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Technology Integration in Education Report

The document provides a school observation report on the integration of educational technology in classrooms from kindergarten to grade 5. Key findings include: 1) All classes used an interactive whiteboard, laptops, and Nearpod for engaging lessons. Videos and games on Nearpod were common across classes. 2) One class had students bring devices to facilitate blended learning. Another used Quizlet flashcards and online worksheets. 3) Effective technology use according to experts involves active, constructive, cooperative, authentic learning aligned with frameworks like ISTE to support diverse learners. The right tools must be selected to meaningfully augment student learning.

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0% found this document useful (0 votes)
130 views20 pages

Technology Integration in Education Report

The document provides a school observation report on the integration of educational technology in classrooms from kindergarten to grade 5. Key findings include: 1) All classes used an interactive whiteboard, laptops, and Nearpod for engaging lessons. Videos and games on Nearpod were common across classes. 2) One class had students bring devices to facilitate blended learning. Another used Quizlet flashcards and online worksheets. 3) Effective technology use according to experts involves active, constructive, cooperative, authentic learning aligned with frameworks like ISTE to support diverse learners. The right tools must be selected to meaningfully augment student learning.

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SCHOOL OBSERVATION REPORT 1

School Observation Report

Olga A. Oborkina

University of Balamand

EDUC 340 Technology Integration in Education

Professor: Dr. Guenia Zgheib

Date: 7.12.2023
SCHOOL OBSERVATION REPORT 2

Introduction ...................................................................................................................................3
Educational Technology Observation Checklists Summary .....................................................4
Comparison Table 1 - Technology Used in the Classroom .......................................................4
Similarities in the Technology Used in the Classroom ............................................................. 5
Differences in the Technology Used in the Classroom .............................................................6

Teacher’s and Students’ Use of Technology ............................................................................... 7

Comparison Table 2 - Teacher’s and Students Use of Technology .......................................... 8

Reflection on the Technology Use - Checklist Part D .............................................................. 16

Comparison Table 3................................................................................................................. 16

Recommendations of How Differently the Technology Can be Used .....................................18

References .................................................................................................................................... 20
SCHOOL OBSERVATION REPORT 3

Introduction

Integrating technology into the school curriculum is crucial for creating a learning

environment that goes beyond traditional boundaries and equips students with essential

21st-century success skills. As emphasized by Howland and Marra and reflected in the ISTE

framework for students, meaningful technology integration expands traditional education by

fostering active, constructive, cooperative, authentic, and intentional learning (Howland et. al.,

2012). Therefore, this report aims to comprehensively examine technology integration in

classrooms, provide a detailed description of tools used and cross-analyze how technology is

used differently/similarly across different subjects from Kindergarten to Grade 5. Moreover, a

summary and data analysis based on Educational Technology Observation Checklists will be

presented to interpret whether the integration of technology was geared towards augmenting

student learning or merely served as an add-on (Bates, 2015). Additionally, this report offers

useful recommendations and proposes alternative ways to use educational technologies based on

course readings to enhance students’ learning.


SCHOOL OBSERVATION REPORT 4

Educational Technology Observation Checklists Summary

My observation took place in a High-Tech school in Koura. Every classroom is equipped

with an Interactive Whiteboard and a laptop for the teacher. Internet access is available for

teachers’ and students’ devices. Teachers utilize technology daily to enhance the teaching and

learning process. Both teachers and students demonstrate ease and familiarity with technology,

indicating strong digital literacy skills and comfortable usage without notable difficulties.

In Table 1., I summarized the data collected during my 6 hours of class observations and

presented a comparison summary of tools teachers and students used in the classroom.

Comparison Table 1. Technology Used in the Classroom

Session 1 Session 2 Session 2 Session 3 Session 3 Session 3


Science Science English Math Math English
2B 3B 5C 5C KG3A 2A

Teacher
Computer/Lap
top
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Student
Computer,
✔️
Laptops &
Laptop/Tablets Tablets

Interactive
Whiteboard
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Digital
Camera

Clickers

Websites ✔️
Quizlet,
McGraw-
Hill
Connected

Videos
✔️ ✔️ ✔️
Interactive
✔️ ✔️ ✔️
SCHOOL OBSERVATION REPORT 5

Video

PowerPoint
Presentation
✔️
Flipchart
✔️
Flipchart

Games ✔️ ✔️ ✔️ ✔️ ✔️
eBooks

Digital Lesson
Builder
(Nearpod)
✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Similarities in the Technology Used in the Classroom

There was a consistent pattern in the way technology was employed across all six

observed classes.

In each of the six classes, the teachers used the Interactive Promethean ActiveIspire

Board and a laptop to model and project lesson content, explain learning objectives, display

digital worksheets and provide direct instructions. This approach saves time, enhances

engagement, and improves lesson clarity for both teachers and students.

In each of the six classes, the teachers used a short video to activate prior knowledge or

introduce a new concept to engage students and ensure a comprehensive understanding of the

material.

In each of the six classes, the teachers used Nearpod (Digital Lesson Builder) to actively

engage students in interactive activities, assessments, collaborative discussions, games and

real-time feedback during lessons.

In five out of six classes, the teachers used games on Nearpod, such as Matching Pairs

and Time to Climb to boost student engagement, foster competition, assess comprehension,

encourage active participation, and reinforce learning in an enjoyable and interactive manner.
SCHOOL OBSERVATION REPORT 6

In two out of six classes, the teachers used Flipcharts to present lesson content in an

interactive digital format. They included digital worksheets, fill-in-the-blanks and other

interactive activities, such as drag-and-drop and matching. This approach offered advantages

such as increased interactivity, reduced paper consumption, improved accessibility and diverse

learning methods, for students.

Differences in the Technology Used in the Classroom

In one out of six classes, students were asked to bring their devices to school. This

practice facilitated personalized learning, encouraged digital collaboration and communication,

allowed access to resources, and promoted a more interactive blended learning experience for

students. Students had the opportunity to practice inquiry skills and the choice to decide on how

to express their ideas effectively.

In one out of six classes, the teacher used digital flashcards on Quizlet to activate prior

knowledge, and digital worksheets on McGraw-Hill Connected Website to conduct grammar

exercises on the board, review previous material, and correct the homework assignment

completed in the copybooks.

In one out of six classes, the teacher assigned a collaborative group project as homework

to facilitate collaboration and foster creativity. Students were asked to work in groups, choose

one idiom from the given list and describe it creatively using images and/or use it in a sentence.

The final product will be combined in one file and shared in the Google Classroom with other

classes and/or in the School Virtual Library which is publicly accessible from the School

Website.
SCHOOL OBSERVATION REPORT 7

Teacher’s and Students’ Use of Technology

In today's education, technology isn't just about having gadgets, it's about blending

teaching methods with technological tools in a meaningful way. Howland et al. (2012) and Bates

(2015) stress this shift, highlighting that effective technology use involves active, constructive,

cooperative, authentic, and purposeful learning (Fig. 1).

Howland emphasizes how important it is for educators to follow a certain educational

framework for meaningful technology integration to create inclusive learning environments that

cater to the diverse needs and abilities of all learners. He highlights the relevance of the ISTE

(International Society for Technology in Education) framework (Fig.2) in this aspect (Howland

et al., 2012).

Selecting the right tool is also crucial. Educators must understand technology's

affordances (Fig.3) and their alignment with pedagogical goals and ensure that chosen tools

effectively support and enrich the educational process depending on the learning activity (Bates,

2015).

Fig.1 Adapted from Howland et al., 2012 Fig.2 Adapted from Howland et al., 2012 Fig.3 Adapted from Bates, 2015
SCHOOL OBSERVATION REPORT 8

Moving forward, my analysis will examine how teachers and students interact with

technology in the observed classes and what kinds of technological affordances were utilized to

promote meaningful learning based on the frameworks mentioned above.

In Table 2., I presented a comparison summary of how teachers and students used

Educational technologies in the observed classes.

Comparison Table 2. Teacher’s and Students’ Use of Technology

Session 1 Session 2 Session 3 Session 4 Session 5 Session 6


Science Science English Math Math English
2B 3B 5C 5C KG3A 2A

Teacher uses
technology to
model and project
content (text,
pictures, audio,
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
video): Direct
instruction

Teacher uses
technology to
differentiate
content and
curriculum tasks
to meet all
individual
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
students’ needs
and competencies
through
technology.

Teacher uses
technology to
encourage
students to
research answers
✔️
to questions
(inquiring).
SCHOOL OBSERVATION REPORT 9

Teacher uses
technology to
engage students
in authentic
learning
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
(experimenting
with hands-on
activities).

Teacher uses
technology to
promote student
participation in
the online or
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
face-to-face
session (such as
through polling).

Teacher uses
technology to
engage students
in drilling and
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
practice.

Teacher asks
students to use
technology to
write and publish
✔️
online (such as on
blogs and wikis).

Teacher uses
technology to
engage students
in higher-order
thinking skills:
synthesizing,
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
analyzing,
creating,
applying…

Teacher asks
students to use
technology to
create or design a
✔️
project or a
product.
SCHOOL OBSERVATION REPORT 10

Teacher uses
technology to
facilitate student
collaboration and
✔️ ✔️ ✔️
communication.

Teachers’ and students’ use of technology remained consistently patterned across all six

observed classes.

In each of the six classes, teachers utilize ActiveIspire Board to model and project content

through different kinds of media such as text, audio, images and video.

1. Following Bloom’s Taxonomy, at the beginning of every lesson, teachers use Nearpod or

Flipcharts to:

- display and explain the learning objectives of the lesson;

- activate prior knowledge or review previous material through songs, videos,

digital flashcards, and word problems.

2. For new concept development, teachers use Nearpod or Flipcharts to broadcast a video or

a song with visuals related to the concept. Students are asked to focus on particular

words, phrases, objects, or ideas within the broadcasted media, fostering purposeful and

intentional viewing (Howland et al., 2012). The Interactive Video feature in Nearpod

allows teachers to embed open-ended or multiple-choice questions within the video

content, transforming students from passive viewers to active participants (Bates, 2015).

This approach engages students in constructing knowledge and interacting meaningfully

with both media and technology during the learning process (Howland et al., 2012).

In each of the six classes, teachers use technology to differentiate content and

curriculum tasks to meet all individual students’ needs and competencies through technology.
SCHOOL OBSERVATION REPORT 11

1. Teachers use Nearpod and ActiveBoard features to provide multiple ways of content

representation (text, audio, video, images) and offer a variety of ways students can learn

to meet their individual needs and cater to all learning styles.

2. Teachers use digital and interactive worksheets and activities on Flipcharts or Nearpod

such as Draw-it and Matching Pairs slides instead of traditional paper methods, creating

a more engaging classroom where students actively participate rather than passively

listen (Bates, 2015).

This approach aligns with differentiated content and curriculum tasks, offering diverse

ways for students to interact with the material. It allows teachers to better address individual

needs and learning styles (Bates, 2015).

In each of the six classes, teachers use technology to engage students in authentic

learning (experimenting with hands-on activities).

To make learning more engaging and relatable to real-life scenarios:

1. The Grade 2 Science teacher took her students on a virtual trip to the Zoo using the

Nearpod VR feature. She also used the 3D image of the human body on Nearpod

allowing students to examine human body structure. The Grade 3 Science teacher

designed an interactive Quiz on Nearpod using authentic visuals and asked students to

come to the board and answer real-world questions about the water cycle using the active

pen.

2. In the KG3 Math class, the teacher employed a creative approach using Nearpod - a song

focusing on adding numbers and forming pairs. During the activity, students were

prompted to display corresponding numbers using their fingers whenever mentioned in

the song. In the Grade 5 Math class, the teacher utilized a flipchart with a drag-and-drop
SCHOOL OBSERVATION REPORT 12

activity on the ActiveBoard. Students engaged in real-world problem-solving using long

division, dragging and dropping objects with the active pen. Afterward, students were

asked to write their own word problem that they faced in real life and had to use long

division to solve it.

3. In Grade 2 English class, the teacher used an interactive flipchart filled with real-life

images to inspire sentence-making. Students got hands-on, crafting sentences about these

visuals while learning about ‘subject and predicate’ making language learning an

engaging adventure. In Grade 5 English class, students had their devices to search for an

idiom of their choice and describe it using an image from Google Search or their own

drawing on a Draw-it slide on Nearpod.

These experiences are authentic hands-on opportunities that link learning to life, provide

tangible, real-world connections, and make learning more experiential, active, constructive,

goal-oriented, and meaningful (Howland et al., 2012).

In each of the six classes, teachers use a variety of technological tools to promote student

participation in the class.

Leveraging gamification features from Nearpod, and interactive functionalities from

Promethean boards, teachers foster all aspects of meaningful learning with technology. All the

classes implemented at least 2 of the following tools:

- Polling, to allow real-time feedback, and engage students actively in discussions;

- Matching pairs and Drag-and-Drop activities, to encourage hands-on learning and

interactive problem-solving;

- Time to Climb, to provide gamified quizzes that enhance motivation and participation;
SCHOOL OBSERVATION REPORT 13

- Interactive videos, VR and 3D images to create immersive experiences, making learning

more enjoyable and memorable;

- Fill in the blanks, open-ended and multiple-choice questions to cater to varied learning

styles and assess comprehension effectively;

- Draw-it and Collaborate boards to promote creativity, collaboration, and expression of

ideas.

These tools, including gamification features, interactive media, and various question

formats, align with the principles of meaningful learning with technology, as highlighted by

Howland et al. (2012) and Bates (2015).

In each of the six classes observed, teachers utilized technology to actively engage

students in drilling and practice exercises, employing a combination of tools from Nearpod and

ActiveInspire.

Each teacher used a minimum of two of the following tools:

- Quiz or Time to Climb on Nearpod

- Matching Pairs on Nearpod

- True or False Game on ActiveInspire

- Draw-it on Nearpod

- Digital Worksheets on Nearpod, ActiveInspire and McGrawHill Connected

- Drag and Drop activity on Neaprod and ActiveInspire

- Open-ended questions on Nearpod or word problems on ActiveInspire

This approach encouraged both individual and group participation facilitating active

interaction with technology and media (Howland et al., 2012; Bates, 2015).
SCHOOL OBSERVATION REPORT 14

In each observed class, teachers leveraged a minimum of two technological affordances

from Nearpod or ActiveInspire to promote higher-order thinking skills:

- Analyzing Information: teachers engaged students in deciphering video content, texts,

images, or digital worksheets on the ActiveBoard, fostering problem-solving and

question-answering skills;

- Decomposing and Differentiating: students independently or in groups differentiated

between objects based on their characteristics, developing analytical skills;

- Collaborative Boards: through collaborative boards, students exchanged ideas, fostering

knowledge co-construction and enhancing critical thinking;

- Inquiry Skills for Creative Writing: teachers facilitated inquiry-based activities

supporting creative writing and presentation, enhancing students' creativity and analytical

thinking.

This intentional use of technological tools aligned with research-based methodologies

enables teachers to stimulate students' higher-order thinking skills and engagement in the

learning process (Howland et al., 2012; Bates, 2015).

In three out of six classes observed, teachers used technology to facilitate student

collaboration and communication.

In the Grade 5 Math class, the teacher fostered teamwork and problem-solving skills by

engaging students in collaborative problem-solving on the ActiveBoard, using active pens to

collectively solve word problems.

In the Grade 3 Science class, students utilized Nearpod's collaborative board feature to

answer lesson-related questions. The teacher facilitated the activity by typing their responses on

the board, encouraging comparison and discussion among students.


SCHOOL OBSERVATION REPORT 15

In the Grade 5 English class, students collaborated using shared devices to research and

visually represent idioms on Nearpod's Draw-it slide. Additionally, they shared individual

responses on the collaborative board, encouraging communication and peer learning.

These activities showcased the effective integration of technology in all three classes

promoting collaborative learning and active participation among students, enriching the learning

experience (Bates, 2015; Howland et al., 2012).

Only in one out of six classes observed, students had the opportunity to use their devices

to practice inquiry skills and create or design a project or a product that will be shared with the

larger audience in the Virtual Libray published on the School’s Website.

In just one of the observed classes, students utilized their devices to practice inquiry skills

and create or design a project intended for a broader audience which, according to Howland et al.

(2012) not only enhances students' motivation and engagement but also provides an authentic

context for their learning experience that extends beyond the classroom walls. This approach

particularly aligns with ISTE standards for students such as The Empowered Learner,

Knowledge Constructor, Innovative Designer, Creative Communicator and Global Collaborator

(Howland et al., 2012).

Reflecting on the cross-analysis of technology integration in the observed classes, it is

evident that both teachers and students use the technology in an effective and meaningful way

that fosters active, constructive, cooperative, authentic, and intentional learning experiences

(Howland et al., 2012; Bates, 2015).


SCHOOL OBSERVATION REPORT 16

Reflection on the Technology Use - Checklist Part D

In Table 3., I presented a comparison summary to analyze whether the utilization of

technology in the observed classes was intended to enhance student learning or merely served as

an add-on.

Session 1 Session 2 Session 3 Session 4 Session 5 Session 6


Science Science English Math Math English
2B 3B 5C 5C KG3A 2A
The technology is
being used “Just
because it’s
there”.

The technology
allows the
teacher/students
to do Old things
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
in Old ways.

The technology
allows the
teacher/students
to do Old things
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
in New ways.

The technology
creates new and
different learning
experiences for
✔️ ✔️ ✔️ ✔️ ✔️
students.

The technology is being used “Just because it’s there”.

After reviewing the checklist responses in part D and comparing the data in the table, it is

evident that none of the teachers utilized technology “just because it’s there”. The integration of

technology in all six classes was meaningful and intentional focusing on specific learning goals

and instructional strategies.


SCHOOL OBSERVATION REPORT 17

The technology allows the teacher/students to do Old things in Old ways.

In each classroom, teachers used the Interactive Promethean ActiveIspire Board and a

laptop as alternatives to traditional tools like chalkboards and whiteboards to model and project

lesson content and learning objectives and create digital worksheets instead of paper-based.

These modern alternatives benefited both students and educators making lessons more engaging,

clear, and efficient allowing teachers to allocate more focus and time to the teaching and learning

process. Besides, students used the internet instead of books to search for information, which

was faster and easier.

The technology allows the teacher/students to do Old things in New ways.

Nearpod makes it possible for students to learn things in new ways. Its multimedia and

gamification features, including quizzes, polls, interactive videos, VR, and collaborative board

transform passive learning into an active, constructive experience. Nearpod simplifies lesson

preparation for teachers and offers students an all-in-one learning platform, eliminating the need

to browse across multiple sources. This platform offers students a flexible blended learning

experience where teachers can engage students in real-time or in a student-paced format.

The technology creates new and different learning experiences for students.

For instance, the 3D simulation of the human body allowed students to explore the

skeletal structure and interact with information in a meaningful way that could not have

happened otherwise. Moreover, collaborative presentation in Google Slides allowed students to

collaborate remotely, create and share their projects with an audience they never would have had

access to without technology. Finally, Nearpod allows teachers to ensure that students who can't

physically be in the class can still access the lessons remotely thus promoting inclusivity and
SCHOOL OBSERVATION REPORT 18

contributing significantly to SDG-4 Quality Education for all regardless of their physical

presence in the class.

Recommendations of How Differently the Technology Can be Used.

Based on my observations, the school has effectively integrated technology significantly

enhancing the teaching and learning processes. The consistent and purposeful use of technology

across all observed classes suggests that teachers have received proper training and are adhering

to the strategic plan and educational guidelines for meaningful technology integration (Bates,

2015). Students are exposed to active, constructive, cooperative, authentic and intentional

learning experiences with technology throughout the K-12 curriculum (Howland at el., 2012).

However, in today's rapidly evolving digital world, it is crucial to consider new emerging

learning technologies that have the potential to take teaching and learning to a higher level.

Therefore, I recommend advancing the school's technology use by integrating Computational

Thinking (Coding), Immersive Technologies (Augmented and Virtual Reality), and Artificial

Intelligence tools (Chat GPT, Bard AI etc.) into the school’s curriculum. This addition could

notably enhance the educational environment and offer innovative learning experiences to

students.

Integration of computational thinking across the disciplines would significantly enhance

students’ problem-solving, collaboration, logical reasoning, and perseverance skills. Moreover,

coding aligns with the ISTE standards for students empowering learners to develop digital

citizenship skills, enhance knowledge construction and foster creativity and innovation

(Alexiou-Ray et al., 2020).


SCHOOL OBSERVATION REPORT 19

Immersive Technologies (Augmented and Virtual Reality) can open doors beyond the

confines of traditional classrooms enabling educators to create captivating learning spaces, ignite

students' curiosity, and encourage exploration (Mystakidis & Lympouridis, 2023).

Teaching students about AI and the ethical use of AI tools is crucial to equip them with

essential skills for the future such as problem-solving, data analysis, and ethical

decision-making. Needless to say, AI is fundamentally shaping the future of education and the

job market of tomorrow. Therefore, it is very important to prepare our students to succeed,

innovate, and lead in this constantly changing digital world (Akgun & Greenhow, 2021).
SCHOOL OBSERVATION REPORT 20

References

Akgun, S., & Greenhow, C. (2021). Artificial intelligence in education: Addressing ethical

challenges in K-12 settings. AI and Ethics, 2(3).

https://doi.org/10.1007/s43681-021-00096-7

Alexiou-Ray, J., Raulston, C., Fenton, D., & Johnston, S. (2020). Coding. The K-12 Educational

Technology Handbook. https://edtechbooks.org/k12handbook/coding_in_k-12

Mystakidis, S., & Lympouridis, V. (2023). Immersive Learning. Encyclopedia, 3(2), 396–405.

https://doi.org/10.3390/encyclopedia3020026

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