Literacy Today November/December 2016

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began systematically studying the relationships between literacy and technology

in 1999. At that time, only 63% of instructional classrooms in the United States had

Internet access.

However, by 2006, nearly 100% of classrooms were equipped with a range of

technologies and connectivity, according to the National Center for Education

Statistics. Furthermore, more than 13 million iPads have now been sold to schools

worldwide and more than 80,000 apps are identified as education-related in Apple’s

App Store.

Although access is becoming less of a barrier in developed countries, there are

some challenges that still impede curricular integration, such as technical assistance

and time. Perhaps the one I hear about most is how to use the plethora of tools

available to support student learning.

For instance, I collaborate with a local middle school in Delaware that is engaged

in a one-to-one iPad initiative and is fully equipped with SMART Boards, digital

cameras, and other technology tools. When we meet as a team, we often discuss the

critical role of lesson design. We agree that the educational apps themselves do not

benefit student learning. Instead, our meetings focus on ways teachers can design

instruction that leverages what apps have to offer.

What can apps do?

Before apps can be integrated into lesson plans, teachers must understand their

affordances. In other words, what exactly are they capable of doing to support

instruction?

First, educational apps are multimodal. They incorporate written and oral

language, moving and still images, audio, and haptic touch—the ability to move

objects around the screen. Second, many apps enable users to collaborate. Students

can connect their iPads to the same app and work in real time or asynchronously to

design collective work.

Interactivity is a third affordance. If leveraged effectively, it can increase

audience awareness by providing a wide readership. In turn, students invite critique

in ways that extend beyond classroom walls.

Types of apps

One way to make sense of apps is by examining the ways they foster interactions among

the learner, content, and technology. There are several frameworks that can be used as a

guide. The following are four categories I identified in my analyses of 50 apps used in the

school I referred to earlier.

1. Content. The purpose of these apps is to help students consume content.

Skills are typically assessed as levels of difficulty are completed. Many have

game-like interfaces requiring users to beat the clock, play against opponents,

or earn points. Additionally, some publishers create these as supplemental

resources. Khan Academy is an example of a content app. It is designed for

users to progress through sequences of instruction with teacher-led videos,

By Rachel Karchmer-Klein

The critical role of lesson design in app-integrated

instruction

Rachel Karchmer-Klein,

(karchmer@udel.edu), an

ILA member since 1998 and

a current member of the

ILA Board of Directors, is

an associate professor of

literacy education at the

University of Delaware.

Karchmer-Klein is the 2016

recipient of the Computers

in Reading Research

Award, awarded by ILA’s

Technology in Literacy

Education Special Interest

Group.

OUR VIEW

TECHNOLOGY-SUPPORTED

LEARNING

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November/December 2016 | LITERACY TODAY

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