4.2.1 Results of the Interview Study (Study 3)

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The purpose of the interview study was to gain an understanding of the participating teachers’ self-reported practices and views of TEDI, more specifically, to investigate what curricular elements of differentiation the participants reported to be supporting with technology, and to explore the affordances and challenges they associated with TEDI (the English translation of the piloted interview schedule is attached in Appendix H). In line with these aims, the study sought answers to the following two research questions:

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What curricular elements of differentiated instruction do the participating teachers report supporting with technology? (RQ 3.1)

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What do the participating teachers perceive as the affordances and challenges of technology-enhanced differentiated instruction? (RQ 3.2)
 

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This section begins with an analysis of the participants’ accounts of using ICT for differentiating the various curricular elements of DI, followed by a presentation of the themes related to the participants’ views on the affordances and challenges of TEDI. Parts of this section were previously published in an article (Kótay-Nagy, 2022) and are presented here with further data and extended analysis. The main themes for each research question are illustrated in accompanying summary tables. A comprehensive thematic map of the themes is attached in Appendix J; for a numerical overview of the number, frequency, and distribution of these themes, please refer to Table 14 in Section 3.3.2.4.
 

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4.2.1.1 Curricular Elements of DI Supported with Technology in the Teachers’ Self-Reported Practices (RQ 3.1). The first research question of Study 3 examined the elements of DI that the participants reported supporting with technology, i.e., it looked at how technology is used for the differentiation of the content, process, product, and learning environment. The results are summarised in Table 27 and presented in detail in the following subsections.
 

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Table 27 Curricular Elements of DI Supported with Technology in the Teachers’ Self-Reported Practices in Study 3
DI curricular element
Technology
Example
Teacher
content
tiered reading apps
BOOKR, Kids A–Z
Bea, Kamilla, Rebeka
process
vocabulary apps
Educandy, Quizlet
Bea, Kamilla, Rebeka, Tímea
interactive activity sets
LearningApps, Wordwall, Nearpod, shared through Google Classroom, Classcraft*, Canva, Genially, Symbaloo or QR codes
Emma, Rebeka, Tímea
product
content creation tools
Canva, Pixton, PowerPoint
Bea, Emma, Kamilla, Rebeka, Tímea
learning environment
quiz games
Gimkit, Kahoot, Quizizz, Quizlet Live
Bea, Emma, Kamilla, Rebeka, Tímea
gamification platforms
Classcraft*, ClassDojo
Kamilla, Rebeka
video games
Minecraft
Emma
Note. Classcraft was officially discontinued on 30 June 2024 and is no longer available for use.
 

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4.2.1.1.1 Content. One of the most distinct themes identified in the participants’ answers pertained to the differentiation of the content, i.e., the information and ideas learners need to grasp and be able to use (Tomlinson, 1999). More specifically, three of the five participants (Bea, Kamilla, Rebeka) reported providing students with a selection of differentiated texts using tiered reading apps such as Kids A–Z and BOOKR. These apps are accessed by students individually on a tablet or a PC, and once students are logged in to their accounts, they can read and listen to texts at various levels of difficulty, do comprehension activities, and collect points upon the completion of the activities. Kamilla, who teaches in preschool and lower grades, highlighted how BOOKR may be used even at very early stages when students are just learning how to read:

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The way I see it, it provides a firm basis for learning how to read and write later. Even 5-year-olds can use these as they can match the words to what they hear and what they see. It is very sophisticated and there is a wide selection to choose from. … And it’s really good because a native speaker will obviously choose something from level 3 or 4 and not from level 1 or 2.”
 

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Kamilla’s positive views were shared by Bea and Rebeka, too, who use Kids A–Z on a frequent basis. They were of the opinion that these apps “can be particularly nicely used for differentiation purposes” (Bea) as they facilitate the introduction of the very same topic at different levels of difficulty, thereby making it possible to deal with the content “in different degrees of depth” (Rebeka) in line with the differences in students’ levels of English. As such, these apps seem to be effective tools for tiering, i.e., one of the most frequently used content differentiation strategies that allows students to engage with the material “at different levels of difficulty based on their current proficiency with the ideas and skills” (Tomlinson & McTighe, 2006, p. 107).
 

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4.2.1.1.2 Process. Participants’ answers revealed two areas where technology may be used to enhance the differentiation of the learning process, i.e., the activities that help students make sense out of the content (Tomlinson, 1999). These included the teaching of new words through vocabulary apps and gamifying practice in the form of interactive activity sets.

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As the participants pointed out, vocabulary apps such as Quizlet and Educandy, used by Bea, Kamilla, Rebeka and Tímea, facilitate the quick creation of vocabulary banks which can be then learned and revised by students in multiple ways. When using Quizlet, students may memorise the words by matching them to pictures, by listening to the words and then typing them, or by typing the words based on their definitions or Hungarian equivalents. As the different modes of practice offered by these apps differ in terms of the learning styles they tap into as well as the challenge and difficulty they pose for students, they may be considered as examples of how technology can cater for students’ readiness levels and learning profiles, a proposition put forward by several authors in the field (Benjamin, 2014; Stanford et al., 2010; Zeng, 2020).

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Interactive activity sets presented in the form of a bingo or menu (Emma), an online quest (Rebeka) or QR code collection (Tímea) that students can complete individually on a PC, tablet or mobile phone were another practice identified in the responses. This practice involves compiling a collection of links that direct students to online activities of varying levels of difficulty and complexity, often created or re-assigned on websites such as LearningApps or Wordwall. The teachers share these collections with the students either on learning management platforms such as Google Classroom (Tímea), gamification platforms such as Classcraft (Rebeka), by using interactive content creation tools such as Genially (Rebeka) and Canva (Emma), through web-based organisation tools like Symbaloo (Emma) or with QR codes projected on the smartboard or printed on paper and placed at various points in the classroom (Tímea). While in some cases the activities are sequenced in an order of gradual difficulty and students need to proceed with the activities in a linear fashion, in other cases students are given freedom to decide which tasks they would like to complete based on their readiness levels, interests, and learning styles. As Emma put it, these gamified collections provide a great opportunity to “support individual learning paths” (Emma). Rebeka shared a similar view by explaining that when students work on these quests:

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“Everyone has a sense of achievement, because in 40 minutes some students will complete three stations and others will complete five, but nobody is bored. They get points for their activities and at the end of the lesson, everyone is happy.”
 

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These activity sets may be construed as digital versions of the tic tac toe or learning centres, two of the most well-known activities traditionally used in DI (Blaz, 2016). The underlying idea of these activities is to give students a menu of choices, and it is frequently used in process differentiation, as it may contain different types of instruction such as direct instruction, concrete examples, worksheet practice, or more complex activities that all help students to make sense of the information they need to grasp and be able to use (Blaz, 2016).
 

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4.2.1.1.3 Product. When the participants discussed their approaches to product differentiation, i.e., tailoring the ways students demonstrate and extend their learning (Tomlinson, 1999), content creation tools such as Canva, Pixton and PowerPoint were identified as popular tools. All five participants assign tasks for creating digital presentations, either individually or in groups. As the teachers pointed out, these assignments help students to develop their research and presentation skills and also enable them to explore topics of personal interest and share their findings with their peers, which fosters a sense of ownership in their learning. While some presentations are one-off tasks assigned within the English lessons, others serve as end products of more comprehensive projects. An example for the latter that Emma mentioned was the Summercraft project, inspired by Minecraft, a widely popular 3D sandbox video game that offers a customizable, block-based world where players can construct buildings, landscapes and machines. In this project, students worked in groups to design a holiday resort using the video game. They were asked to develop details of the resort in Minecraft, and then create an English audio-video tour guide and send virtual postcards from Minecraft-Land, followed by a project closure session where each team presented their products as well as their reflections on their work. (The lesson I observed in Emma’s class was part of this project, the details of which are presented in Section 4.2.2.1.)

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Emma also dedicates time in her lessons for students to hold “genius hours”, where, using the abovementioned content creation tools such as Canva and PowerPoint, they present on a topic that they are genuinely interested in and good at. In Kamilla’s classes, a similar practice is followed as every trimester each student designs an individual project which they then present to their peers. As she put it, the focus is on strengthening their self-efficacy:

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“This is always about demonstrating what they excel at, and it can significantly boost their confidence, proving that even at the age of 5, students, including those with autism, can share their accomplishments and stand out.”
 

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Projects are part of the teaching and learning process at Tímea’s school, as well. One example she mentioned was the “Shark Tank” event, which, based on Content and Language Integrated Learning (CLIL), combines subjects such as Maths, English, and History, and gives students the opportunity to pitch business proposals with the help of ICT tools. The participants agreed that the assessment of these projects, which includes teacher, peer, and self-assessment, is highly important. Emma mentioned that this way “students learn that they have to take responsibility for their work”, while Tímea added that discussing “what worked well and how they can develop further” is a cornerstone of the process.

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Kamilla and Rebeka revealed another practice of theirs is to ask students to create stories in the form of a comic strip using the online tool Pixton. As Rebeka explained, these tasks require “a great extent of creativity” as students can change the appearance and the position of the characters as well as the background while they are creating stories about a given topic or grammar structure. The app can be used in collaborative mode too, which means that students work on the same comic strip but focus on different aspects: the visuals, the texts, or the storyline. The final products can be then shared with the other students too.

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In all the examples above, giving students the chance to create something new by applying what they have learnt and to share their creation with their peers, which are two principles of product differentiation cited in the literature (Blaz, 2016; Tomlinson, 1999), seem to be of crucial importance. Digital content creation tools such as Canva and Pixton appear to facilitate this through built-in features that support creativity and collaboration.
 

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4.2.1.1.4 Learning Environment. One of the distinct themes emerging from the participants’ answers was the use of technology to bring playfulness into the “climate or tone of the classroom” (Tomlinson & Moon, 2013, p. 2) through competition and collaboration.

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Firstly, participants mentioned the use of quiz games such as Kahoot (Bea), Quizizz (Tímea), Gimkit (Emma) and the quiz game function of Quizlet called Quizlet Live (Bea, Kamilla, Rebeka), where students can work individually or in teams to answer questions. In fact, when asked about their students’ favourite ICT tools, both Bea and Rebeka picked these quiz games as the absolute favourites. As Bea pointed out, these games “engage students in a gamified way”, which is “very important for young children” (Bea). Engagement was a keyword used by Rebeka, as well:

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“Quiz games engage them the most. Competition runs in their veins, especially for the younger students in the lower grades. Platforms that display and compare their scores are especially effective.”
 

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Besides, two teachers reported using a comprehensive gamification platform such as ClassDojo for younger learners (Kamilla) or Classcraft for older learners (Kamilla, Rebeka). (Classcraft was officially discontinued on 30 June 2024 but was still in use at the time of data collection in 2023.) As the participants explained, these platforms can be used to reward students with points for being active in class, completing in-class and home assignments, doing extra tasks, and helping each other, at the click of a button. Both ClassDojo and Classcraft are based on a point-collection system that makes it possible for students to level up and unlock rewards such as “receiving eggs that later hatch into avatars” in ClassDojo (Kamilla) or purchasing new “gear” for avatars in Classcraft (Kamilla).

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It is important to note that, as Kamilla pointed out, in several of these quizzes and platforms, there are built-in features that promote collaboration among the students, which mitigates the competitive aspect of the point-collection system and transforms it into a collective effort. In Classcraft, for example, not only can the teacher award points to the students, but students also have the opportunity to give points to each other. There is a “Kudos” function, as well, where students can write encouraging messages to each other. As Kamilla explained, they now “have a lovely Kudos wall, full of messages like ‘Thank you for working with me in class’, or ‘You’re a good friend’, and all of these in English”.

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Another example mentioned by Kamilla is the Quizlet Live quiz game, which can be generated on Quizlet using previously assembled study sets. She usually plays this game with her students in team mode to revise the vocabulary learned in a unit, with each student joining the game on a tablet distributed from the set that the parents bought for the school. In team mode, students are assigned to teams randomly and they need to work together to collect points. As each team member has a different set of possible answers, and the correct answer can be found with only one member of the team, they have to decide on the answer together. Thus, although these games have a competitive edge, the team mode mitigates this feature by making collaboration an equally important part of the game. Kamilla pointed out that this collaborative aspect is apparent not only to the teacher but also to the children. She recalled a recent memory of asking her students to rate the activity at the end of the lesson by showing a number from 1 to 5, with 5 meaning the best. As she explained:

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“The worst rating was 4. And 80–90 percent of the students gave it a 5. When I asked them what the objective of this game was, guess what—they concluded that it was about community building. Not learning, but community building.”
 

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Finally, it is worth mentioning the video game Minecraft used by Emma’s students, which, as was pointed out earlier, allows players to construct and customise a block-based world. In Emma’s class, the video game was used in the two-month Summercraft project, where students used PCs in the ICT room to build a holiday resort in Minecraft. In this project, the students designed and built various elements of the resort such as restaurants, beach areas, hotels and entertainment facilities. As Emma pointed out, while doing so, students can communicate in real-time to coordinate the tasks, solve problems together, and give immediate feedback to each other. As such, Minecraft serves as another example of a digital learning environment where students can create and collaborate in a virtual world.
 

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4.2.1.2 The Affordances of TEDI (RQ 3.2). Several affordances of TEDI were identified in the participants’ accounts. Most of these pertain to the students’ perspective, but some affordances related to the teachers’ point of view were also found. The results are summarised in Table 28 and are discussed in the following subsections.
 

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Table 28 Perceived Affordances of TEDI in Study 3
Student-related affordances of TEDI
Teacher-related affordances of TEDI
student choice
alleviation of workload
self-paced learning
enjoyment
increased motivation
 
increased self-efficacy
 
privacy
 
development of ICT skills
 
 

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4.2.1.2.1 Affordances for Students. One of the most apparent affordances identified in the participants’ answers with respect to TEDI was the great degree of student choice offered in this type of instruction. As the teachers pointed out, when students engage with the above-mentioned gamified, interactive activity sets or apps such as BookR, Educandy or Quizlet on a PC or a tablet, they can choose from multiple content and activities based on their interests, readiness levels and learning styles. Bea explained, for example, that in Quizlet students can choose the level of challenge they want when practicing words. As she put it, “not all of the activities are equally difficult”, and it’s great that “those who are more advanced have the option to choose more difficult tasks”.

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Kamilla also appreciated student choice when commending the wide range of “high-quality” books that students can choose from in BOOKR. She explained that she frequently assigns homework in this application and encourages children to choose a book based on their individual interests. As she argued:

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“They can click on it, and they can see what the book is about, and if they don’t like it, they can close it and read something else. They can also see the level. So, they can see that it’s Level 1, for example, and then it’s very clear whether it’s suitable for them or not.”
 

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Another affordance mentioned by the participants was the opportunity for students to proceed at their own pace. As Bea explained, “there are many apps, plenty, actually, where students see the results right away and then we don’t need to check them together”. In quiz games such as Kahoot and Quizizz, and in activities in Quizlet or EduCandy, students get points upon completing activities, which makes it possible for them to get immediate feedback and know if they chose the correct answer. As Kamilla put it:

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“Rewards become very visible. And students with special educational needs, e.g., students with ADHD need instant feedback. In these apps, they can see the feedback right away.”
 

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In the case of certain apps, self-paced learning is further enhanced by a built-in adaptive function. An example mentioned by Rebeka was pronunciation practice websites such as ELSA, which analyse the speech patterns of the students and modify the difficulty and the content of the exercises based on their performance. Other apps mentioned by the participants, such as Quizlet, BOOKR, and Kids A–Z, also have adaptive functions that alter the difficulty level of the questions in response to individual student answers, which makes it possible to provide personalised practice for each student.

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A further advantage that all participants mentioned was the motivational effect of ICT tools. As Tímea argued, “if we can motivate students with these then we should use them in class” since “we have to use the advantages offered by digital tools”. Kamilla’s views resonated with this idea as she said that these tools have an “amazing” motivational power that “puts children on track”. When discussing the ClassDojo gamification platform she uses for younger children, where students receive eggs upon earning points that then hatch into avatars, she said that it motivates them so much to collect points that she “can’t even describe it.” Motivation was emphasised by Bea, as well. As she explained, “by default, students are more enthusiastic about the activity” if it involves the use of ICT tools and “they are enjoying the whole thing more, they keep asking me when we are going to use these tools again, so you can really tell that they are more enthusiastic and excited”.

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Besides, students’ self-efficacy was also found to increase with the use of these tools. As Rebeka put it, students “work quite confidently” when using digital tools. Emma, who teaches students specialised in IT, said that when she assigns technology-enhanced activities, students look upon it as a vocational challenge and do not even think about the challenges related to learning the language. Kamilla was also appreciative of the role of ICT in fostering students’ self-efficacy. With regard to playing Quizlet Live, she said that “for children with autism, who otherwise scarcely talk in the lesson because they don’t like to speak in public, it is a really big achievement if they get to the third place in the game” and that she has “never experienced that ICT tools influence motivation or self-efficacy in a negative way”.

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Another affordance that Bea pointed out pertained to the protection of students’ privacy. According to her, students engage with these apps in different ways without necessarily being aware of the differences:

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“The way I see it, students do not really perceive the differences. I mean, everyone is focusing on their own task, and I haven’t heard them say ‘Hey, why is she/he working on a more difficult task?’ And I think it is great that it is not so direct. I mean, whenever I distribute paper-based task sheets then students do see that those are different. […] So, I believe differentiation can work much better [with these apps].”
 

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Finally, all participants believed that letting students use ICT tools in the EFL lesson does not only facilitate differentiation practices but also develops students’ ICT skills, which is very important as “we must capitalise on the fact that we live in a digital world” (Tímea). As Rebeka explained, students play a lot of online games at home, but when they use ICT tools at school “they realise that they do not yet know everything” and it is good “that they see how important IT lessons are”. Emma’s opinion very much accords with this idea as she said that developing students’ ICT tools also adds to the authenticity of learning, as students see that what they do in class can have practical value outside the walls of the school. One example she mentioned was that one of her students got hired for a job with the CV she wrote and formatted in her English class. Kamilla was also very vocal about the importance of developing students’ ICT skills and digital literacy:

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I believe that these apps demonstrate that the Internet isn’t something evil; it’s quite beneficial. They teach children, even from a young age, how to use their time online wisely, searching for and processing information rather than just playing games.”
 

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4.2.1.2.2 Affordances for Teachers. Two distinct affordances were identified with respect to how teachers see their work while implementing TEDI. These included the alleviation of their workload and the feeling of enjoyment over their students’ increased motivation.

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Firstly, Bea, Kamilla, Tímea and Rebeka pointed out that using these ICT tools significantly alleviates their workload, from planning through classroom management to assessment. As for planning, a common feature of many of the apps mentioned (e.g., BOOKR, Quizlet) is that they provide a variety of readily available resources or activities to be used, without requiring the teacher to prepare these differentiated tasks for their students. For example, as Bea and Tímea mentioned, in Quizlet, they can upload the vocabulary to be practiced, and then the app will generate the tasks itself and will also provide customised feedback and further practice for students, which can save a great amount of planning time. As for classroom management, Bea mentioned that through the opportunity for self-paced learning and immediate feedback, many of these tools provide solution to a common fear of teachers experimenting with DI, namely, how to make sure that all students are on task, following instructions and finish on time (Blaz, 2016). Besides, Bea and Kamilla appreciated how certain apps assist them in conducting assessments. As they pointed out, through these apps, they can retrieve detailed reports of their students’ performance, which makes assessment easier. For example, Kamilla explained that when she uses BOOKR she can see a statistic of who read what, as well as which tasks were completed and to what effect. This can help her to give “extremely precise” feedback to the students and to their parents. This seems to be an aspect that is especially important from the point of view of DI, since having a constant understanding of where students are at a particular time and giving ongoing, formative feedback is a cornerstone of differentiation (Blaz, 2016).

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Furthermore, all participants agreed that seeing their students motivated by these tools makes their work more enjoyable. The participants said that they “really enjoy” (Tímea) and are “motivated to teach” (Emma) technology-enhanced lessons because they see that their students are engaged. As Bea put it, it makes the job “much easier” because she can see that “it is good for the kids” and that “they are not bored in the lessons”. Rebeka’s response resonated with this, as she said that “I am happy if they are happy, and I love to see that they enjoy what they do in the lessons, that learning brings them joy and they are not bored in the lessons”.
 

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4.2.1.3 The Challenges of TEDI (RQ 3.2). Besides pointing out the affordances of TEDI, participants mentioned a few challenges too. While these were fewer in number than the positive aspects, they shed light on important issues that need to be considered when using technology for DI purposes. The main challenges are summarised in Table 29.
 

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Table 29 Perceived Challenges of TEDI in Study 3
Student-related challenges of TEDI
Teacher-related challenges of TEDI
getting addicted to ICT tools
finding the right balance for using technology
learning how to use ICT tools
learning how to use ICT tools
 
coping with internet problems
 

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Firstly, Rebeka and Tímea highlighted that finding the right balance for using technology poses a challenge both for them and their students. Rebeka said that “knowing how much time children spend with playing video games, it is a big dilemma for teachers to decide whether this addiction should be further strengthened by putting ICT tools into students’ hands and placing them into the online sphere.” Tímea was of a similar opinion, and highlighted the importance of holding “digital detox” sessions every now and then:

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“They are highly susceptible to becoming addicted to these tools. Unfortunately, this addiction is a real challenge that is very difficult to avoid. These children are exposed to the Internet 24/7, and sometimes it can be beneficial to return to traditional tasks. So, we have designated days for a kind of digital detox because there are instances when they receive so many stimuli that we need to switch back to traditional paper-based tasks for a while.”
 

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Besides, all the participants touched upon the difficulties posed by internet problems. As they explained, there is always a degree of uncertainty and “anxiety” (Tímea) as teachers don’t know for sure whether the internet connection will be stable in the classroom. Because of that, as Rebeka put it, when teachers devise a lesson plan based on online activities, “there always has to be a plan B” in case the connection gets lost. (The lesson I visited in Emma’s class was an example of putting ‘plan B’ into action, the details of which are presented in Section 4.2.2.1.)

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Finally, learning how to use the various ICT tools may sometimes also be challenging, both for teachers and students. Participants mentioned that mastering the use of certain apps require “a great deal of time” (Kamilla) and they should be prepared that students will have difficulties too (Rebeka) and will need time to get used to using these tools (Tímea). Nevertheless, the participants acknowledged that these issues arise only at the early stages of adopting new tools and they do not constitute a considerable hindrance in day-to-day teaching. As Emma, Kamilla, and Tímea pointed out, one possible way of addressing this issue is to transform the learning process into a shared experience by considering students as partners and appointing, as Tímea phrased it, “IT experts” in the group. These students can test the app from a user’s perspective, report issues to the teacher, and assist the teacher and their peers if any difficulties arise during the class.

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Besides, in the case of four participants (Bea, Kamilla, Rebeka, Tímea), knowledge sharing among colleagues also proved to be important. For example, in Tímea’s school, there is a “collaborative corner” where colleagues share materials, tasks, URLs, QR codes, and other resources. Bea and Rebeka, who work at the same school, also said that they exchange ideas regularly. At Kamilla’s school, a mentor system helps teachers with less experience in certain aspects of teaching to gain more confidence. In her case, this support was transformative in building her technological skills. As she explained:

Jegyzet elhelyezéséhez, kérjük, lépj be.!

“I was the one who needed help to turn the computer on. … I am 48 years old … And I had a terrible fear about these things. But I saw how naturally colleagues use technology here. … I have a mentor colleague here, and I asked many things from her about what tools she recommends. … We have this internal sharing of information. … So, I would just like to say that in case anyone is afraid because they are over 50 or anything like that… these things are not complicated. They seem much worse at the beginning than when you start to use them, and you will learn how to use them in practice. So, I really recommend using these tools to everyone. After all, this is the 21st century, so let’s use technology smartly.”
 
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