Technology

Technology in the Classroom

E-Readers in the Classroom

  • Interactive e-readers are electronic devices that are able to contain thousands of stories on one tablet
  • Some schools have implemented programs in which kids as young as 6 years old use e-readers in the classroom to help improve their literacy skills
  • Interaction with E-readers in comparison to traditional books have been shown to greatly increase children's reading out loud ability as well as slightly increase children's word comprehension and understanding of the story.
  • Currently, E-readers are found to be most effective with younger children as there is a ceiling effect as the child progresses in word recognition and pronunciation.

Three Tips for Taking Advantage of the Benefits of E-Readers:

1

Teach children how to interact with E-Readers

Prior knowledge of the technology will help them more easily navigate the device

2

Start before age six

Helping your child understand how to use an e-reader before they enter school could prove beneficial to them later

3

Let children use interactive e-readers to develop word reading and meaning

Things like IPads can be used for more than just games, and can help your child's speech ability

iPads and Curriculum

The use of technology as a teaching tool in the classroom can increase student engagement and motivation. However, it can also be distracting. Some classrooms are integrating iPads and various learning apps into the curriculum, despite this risk.

Early literacy skills in particular have been effectively taught through specific iPad apps. These types of apps can be useful for students who need individual practice on simple skills, making the tablet devices effective supplements to the traditional teacher-led classroom.

Some of the early literacy skills that can be effectively taught with iPad apps are:

  • Letter identification
  • Phonics
  • Sight Words
  • Reading Comprehension

Technology like iPads are ultimately a supplemental resource and have limitations. They do not replace teaching done by a parent or teacher through explanation, clarification, or guiding questions that fill in gaps left by an app.

Qualities of Successful Apps

When integrating technology into the classroom, especially technology like iPads, the apps being used as learning tools must be carefully considered.

Apps that are successful as learning tools generally should:

  • Be simple
  • Offer corrective and positive feedback
  • Include only relevant material
  • Be challenging enough that students must "figure out" the task

There are recommended types of apps to use in the classroom, as well as specific skills that are better learned through iPads.

Multimedia Enhanced Reading Buddies

In one study, kindergarteners and 4th grade students were paired up and participated in a TV language based program intended to enhance vocabulary

  • First, the pairs of students would watch a clip of a story together on the television
  • Then, they engaged in program-based activities, including:
  1. Playing a game or activity

2. Reading a book related to the clip

3. Drawing or journaling

4. Talking about target words

Findings

  • Positive effects of treatment on proximal measures (program specific) of vocabulary for both
    • Both groups--kindergarteners and fourth graders--were able to increase their vocabulary through the program

Integrated Learning System (Istation)

Integrated Learning System technology like the Istation can be an effective way to individualize student learning - one can build a computer system that integrates curriculum and adapts instruction to achieve mastery of any skill.

Practice of skills in which mastery is not initially achieved is built back into the program, changing the focus of the curriculum to improving those skills.

An integrated learning system (and technology in general) tends to focus more on accuracy and speed and is a good supplement to a traditionally teacher-led classroom.

Classrooms that integrate Istation and other technology teaching systems into classrooms effectively provide individualized practice for students, improving their general skill-set.

Technology at Home

Web-Based Games: How and Who They Can Help

Web-based literacy games are internet browser-based games that focus specifically on reading and letter tasks

Web-based games have been shown to help with the following literacy skills:

    • Lowercase letter knowledge
    • Letter sound awareness
    • Letter sound fluency
    • Letter sequencing
    • Alliteration
    • Phonics
    • Vocabulary
    • Reading

Who benefits?

    • Web-based literacy games have been shown to be successful interventions for children from low SES households
    • Children older than 4 years old, since certain motor skills are needed for web-based games to be effective

Properties of Successful Literacy Web Games

The game should be focused on literacy development as the main goal, if it is a secondary goal the game will be ineffective.

The game should start off slightly more advanced than the child is capable of and begin the scaffolding process

The game should not leave children trying to figure things out on their own, providing positive feedback and encouraging the right answers is key

Studies have shown these games will not be effective for younger children since more advanced cognition and motor skills are needed so don't start kids on these games too early!

How to Implement Technology Interventions