Technology is all about quality, not quantity. To be honest, utilizing technology is not always necessary in the classroom, but it can be incredibly beneficial to learners when incorporating the Four C’s. Nixon (2020) states the Four C’s are, “the most important skills required for both modern education and the workplace: critical thinking, communication, collaboration, and creativity.” Below is a traditional guided reading lesson that has been redesigned using the SAMR model to incorporate technology seamlessly.
As featured in the infographic above, the four C’s are very much incorporated within the elevated guided reading lesson using SAMR. Nixon (2020), states, “Many technology tools, including the ones mentioned in this course, support collaborative environments where students can think critically and create together while maintaining open lines of communication with peers, teachers, and local and global communities.” The tools shared within the infographic support students’ critical thinking, collaboration, communication, and creativity skills. Allowing students to select their own text using Epic’s digital library and analyze the characters within their book immediately initiates critical thinking within the substitution level. Utilizing the digital tool, Trello, to organize thoughts and ideas encourages effective communication and collaboration in the level of augmentation. In the modification level, students use Flipgrid to clearly communicate their idea with proof, incorporate their creativity in presenting, and critically think as they reflect on peer videos. In the last level, redefinition, students utilize all four C’s. Collaboration is key to this level, as students work together to create a shared website where students make connections about their own characters and their peers’ characters. They reflect, analyze, and creativity compile their information. The goal is to share this with others and to teach them about common themes amongst characters in elementary novels.
Digital-age trends, models, and tools also create a more personalized learning environment for 21st century learners. Şenel (2016) states, “games may transform the learning process from being a passive task to one in which individuals engage in the experience of learning” (p. 14). When the learning experience is more engaging and active, learning will take place! So many games offer pre-assessments and beginning diagnostics to learn about the student before they begin playing the digital game. This creates a virtual world completely catered to the learner and allows them to feel comfortable making mistakes. It is nearly impossible to create individual lesson plans for all learners that fit their exact need, but digital tools like Freckle Education, Prodigy Math, Zearn, Lalilo, and more are helping teachers reach all learners in a way that meets their needs.
Some web 2.0 tools to support learning and engagement
Quizlet is an online based tool with premade flashcards and study guides
BrainPOP is a resource that hosts hundreds of different educational videos for learners from kindergarten through middle school.
Toy Theater is a Web 2.0 tool houses games and tools used in math, reading, art, and music. There are puzzles and teacher tools that are also available.
Canva is a design and publishing tool that hopes to empower everyone, including young learners, to design anything and publish anywhere.
Classkick is a Web 2.0 tool that allows teachers to create assignments, activities, and assessments by uploading already made PDFs or creating their own using drawing, text, and audio tools.
Powtoon is the visual communication platform that gives students the freedom to create professional and fully customized videos audiences will love.
Flipgrid is a Web 2.0 tool that allows learners to record videos of themselves in a safe space.
Nearpod is an online platform that allows teachers to make interactive presentations and engages students through quizzes, polls, collaborative boards, videos, and more.