Citation: Rabi Bara’u (2024). Utilization of Digital Teaching Methods for Interactivity and Effective Delivery at Basic School Levels in Kaduna, Nigeria. J Adv Educ Philos, 8(12): 703-709. https://doi.org/10.36348/jaep.2024.v08i12.001
Utilization
of Digital Teaching Methods for Interactivity and Effective Delivery at Basic
School Levels in Kaduna, Nigeria
By
Dr.
Rabi Bara’u
Department
of Curriculum and Instruction,
Federal
University of Education, Zaria, Nigeria
baraurabiat@gmail.com
Abstract
Technology
has found its way slowly but surely into the classroom. This calls for the need
to write on the title “Utilization of Digital Methods of Teaching for
Interactivity and Effective Teacher Delivery at Basic Levels in Kaduna State.”
Teachers are now exposed to using technological facilities in the instructional
process to increase their abilities to use ICT gadgets for individualized
instruction and assessment, arousing learners’ interest, retaining attention,
and facilitating assimilation, understanding, recall, interaction, and
collaboration. COVID-19 has opened a new normal in the classroom, where the
sudden closure of schools calls for virtual or digital instruction. This
technology can be applied to inject content, ideas, or encourage interactivity
with or without a teacher. Trainees and teacher educators need to be exposed to
these digital methods of teaching to remain updated, relevant, and
technology-compliant. The paper discusses the nature and characteristics of
technology-based methods, identifies six digital instructional methods for
effective facilitation in the 21st century, and presents the processes,
resources, problems, and recommendations for effective utilization. These
elements are discussed in the paper for innovation and sustainability in
Teacher Education.
Keywords:
Digital
Teaching Methods, Interactivity, Basic Education, Digitalization
Introduction
Advancement in technology is rapidly
growing by the day. “It has ushered in a profound transformation across various
facets of life, with academia being a notable beneficiary” (Sani & Bakura,
2023 p. 224). The growth in technology has led to an increase in creativity and
innovation among classroom teachers. This has resulted in the introduction and
adoption of internet-based approaches (technology-driven or programmed
instructions) in the instructional process, where teachers are seen using
various technological tools and techniques to interact with learners for
effectiveness and efficiency in the teaching and learning process. Previous
research, such as Sama (2017), highlighted the effect of information
communication technology on effective teaching and learning. This paper
highlights such technology-driven methods under the technology-based approach,
including gamification (game-based), digital simulation, digital storytelling,
digital field trips, flipped (video) instructional methods, and the digital
seesaw method, among others.
These methods call for the need to
integrate modern technology into the instructional process. Incorporating this
modern technology into the classroom provides an avenue for making lessons
interesting, flexible, motivating, real, permanent, meaningful, friendly, and
interactive. Figure 1 presents some technological tools used in these methods.
Figure 1: Pictures of Devices for Technology-centered Methods
The above Figure 1 shows some pictures
of devices used in receiving instruction. The use of these devices is flexible
and portable. It offers the advantages of making teaching and learning more
interesting, motivating, lively, individualized, interactive, meaningful, real,
permanent, and collaborative. However, the methods are capital-intensive,
require specific skills, and are often challenged by network issues, poor
internet connection, unreliable power supply, and relevant software problems.
The use of technology today is inevitable, essential, and a necessity rather
than a choice.
Characteristics of Technology-Based
Methods
Technology-Based Methods of teaching
(TB) are effective and successful only if they fulfill the following qualities:
a.
The methods require electricity or another power source to
function.
b.
They depend on other facilities such as computers, tablets,
smartphones, projectors, and other multimedia tools.
c.
Most of the methods require internet access or a strong
connection.
d.
They necessitate data subscription.
e.
Users need technical know-how (the ability to use both the
gadgets and the methods effectively).
f.
Physical presence of the teacher may not be required.
g.
Activities may occur outside the classroom or school
setting.
h.
Most of these methods provide immediate feedback.
Some Methods of Teaching under
Technology-Based Instruction
Technology- or internet-based methods
of instruction come in different forms. The following are some of the methods
that fall under this approach:
Gamification Method of Teaching
Gamification involves transforming the
typical classroom environment by incorporating gaming themes. It is a method
where designers introduce game-play elements into non-gaming contexts to
enhance engagement between and among learners. This process utilizes gaming
devices to support teaching and learning (Buljan, 2021).
When implemented, gamification
increases learner motivation, enhances knowledge retention, and encourages
engagement. Additionally, it positively impacts learners by fostering
cooperation and collaboration since games instill lifelong skills such as problem-solving,
critical thinking, and social awareness. Gamification has also been reported to
reduce boredom, lower dropout rates, and improve both cognitive abilities and
academic performance (Buljan, 2021).
Elements
that Motivate Games
Games in
education can take two forms. As Blankman (2022) explains, these are: games
designed for entertainment used in an educational setting, and educators
adopting features of game design to enhance learning.
There are six
(6) basic elements that motivate games, as proposed by Dr. Nick Yee in Blankman
(2002). These are:
i.
Action (e.g., Objectives)
ii.
Social (e.g., Competition)
iii.
Mastery (e.g., Scoring)
iv.
Achievement (e.g., Awards)
v.
Immersion (e.g., Roleplaying)
vi.
Creativity (e.g., Customization)
Examples
of Game-Based Packages (Applications)
a. Video
games
b. Math
180 (awards achievements to students)
c. Real-world
simulation and math-focused video games
d. Game
show-like practice boards
e. Waggle
(math and math expressions)
f. Minecraft
EDU (for freeform building)
g. Oregon
Game Project Challenge (competition)
h. Word
puzzles
i.
Spelling bee
j.
Ludo (for counting and critical
thinking)
k. Card
games (counting, critical thinking, and problem-solving)
l.
Clay (molding activities)
The
game-based teaching method requires learners to download applications and
follow simple, self-explanatory instructions. This method is suitable for all
levels, depending on the task, the nature of the game, the learner’s level, and
the time available. It is particularly effective in teaching mathematics,
English, natural sciences, and social sciences.
Digital
Simulation Method of Teaching
Simulations
are dynamic representations that allow students to form and test mental models
through experimentation. In the digital simulation method, tools, gadgets,
equipment, or facilities are used to present learning tasks. Rather than the
learner performing the simulation, the process is often embedded in software,
which can simulate roles, messages, or ideas through pre-programmed tasks or
games.
The purpose
of the simulation is introduced to learners to encourage exploration,
brainstorming, and responses to thought-provoking questions. As Blankman (2022)
suggests, the teacher can project simulations to the entire class by showing
videos on an interactive whiteboard, modeling their use to facilitate student
thinking.
Digital
simulation is particularly useful for subjects that involve environments or
concepts that are difficult to access, expensive, dangerous, or risky (e.g.,
chemical reactions in laboratories, workshop machinery, or military strategies
in battle scenarios). As a form of representation, the simulation often uses
pictures, motion graphics, or videos that closely mimic real-life scenarios,
which is especially motivating for visual and audio-visual learners. It also
promotes recall, mitigates risk, and reduces stigmatization. This method is
especially relevant for science-based, technical, vocational, and
skill-oriented subjects, as well as moral education.
Role
of the Teacher in Digital Simulation
The teacher’s
role in this method involves preparation, creating a conducive learning
environment, providing adequate and relevant resources, and ensuring the
technical quality of the tools used. Teachers should have technical know-how
regarding the equipment or arrange for the presence of a technician.
Additionally, they must prepare thought-provoking questions based on what the
learners observe and study during the simulation.
Digital
Storytelling Method of Teaching
The digital storytelling method means
using technology to tell a story. It is a record of a programmed story
presented electronically using a machine (computer, smartphone, projector,
etc.). Teachers use stories to arouse learners' interest at the beginning of a
lesson, entertain learners to make the class lively and relaxed, generate
curiosity, and convey messages to the learners. This was done orally by
teachers in the conventional method. With the advent of technology, such
stories are now programmed and stored for use by both teachers and learners.
This appeals to diverse learning styles.
As programmed stories, the method
brings together audio, images, and text to share information on a specific
topic (Distance Education, 2022). The purpose is to create a stronger emotional
connection with the audience by using spoken words and a blend of multimedia to
convey a story. Additionally, combining spoken and written text, maps, and
social media elements from the story enhances content comprehension by learners
(audience).
Stages to Conduct Digital Storytelling
The following are steps to follow for
the successful use of this method:
a.
Identify the objective of the story
b.
Select relevant virtual storytelling software
c.
Allow for viewing (whole class or individual)
d.
Create engaging activities
e.
Encourage challenging questions
f.
Ask for feedback
Learners (whole class or individual)
should listen attentively to the story, watch the images, read the text,
comprehend the story’s message, and respond to related questions. Subjects such
as History, Religion, Social Studies, Art, Civic Education, Geography, and
Government are most appropriate for this method.
In this method, the teacher is
responsible for organizing the class, controlling noise and movement (any
distractions), preparing the environment with the necessary facilities and
materials, testing the materials beforehand, motivating learners to avoid boredom,
asking relevant and meaningful questions, and reinforcing or rewarding
responses. In this context, the teacher is no longer a reservoir of knowledge,
as in traditional storytelling. Most digital stories focus on a specific topic
and feature a particular point of view. Educational digital stories typically
last between 2–10 minutes (Bouchrika, 2023); if the time exceeds ten minutes,
distractions may occur. Story tools could include Storyboard, Anchor Platform,
Storybird, WeVideo, or Book Creator.
Digital (Virtual) Field Trip Method of
Teaching
A digital field trip, also known as a
Virtual Field Trip (VFT), is a guided exploration through the World Wide Web
(WWW) that organizes a collection of pre-screened, thematically based web pages
into a structured online learning experience (Foley, 2007). Virtual/digital
field trips are a way of organizing the educational potential of the internet
coherently, especially for primary and secondary education. These trips may
contain a selection of topic-specific web pages bundled into grade-targeted
packages. They are often provided by commercial distributors, such as Tramline
(www.tramline.com).
According to Nix (1999), VFTs can be
classified into two types:
A- Dynamic and Interactive
VFTs: These are freely
available but more expensive and up-to-date, such as astrobiology-related
content at vft.asu.edu.
B- Non-Interactive VFTs: These consist of collections of
images, supporting text, and/or other media delivered electronically via the
WWW in a format that can be professionally presented to convey the essence of a
visit to a time or place. As a live link with on-site experts in real-time, it
offers students a real experience via LEARNZ VFT.
Conventional field trips carry risks,
such as road accidents, inadequate funds for transportation, delays in
accessing locations, and exposure to chemicals or animals. VFTs mitigate these
challenges, easing the teacher’s preparation time and reducing stress on school
management.
VFTs bring the outside world into the
classroom by projecting the actual scenes learners are expected to see, learn
from, and react to. They provide opportunities for learners to explore places
(mountains, seas, states, countries), things, and people—whether nearby or far
away—that they might not encounter on a typical school day. This method allows
students to experience the world without leaving the classroom.
VFTs can be accessed through websites
like Discovery Ed, LEARNZ, Tramline, pilbara.org.edu.au, and nft.asu.edu, among
others.
Stages
to Conduct Virtual Field Trip
For a virtual field trip to be
conducted successfully, the following six (6) strategies can be adopted in the
following stages. They are:
1.
Identify the objectives of the trip
2.
Select the relevant virtual field trip (software)
3.
Design an engaging experience
4.
Use the “Know”, “Want to know” and “Learn” (KWL) strategy
5.
Encourage students to process and document their learnings
6.
Encourage them to demonstrate what they learned
The roles of learners in this method
are to: develop interest, concentrate, and pay attention. They are expected to
be actively involved in the instructional process. They should display positive
signals through smiling, nodding their heads, jotting down points (in case of
whole-class viewing), raising questions, asking for clarification, making
contributions, or responding to questions (depending on the learners' level and
in case of individual viewing).
The roles of the teacher in this method
are to: prepare him/herself, prepare the environment, provide the necessary
materials and facilities, and ensure adequate and uninterrupted power supply.
S/he must test the technical quality of the materials and facilities, organize
and control the class, and select relevant websites, software, and learning
tasks that the learners need. The teacher should also prepare engaging
activities or questions that offer a feedback mechanism and monitor learners'
participation. The method is relevant to subjects such as Basic Science, Basic
Technology, Social Studies, Religion, Business Studies, Agricultural Science,
English, and Cultural and Creative Arts, among others.
Digital Seesaw Method of Teaching
Seesaw is a digital platform or
software application where teachers of all grade levels and content areas can
create learning tasks and assignments for students (learners). Assignments can
incorporate videos, photos, text, images, files, drawings, links, or PDFs.
Similarly, Seesaw is used to create a class blog, communicate with students and
families, curate activities, and assess students' work through digital
portfolios (Barnwell, 2020). It also allows for the sharing of Google Meet or
Zoom join links through the announcement feature.
Seesaw is an online interface that
guides users through its various processes. However, it doesn’t include a live
video-streaming feature. Seesaw is a programmed instruction designed for
teachers, learners, and families (Pieterse, 2021). While teachers and learners
engage in teaching and learning through the Seesaw platform, parents, families,
and caregivers use the Seesaw Parent and Family App, available for Android and
iOS. This app helps parents stay up-to-date on their children’s learning,
monitor progress, leave comments, and give encouragement.
Seesaw serves three primary purposes:
feedback and reflection, assignment and assessment, and family engagement
(Pieterse, 2021). Students use Seesaw to complete or engage with tasks through
various sections:
Journal: Students can add a journal entry to
their personal feed.
Activity: Students respond to assigned
activities, leading to assignment completion under the Activity tab.
Blogging: If the teacher creates a class blog,
students can post to an authentic audience, including classmates and beyond.
Inbox: This feature allows students to
communicate effectively, sending and receiving messages with teachers and
peers. It also supports peer-to-peer feedback on assignments and responses to
comments from teachers, peers, or family members.
Stages
to Using Digital Seesaw Method
Seesaw is a platform for classroom
engagement that inspires students of all ages to actively and independently do
their best to save teachers time. Barnwell (2020) came up with 6 steps to be
followed by the teachers, students, and parents/families for the method to work
successfully. These steps are:
1.
Download the file from Google, create or join a link
2.
Sign in account with the (given) code to view the file or
get permission for access.
-
Open the app and choose e.g. “I am a student”
-
Use a QR code scanner, type code text, or clever badge
3.
Explore journal activities
4.
Post school work to journal
5.
Show lessons or send to activity action
6.
Show messages and notifications from the inbox
It should be noted that there could be
other ways, processes, or steps that are more direct, easier, or simpler than
those presented above. The teacher can, however, add students to a Seesaw class
through methods such as email, Google account, home learning code, QR code,
Clever Badge, and pre-K-2 QR code, which are the easiest options for younger
learners. This allows teachers to frequently record videos to supplement
learning independently. The method requires the availability of internet
access, power supply, relevant software links, codes, or Google sites. It is
appropriate for all subjects offered at basic levels and all levels of mature
learners.
Flipped (Video) Instructional Method of Teaching
The use of flipped instruction in the
educational process is the integration of technology into teaching and
learning. Flipped video involves presenting live content of the lesson in
recorded video format for learners to access at their own pace. The teacher
plans, selects, and records learning content, sending it to the learners to
study prior to the class meeting. After watching the videos, learners meet
face-to-face in the classroom, via Google Meet, Google Teams, or Zoom for
detailed discussions that support individual needs and clarify
misunderstandings regarding the flipped content.
The method aims to transform how
learners learn (Dith, 2021). Some teachers utilize platforms such as YouTube
and TikTok to engage learners through channels they are familiar with (Dith,
2021). This method encourages a more visual approach to teaching. In this
approach, the classroom serves primarily as a space where learners apply what
they have learned, receiving face-to-face or one-on-one support when needed. A
flipped video can cover various subjects, such as language (practicing speaking
a language), writing, literature, history, science, dance (dance moves), and
singing, among others.
According to Bergmann (2023), this method consists of two
phases:
1.
The First Independent Phase: This phase addresses the lower levels
of the educational domain. It involves sending the recorded video to the
learner to study a topic, task, or content at home.
2.
The Second Group Phase: This phase targets the higher levels
of the educational domain. It involves face-to-face discussions in the
classroom or Zoom room, where clarifications are made regarding areas of
difficulty, confusion, or misunderstanding.
Process
of Using Flipped Video
The method can be used through the
following processes.
1.
Adequate teacher Preparations.
2.
Creat platform | links | sites.
3.
Get needed resources (tools, phones, etc).
4.
Adopt good classroom management techniques.
5.
Encourage technical training (teacher and learner access and
utilization).
6.
Assign content for homework (PowerPoint).
7.
Direct learners to work on problems in the classroom.
8.
Encourage independent learning.
9.
Adopt pair tutoring (joining quick and struggling learners)
to cooperate and support each other.
In using this method, it is beneficial for the teacher to
record relevant messages, use appropriate tools (Google Classroom, PowerPoint
slides), and share the videos with learners. The teacher then sends the flipped
video as notes, topics, and tasks, and arranges for an overview when needed.
Tools Needed for the Use of Flipped Video
The flipped instructional method requires the use of tools
such as:
1.
Video lessons, Google Classroom, social media
2.
Sites to find content, Canva, YouTube
3.
TikTok, Google links, online content, among others.
The flipped video method does not
support punishment. If a learner is unable to watch the video or complete the
task in their notes at home, such a learner should only be encouraged to do the
task in class. A 5-10 minute video flip is sufficient to captivate and sustain
the interest and attention of the learners on the task. Watching the video
should not be a compulsory activity; however, the content should be engaging
enough to motivate learners to develop the deliberate intention to watch the
flip.
The advantages of flipped video include
making the content of the lesson available to learners before class. A teacher
could write and send questions for learners to engage with or solve, and
learners may also raise lingering questions after watching the video for
clarification during class discussions. Additionally, this method provides free
time for teachers to teach individual learners at their convenience. Learners
are equally comfortable with this method, as it allows them to personalize
their learning.
Challenges of These Methods for Teachers and Learners
In general, technology-based approaches
face some common challenges, as identified by Bara’u and Ibrahim (2023), which
include:
a.
Lack of learner motivation (interest) and commitment due to
the busy schedules of learners and some teachers.
b.
Lack of technical know-how among some teachers who are not
familiar with certain devices and software.
c.
Some software applications are not readily available, while
others may not meet the local needs of Nigerian learners.
d.
Some teachers and learners lack the technical know-how to
use the tools and applications of the method.
e.
Some tools are too expensive for schools, teachers,
learners, or parents to afford.
f.
General power failures
g.
Lack of strong internet connectivity
h.
High data consumption and subscription costs are among the
factors that may delay or hinder the successful implementation of all methods
under this technology-based approach.
Recommendations
The paper recommends that for these
methods to work effectively and successfully, there should be:
The need for school management to
adjust the busy schedules of teachers and learners to ensure they consider
digital learning as motivating, friendly, and flexible. This will make it less
burdensome or boring and may encourage commitment.
The need for practical teachers to
engage in self-development through internet research to update themselves on
new software and how to handle various digital methods. School heads, for their
part, should organize relevant training programs on the use of these methods.
School heads should also enhance the use of digital methods by motivating
teachers who are digitally compliant. This could be done through verbal praise,
awards, commendations, material gifts, data subscription bonuses, or
opportunities for promotion.
The need for government, NGOs, subject
specialists, curriculum experts, or even individual teachers to prepare and
upload relevant software packages that will be readily available, accessible,
affordable, and applicable to the local needs of both teachers and learners.
The need for school management and
parents to provide and encourage both teachers and learners to use
technological tools or gadgets, especially those related to digital
instructional methods and media. Provisions should be made by the government,
school heads, teachers, or even the parents of learners for tools such as
computers, smartphones, projectors, spreadsheets, or interactive boards, as
applicable.
The need for school management to
encourage and welcome the involvement of NGOs, politicians, philanthropists,
and affluent parents to make donations in cash or in kind for the expensive
tools needed by schools. Similarly, tools that can be improvised should be
encouraged by school authorities to facilitate adequate and relevant training
for teachers and learners from different departments, so that such digital
methods can be utilized and sustained appropriately.
The need for government, school
management, communities, or NGOs to make adequate provisions for alternative
power supply through solar installations, inverters, generators, and any other
reliable source of electricity.
The need for government, school
management, NGOs, community members, philanthropists, or concerned wealthy
parents to install strong network connectivity that will extend throughout the
school, including classrooms, offices, cafés, eateries, fields, hostels, and
neighboring communities where students stay off campus. This will enable them
to access the internet for self-study, assignments, or research.
The need for school heads and unit
heads to ensure uninterrupted data subscriptions. This should come in the form
of weekly allowances for every teacher, categorized based on the nature of
technology usage to motivate the users (teachers).
Conclusion
Digitalization has come to stay in
Nigerian schools, specifically in teacher training institutions. Teacher
educators need to embrace the use of technology in the instructional process;
otherwise, they will become outdated. These methods are not the only ones
available, as Artificial Intelligence (AI), Virtual Reality (VR), Augmented
Reality (AR), and other related technologies were not captured here. However,
it is crucial for everyone to accept technology sooner rather than later.
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