
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Teachers trained in the implementation of instructional technology are enhancing student

engagement in the classroom. Students enjoy the interactivity, real-time feedback and connection

with others in their learning. The multimedia aspects of instructional technology assist learners

that may have difficulty visualizing ideas or thoughts when merely reading the text. The

combination of narrated voice-over, images and text reinforce learning. In many of the

web-based tools, students can segment their learning into manageable chunks. Teachers can also

pre-train concepts and key terms using a video, making a curricular unit easier to understand.

Students requiring assistive technologies are finding the implementation of instructional

technology particularly valuable.

Additional considerations are the effect of mental health in students and the general

health of being around waves of Wi-Fi. Finally, while student engagement in the classrooms is

on the rise from the implementation of instructional technology, there is still the possibility of

students not using the devices as intended and surfing the internet, texting or playing games.

The aforementioned literature indicates the positive influence instructional technology

has in the classroom is worth the limited obstacles that are left to overcome.

Part Five: Recommendations

Recommendations

The research conducted for this project reflects that the way instructional technology

implementation takes place in the classroom must be carefully evaluated to be effective.

Teachers that incorporate technology must be comfortable and know the equipment and

resources. The recommendation is that there be further study on the best ways to train teachers
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and how schools and school boards will fund this training. The training for practicing teachers

will be continual as instructional technology is always changing. The more a teacher practices,

however, and the more fluid and intuitive instructional technology becomes paired with the

transferability of knowledge skills, the easier it will be. The teacher training programs for

educating new teachers must also be responsible for incorporating instructional technology use

into their curriculum.

With the acknowledgement that professionals in other fields are engaging in lifelong

learning and maintain the currency of their skills and with the importance, the education systems

are putting on preparation for the real-world through technology another recommendation is that

teachers are encouraged or required to keep their training up to date with regards to instructional

technology.

The effects of mental health on children and teens using technology is still inconclusive.

There is a need for further study on the mental health of youth and the effects of technology.

While the research highlights positive features for the mental health of youth, there also some

serious concerns related to sexting, cyberbullying and suicide therefore the recommendation is

research preventative measures for students involving parents and counsellors.

Strategies for collaboration, sharing devices and using applications is another area that

would benefit from further study. Therefore the the recommendation would be to gather

documented teacher created resources and bring educators together to brainstorm additional

ideas to support sharing devices while maintaining a controlled classroom.

The ability to access experts through video conferencing and participate in virtual

explorations using special equipment will expand the possibilities available to students through
RUNNING HEAD: Using Technology to Enhance the Curriculum in B.C.
85
technology. Based on the research in this paper, student cognition through direct experience and

engagement will be greater with more current tools. Therefore, the recommendation would be

that schools continue to fund tools that help students access these learning opportunities in the

digital world that step beyond just computers and devices.

Finally, infrastructure security and the security of G Suites and other applications in the

cloud students use is vital. Parents rely on school boards to ensure that security is in place and

that there is protection for students when using the infrastructure. There appear to be ways that

hackers and intelligent information technology experts still can break security codes and find

backdoor entries therefore the recommendation is that further research be carried out to ensure

schools have properly set up role based infrastructure and security and that students are educated

in digital citizenship and security protection.


RUNNING HEAD: Using Technology to Enhance the Curriculum in B.C.
86

Appendix

Glossary

Accessibility - products, services or devices designed to support people with disabilities

Alternate Learning Spaces - learning spaces different from traditional classroom, including
changes in set up and furniture as well as virtual learning spaces

Applications - web-based learning tools

BYOD - Bring Your Own Device, Students bring their devices to school to help achieve a 1:1
ratio of student to device

Core Competencies - sets of personal proficiencies

Engagement - participating, involved, sharing

Game Based / Gamification - taking elements of game playing and using them for instruction

Implementation - process of putting a plan into place and executing the plan

Infrastructure - the ICT (Information Communication Technology) network

Web-Based Learning Tools - programs which provide instruction, learning interaction and
feedback to the student

Virtual Reality - a simulated environment which is computer generated

21st Century - set of skills and abilities required to succeed in the age of technology
RUNNING HEAD: Using Technology to Enhance the Curriculum in B.C.
87

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Appendix

Fig. 1- Compass including Fig. 2 - Priorities including 21st Century Competencies


Computer and Digital Capacity C21 Document

Fig. 3 - Priorities for creativity, critical thinking and collaboration which technology fosters
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Fig. 4- Peel Board BYOD Infographic (2018)


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Fig. 5 - Matching instructional practice with various learning styles
CTF (2015)

Fig.6 - Alternate Learning Spaces, the changes of the classroom


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Fig. 7 - TAM Technology Acceptance Model

Fig. 8 -Measuring Student Engagement Fig. 9 - Student Responses


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Assessed by instruments (2017)

Fig. 10 Descriptions of student Behaviors as engaged or disengaged.


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Fig. 11 SAMR - Substitution, Augmentation, Modification, Redefinition


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Fig. 12 - Infrastructure

https://tech.ed.gov/netp/infrastructure/

Figure 13 - Role Based Access

Role Based Access - Wegner (2016)

https://www.securedgenetworks.com/blog/school-wireless-network-design-2-0-5-campus-wi-fi-plann

ing-tips
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Fig. 14 - TPACK Technological Pedagogical Content Knowledge

Figure - 15 - CSAM Collaborative Situated Active Mobile Learning Design Strategies


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Figure 16 - Kay (2009) WBLT Evaluate Scale

Figure 17 - Clark and Mayer (2003), Multimedia Learning Principles

Figure 18 - Learning Theories


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Appendices

Tools for Assessment

https://webbasedtechtools4teachers.weebly.com/fresh-grade.html

https://webbasedtechtools4teachers.weebly.com/google-forms.html
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https://webbasedtechtools4teachers.weebly.com/mentimeter.html

Tools for Presentation

https://webbasedtechtools4teachers.weebly.com/google-slides.html

https://webbasedtechtools4teachers.weebly.com/adobe-spark.html
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https://webbasedtechtools4teachers.weebly.com/weebly.html

https://webbasedtechtools4teachers.weebly.com/powtoon.html

https://webbasedtechtools4teachers.weebly.com/screencastify.html
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https://webbasedtechtools4teachers.weebly.com/youtube.html

Tools for Collaboration

https://webbasedtechtools4teachers.weebly.com/answergarden.html

https://webbasedtechtools4teachers.weebly.com/padlet.html
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https://webbasedtechtools4teachers.weebly.com/flipgrid.html

https://webbasedtechtools4teachers.weebly.com/google-docs.html

https://webbasedtechtools4teachers.weebly.com/google-drawings.html
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Tools for Game-Based Learning

https://webbasedtechtools4teachers.weebly.com/kahoot.html

https://webbasedtechtools4teachers.weebly.com/quizlet.html

https://webbasedtechtools4teachers.weebly.com/socrative.html
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https://webbasedtechtools4teachers.weebly.com/secondlife.html

https://webbasedtechtools4teachers.weebly.com/roblox.html

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