Running Head: INTEGRATING TECHNOLOGY IN THE ENGLISH LANGUAGE ARTS CLASSROOM
Integrating Technology in The English Language Arts Classroom Allison Reid NC State University Dr. Oliver ECI 511
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Technology Integration in the Language Arts classroom is tricky. This is partially because the expectations of the curriculum in the English Language Arts (ELA) classroom are vast and changing with the advent of the new Common Core Curriculum. In the ELA classroom, teachers are expected to teach writing, grammar, and literature: three subjects that, in the college world, are usually three separate courses (though, in this paper, I will focus on reading comprehension). One of the challenges of teaching ELA is finding a balance between these three disciplines that still affords time to meet all of the objectives laid out by the State. Many ELA teachers are overwhelmed with the overlap in expectations. For example, In Wake County, there is still a Required Reading List for each level in high school, though we have moved to the Common Core standards. In other words, as a county, we havent completely made the shift and are doing Common Core (which requires delving in depth into non-fiction texts and US seminal documents) in addition to the old way of teaching the classic canons of literature. This creates time constraints that are daunting. Integrating technology, understandably, is considered just one more thing being added, and many teachers are reticent to try it in addition to tackling the new curriculum. As engagement with media and technology increases in youth culture, it encourages educators to consider ways to connect this enthusiasm to school content (Borthwick, Charles, Pierson, et. al, 2008, p. 23), so this incorporation is worth the effort and perceived risk. Luckily, there are two reasons why these teachers will integrate technology anyway. For starters, 21 st century skills, and digital literacy (electracy) are part and parcel of the Common Core Standards, so teachers are expected to do this. In addition, utilizing technology to help students construct their own knowledge about language is fantastic way to leverage resources and effectively push students to master the new standards. Honestly, it cant be done without technology. In order to meet the stringent demands of the ELA classroom, teachers must 3
leverage the power of digital media in smart and meaningful ways in order to prepare students for the future. New ways of teaching must be utilized- teachers should not just use technology for the sake of technology. In their article, Realizing Technology Potential through TPACK, the writers note that People are becoming aware that technology, pedagogy, and content are equally important in making connections to instructional objectives in school (Borthwick, Charles, Pierson, et. al, 2008, p. 23). Incorporating sound pedagogy with technology is essential to effective integration. There are many types of digital media that can assist the ELA teacher in meeting all the standards effectively that were not previously available, including video, simulations, collaborative online tools, and gaming. Sherer and Shea (2002) argued that certain new technologies create opportunities for designing student work outside of the classroom that engage students in their learning and result in enhanced in-class participation. Leveraging these technologies maximizes time and productivity within the classroom. For example, using video in the ELA classroom provides numerous opportunities for students to connect and engage with the content. Sherer and Shea (2011) also outline four different types of assignments using video: listening and writing assignments (students watch video and then respond to questions in writing or in discussion), student production assignments (students produce their own video on topic), collecting and archiving assignments (students collect and archive online video clips as part of a class community project, then respond to questions from teacher and/or peers),and finally, short presentation assignments (where students search for videos and then present an analysis and solicit feedback) (p. 58). Most of these project types meet all three of the strands in the Common Core Standards (Writing, Reading, and Speaking and Listening). Of particular note is the way speaking and listening through presentations and collaboration are included as an 4
integral part of projects, not as an add on. This directly addresses the new Common Core standards. Simulations and games offer the ELA teacher a form of engagement with content not available through traditional print-based material. In this type of instruction, students build on previous knowledge and experiences in order to construct new knowledge. One of the advantages of simulations, as noted by Beckem and Watkins (2011), is that most learning institutions have a hard enough time providing experiential opportunities for students, much less, the ability to actually measure student outcomes from these experiences (p.64). Simulations allow the teacher to reach students at their individual entry levels, scale instruction throughout the classroom, and receive valuable feedback based on student performance. Furthermore, augmented reality simulations allow students to learn content while collaborating face to face and interacting with a multimedia-enhanced version of the world around them (Mitchell and DeBay, 2012). New technologies like simulations and augmented reality afford students opportunities to explore and create in an environment where it is safe to take risks and make mistakes. Gaming has a similar appeal in the ELA classroom regarding engagement and collaboration. Though many are reluctant to embrace such fun tactics in class, studies have shown that utilizing gaming technologies and strategies within the classroom boasts significant gains for students. Reading comprehension, in particular, is an area where marked growth has been shown in students. In their article, Apperley and Walsh (2012) argue that by including the reading, writing and design of digital game paratexts in the literacy curriculum, teachers can actively and legitimately include digital games in their literacy instruction (p.115). Paratexts are both the texts and the surrounding material that frame their consumption, shape the readers experience of 5
the text and give meaning to the act of reading (Apperley and Walsh, 2012, p.116). ELA teachers can capitailize on students heightened interest in these games, because they typically must read and comprehend many levels beyond what they prove they can read in print-based scenarios. Not only must they read-up, they must also comprehend at a level that they can accurately apply what they have read in the context of the games. This type of active engagement in their learning (and reading) ensures that the students is constructing knowledge through his or her experiences, not merely receiving content that will likely be forgotten after the teachers assessment. The relevance from the students perspective increases engagement, the higher level of the paratexts pushes reading comprehension levels, and the active application of the acquired knowledge construct knowledge in a way that a student is likely to retain and apply it way beyond the context of the class. Miller notes on her article on multimodal literacy that, over the past two decades, technological and cultural contexts have produced a shift in the notion of literacy from the conventional sense of reading and writing only print text to an enlarged sense of reading and writing multiple forms of non-print "texts," as well (2012, p. 61). The use of paratexts in the ELA classroom to increase literacy aligns with Millers assertion. Steven Johnson is quoted in an article by Ben Williamson, saying that, computer games are good for the brain because they force you to decide, choose, or prioritize (2009). This is a real paradigm shift in educational theory because with the new demands of curriculum, teachers must engage students in new ways to maximize learning and to prepare students for a future that does not exist yet. Allowing students a chance to make these decisions in a safe, simulated environment while increasing both their text and digital literacy is a win-win for both educators and students. English Language Arts teachers need to utilize videos, simulations and gaming experiences 6
within their classrooms in order to build on students prior knowledge and experiences and to push each student toward growth. These types of digital experiences allow students to still reach and exceed the goals of the Common Core because they build knowledge in different ways than our previous and antiquated pedagogies allow. Students need to build, make decisions, collaborate (debate and reach concensus) with their peers, and digital technologies provide this experience in ways that books and lectures cannot.
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References Apperley, T. and Walsh, C. (2012). What Digital Games And Literacy Have In Common: A Heuristic For Understanding Pupils Gaming Literacy. Literacy, 46 (3), 115-122. Beckem II, J. M., and Watkins, M. 2012. Bringing Life To Learning: Immersive Experiential Learning Simulations For Online And Blended Courses. Borthwick, A., Charles, M., Pierson, M., Thompson, A., Park, J., Searson, M., and Bull, G. 2008. Realizing Technology Potential with TPACK. Learning & Leading with Technology. 23-26. Buchanan, K., and Vanden Elzen, A.M. (2012). Beyond a Fad: Why Video Games Should Be Part of 21st Century Libraries. Education Libraries, 35 (1-2), 15-33. Miller, S.M. (2007). English Teacher Learning for New Times: Digital Video Composing as Multimodal Literacy Practice. English Education. 40 (1), 61-83. Mitchell, R., DeBay, D. (2012). Get Real: Augmented Reality for the Classroom. Learning & Leading with Technology, 40 (2),16-21. Sherer, P., & T. Shea. 2002. Designing courses outside the classroom: New opportunities with the electronic delivery toolkit. College Teaching 50 (1):1520. Sherer, P., & T. Shea. 2011. Using Online Video to Support Student Learning and Engagement. College Teaching 59:56-59. Williamson, B. (2009). Computer Games, Schools, and Young People: A Report for Educators on Using Games for Learning. Futurelab, 1-43.