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The Triple E Framework focuses on using technology to Engage, Enhance, and Extend learning. It helps close the Digital Use Divide by ensuring technology is actively used to increase student motivation and participation, regardless of access. It addresses the Digital Design Divide by promoting the thoughtful integration of technology, ensuring that it not only supplements but transforms learning, allowing students to apply their knowledge in real-world contexts and collaborate beyond the classroom.

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For students in the 4-7 age range, technology can be used for engagement by incorporating interactive apps or games that promote active participation in learning. For example, using an app like Kahoot! can turn a math lesson into a fun, competitive quiz game where students can answer questions in real-time, earning points for correct answers. This approach motivates students to stay focused, encourages them to actively participate, and adds an element of excitement to the lesson, helping them stay engaged and interested in the content.

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For enhancement, technology can be used to deepen learning by providing interactive tools that allow students to explore content in more dynamic ways. For example, using a virtual science lab simulation, like PhET Interactive Simulations, can help students experiment with concepts like gravity or electricity, which they may not be able to explore in a traditional classroom. This type of technology enhances understanding by making abstract concepts more tangible and engaging, helping students gain a deeper and more meaningful grasp of the subject.

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To extend learning, technology can help students apply their knowledge beyond the classroom. For example, students can use Google Earth to explore different countries and landmarks they are learning about in social studies. By virtually visiting places around the world, they can connect classroom lessons to real-world experiences, extending their learning beyond the textbook. This allows them to collaborate with peers globally, engage with cultural contexts, and see how the concepts they learn in class apply to the wider world.

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The Triple E Framework is a research-based tool, to evaluate how well educational technology supports educational goals. It emphasizes increasing student learning through effective use of technology. The framework promotes inclusive, contextual, and customized tech use by placing a strong emphasis on growth and improvement. It promotes equality by assisting teachers in creating learning environments where all students are represented in the learning process and become creators rather than only consumers.

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For the age band 4 to 7 technology can be used for engagement by having apps that promote active and not passive use. Using Quizzizz to review a lesson is one example. Students remain engaged, involved, and enthusiastic because of the game's point system and entertaining graphics. Students also receive immediate feedback, which helps with their learning process.

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Technology can be used for enhancement for the ages 4 to 7 by using apps that deepens their understanding of what is being taught. For example, students will use sequencing to write and draw a short story.  They will do this by using a digital storytelling tool that lets them enhance their pages with stickers, pictures, or sketches.  Students are creating projects rather than only learning sequencing on paper, which improves the students' understanding and creativity.

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For ages 4 to 7 students can extend their learning using technology. For example, in a lesson on plant development and its parts, students will use the digital tool, seesaw, to expand their ideas. Students will go home and snap a picture of a plant they observe after learning about plant growth in class. Applying what they have learned, students record their voice describing the plant's sections and upload it to Seesaw. Students would relate what they learned in class to the real-world.

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The triple E Framework is about engagement, which is the ability to truly make your students part of the lesson, enhancement, which is the ability to make your lesson much more effective in communicating its point (typically with tech) and extension, which is the ability to take learning out of the classroom. These can help close the digital design divides by having teachers make their lessons so that all students are able to learn and use technology despite their background or access to technology.

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As, a secondary English educator, I can have students take turns reading pages in a story and have them discuss their pages with the class later.

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To enhance my lesson, I can have a collaborative annotation tool of the book we are reading in class where students are required to make at least 3 annotations whenever we are reading it. This can allow for students to learn from each other, ask questions, and share their ideas.

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I can extend my English class by having students read one book of their choice at home and discuss it with the class at the end of each week.

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The Triple E framework is a framework that focuses on using technology to engage, enhance and extend student learning. This framework focuses more on learning goals than on the actual technology used. This can help to close the digital use divide by designing lesson plans that incorporate technology and help educators to ensure that each child is able to learn with the technology no matter the obstacles the student may face. It helps to close the digital design divide by promoting learning goals over specific technology tools. With this framework, you can start with your learning goal and work backwards, integrating technology and finding tech that will help to transform learning and allowing students to use real world applications.

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For the age band 8-11, technology can be used for engagement by using tools that would not only encourage the students to do the work without extra distractions but also would encourage them to work together on the assignment as well. In this age band this can look like working on a project on land masses. Start by sorting the students into groups and having each group draw a different land mass (continents would likely give the most to work with). These students would then be given different tools and resources to work together and research their assigned landmass. They would study the architecture, the climate and the ecosystems that thrive there. They would share a document together to keep track of research. The next step would be to create a model of part of their landmass. This could be a live model, turning it to an art project, or this could be a rendering on one of the many online drawing or architecture sites. Students would also create either a slide show or an infographic about their landmass that they could share along side their creation. This project would not only integrate technology, but it would excite students about the learning they were doing, allow them to focus on the task at hand and ensure that they are being active and social learners, rather than just working on this alone.

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For Enhancement I can use the same example as before. For the age band 8-11, technology can be used for enhancement by demonstrating a deeper and more complex understanding of the assignment they are working on. Enhancement also allows for scaffolding and creating paths that are not available in traditional lessons. In this age band this can look like working on a project on land masses. Start by sorting the students into groups and having each group draw a different land mass (continents would likely give the most to work with). These students would then be given different tools and resources to work together and research their assigned landmass. They would study the architecture, the climate and the ecosystems that thrive there. They would share a document together to keep track of research. The next step would be to create a model of part of their landmass. This could be a live model, turning it to an art project, or this could be a rendering on one of the many online drawing or architecture sites. Students would also create either a slide show or an infographic about their landmass that they could share along side their creation. This project would not only integrate technology, but it would allow for students to scaffold off of each other. It would allow for students to gain and demonstrate a deeper understanding of the concept, as they will have to understand how each land mass functions in order to make a rendering of it. The digital creation tools will allow for more in depth renderings than a real life model would, since they would be able to include things such as climate, complex ecosystems and land curvature.

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In age band 8-11 extension could look like students working on a recycling or trash collection project. Students would learn in the classroom about trash, recycling and composting, bringing in local experts (in person or via zoom), and working together to create projects and proposals. This could extend outside of the classroom by having students teach their parents about the recycling process and encouraging them to be on the look out for places that offer recycling cans rather than just trashcans. This will also help them when they are older as more people need to understand proper recycling and composting procedures.

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The Triple E Framework is a model that helps educators integrate technology into their teaching in a meaningful way, focusing on three key components: engagement, enhancement, and extension. Engagement ensures that technology makes learning more interactive and motivating for students. Enhancement focuses on using technology to deepen students' understanding and make learning more effective. Extension allows students to apply their learning outside the classroom, connecting them to real-world experiences. This framework is helpful in closing the Digital Use Divide and the Digital Design Divide. By engaging all students through interactive technology, improving their learning with personalized resources, and extending their experiences beyond the classroom. The Triple E Framework provides opportunities for access to technology and ensures that students are prepared to use technology creatively and critically. This approach helps bridge gaps for students who may not have access to technology outside of school and adapts an inclusive learning environment where all students can succeed.

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For early childhood education (4-7), an example of how technology can be used for engagement is through interactive storytelling apps. These apps allow students to explore stories with animated characters, sound effects, and interactive features like tapping objects on the screen for sound or action. Endless Alphabet teaches children vocabulary and letters by having them interact with animated letters and words. The engaging visuals and interactive elements catch their attention and keep them focused on the learning process, making it fun and motivating for students to participate in lessons. This type of technology helps build curiosity, encourages active participation, and improve the learning experience.

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For the age band 4-7, an example of how technology can be used for enhancement is through interactive math games and apps, like Todo Math. This app allows students to practice basic math concepts such as counting, addition, and subtraction, but in a way that is engaging. The app adapts to the child's skill level, providing personalized challenges that helps their understanding of math concepts. By using colorful visuals, fun characters, and gamified elements, the technology enhances the learning experience by making concepts more concrete and accessible. This app also offers immediate feedback, which helps students to learn from their mistakes and improve their understanding in a more interactive and supportive way than traditional methods.

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For age band 4-7 an example of how technology can be used to extend learning is by using tools like Flipgrid to encourage students to share their thoughts or reflect on a lesson at home with their families. After learning about community helpers in class, students could go home and record a short video talking about someone in their neighborhood/community who helps others, like a mail carrier or firefighter. This allows them to take what they learned in class and apply it to their real-life experiences, while also building communication skills. It also allows families to get involved, so they can see what students are learning and talk about it with them at home.

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The Triple E Framework helps teachers make sure technology actually supports learning- not just keeps kids busy. It focuses on engagement, enhancement and extension so technology use feels intentional and meaningful. It also is a great way to help close the digital gaps by guiding teachers to design better, more inclusive lessons.

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Using tools like Kahoot or Boom Cards turns review time into a fun game that keeps kids focused and excited to participate. It is especially helpful for younger students who learn best through play. It also gives teachers quick feedback on who is understanding and who needs a little more support.

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With Seesaw, students can explain their work out loud, which helps them process their thinking in a deeper way. It is especially great for little kids who might not be confident writers yet. Teachers and families also get a better look into what the child is actually understanding.

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Using Flip, students can share what they have learned in other classrooms, even across the country. It makes learning feel more real and gives them a chance to practice communication in a fun, low pressure way. They get to be proud of what they know and connect with a bigger world beyond the classroom.

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The triple E framework is made up of engagement, enhancement, and extension. It allows educators to use technology in a productive way. It can help close the digital use and digital design divides by making learning enjoyable for all students and providing all students with equal opportunities to succeed. Educators can also find ways to make their lessons work for diverse learners.

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For age bands 4-7, I can use tools such as read-along. This tool allows students to follow along with a book that is read out loud with interactive features. This would be great for a child who is unable to read yet or is an auditory learner.

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Learning websites such as ABC Mouse can help students enhance what they have learned. This formats the learning into games and activities, making it more appealing for young children. They also receive feedback so they can see the areas where they need to improve.

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A platform such as Seesaw can extend learning since it involves the student's family and allows for the content learned in class to be talked about at home.

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The Triple E Framework is a system by which educators can evaluate their integration of technology by assessing three different areas: engagement, enhancement, and extension. When considering the Digital Use and Digital Design Divides, this framework helps educators to consider how their classroom instruction is affecting individual students, allowing them to alter their instruction to better accommodate students who may be susceptible to these divides.

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For Age Band 12-14, engagement with technology can look like many different things. One example I found useful during my most recent field experience was a game of Jeopardy that helped students review for their upcoming test. Students were incredibly engaged during this activity and they did well on their test the following day.

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For Age Band 12-14, enhancement with technology can look like many different things. One example I found useful during my most recent field experience was the use of Libby, a library software that allows students to check out ebooks & audiobooks. Students read the novel Long Way Down as a class novel this past unit, and during class, an audiobook version played to help them follow along.

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It is used to provide an alternate learning environment for children through integrating technology. It ensures a learning environment for the kids where they grow together, thrive, and are comfortable with their education environment and ways of learning. It's all inclusive and has the goal directly on the students learning and growing throughout the school system/environment. It can help close the DUD and DDD by having the teachers learn this alternative way of teaching to teach children it which shows everyone equal opportunities and chances to grow their minds everyday all day!

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For Age Band 12-14 extension with technology can look like many different things. One example I found useful during my most recent field experience is the school's introduction of STEMester Days, which were field trips based on the school's STEM initiative. Allowing students to explore the STEM aspects of their learning outside of the typical school day allows them to integrate their everyday learning into other parts of their lives.

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In age band 4-7, I can use tech tools such as audio books/read aloud books to better help students engagement and pronunciation of words, sounds, phrases, sentences, etc.

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I can use the same example as the ENGAGEMENT piece of this assignment because enhancement refers to things that provide someone (in this case children) with a deeper comprehension behind what is going on. For example audio books where the child can follow along. They can be shortened or sped up and that child can break words together or part. Different sounds and the way the speaker is speaking the child can then connect dots like if he or she is upset or sad etc.

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Going based off of my previous read aloud/audio book examples for age band 4-7. I can have the children's homework be to finish certain books and/or related books at home through audio and come to class the next day prepared for conversing what they have learned. This extends there learning by showing me that they can do what I taught them independently and this also shows me that what I am doing is working in the classroom!

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The Triple E Framework is an idea that focuses on instructional strategies and reflecting on how they are engaging, enhancing, and extending learning. It can be used to help close the digital divide because it can have teachers think creatively about the technology they are using and to reflect on the questions offered under each of the three E categories about the effectiveness of the tool.

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For students ages 4-7, an example could be an interactive game on the board that students respond to on their own devices such as Kahoot. It will keep students on task and adds an aspect of competitiveness and collaboration to keep students engaged in the learning.

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For ages 4-7, technology can be used to help guide learning and an example could be an interactive website that helps students learn phonics. The website may have examples of phrases of words that students can play over and over at their own pace and respond.

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Technology can be used to expand learning for students ages 4-7 if they are given an assignment that has them observe things in the real world and apply it to their learning. An example could be learning shapes and going home and identifying 3 things in their house with that shape and reporting back to the class.

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The Triple E Framework is a tool that helps educators use technology effectively by focusing on engagement, enhancement, and extension of learning. It supports teachers in designing lessons that go beyond just using tech for convenience, ensuring students stay focused, gain deeper understanding, and connect learning to real life. By promoting intentional and meaningful tech use, the framework helps close both the Digital Use and Digital Design Divides, making digital learning more equitable and impactful for all students.

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For children ages 4–7, an example of using technology for engagement is an interactive storytelling app like Book Creator. Instead of just listening to a story, students can tap on words to hear them read aloud, add their own voice recordings, or drag and drop images to create their own digital stories. This hands-on, interactive experience keeps young learners focused, excited, and actively involved in the learning process.

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For children ages 4–7, an example of using technology for enhancement is using a math app like Moose Math or Todo Math. These apps provide immediate feedback, visual supports, and interactive activities that help students better understand number sense, counting, and basic operations. The technology enhances learning by offering personalized practice and making abstract concepts more concrete through engaging visuals and sounds that go beyond what traditional worksheets can provide.

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For children ages 4–7, an example of using technology to extend learning is having students use a tablet to take photos of shapes they find in the real world (like circles in wheels or rectangles in books) and then create a digital collage or slideshow to share with the class. This activity connects classroom learning about shapes to their everyday environment, helping students see how what they learn in school applies to the world around them.

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The Triple E Framework focuses on how technology can engage students, enhance learning, and extend it beyond the classroom. It helps close the Digital Use Divide by encouraging active, thoughtful use of technology, not just passive activities. It also addresses the Digital Design Divide by guiding educators to create meaningful and effective digital lessons for all learners.

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For students ages 7–11, an example of using technology for engagement could be using Flip grids, where students record short videos to share their thoughts or responses to a question. This lets them express themselves creatively, builds confidence, and keeps them actively involved in the learning process through a fun and interactive platform. It will prepare them for later ages when they will use similar platforms as well.

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Technology can be used to deepen understanding for enhancement. For example, students ages 7–11 can use Google Slides or Book Creator to create digital books or presentations that include images, audio, and video. This allows them to organize their ideas, explain concepts in their own words, and demonstrate learning in a more meaningful and personalized way.

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To extend learning for ages 7–11, technology can connect classroom concepts to real-world experiences. For example, students can use virtual field trips through platforms like Google Earth or Discovery Education to explore places they’re learning about in social studies or science. This helps them see how what they’re learning applies outside the classroom and sparks curiosity to keep exploring topics on their own.

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The triple e framework is a tool based on enhancing, engaging, and extending learning through the use of technology. Through this framework, students' opportunities broaden and they can become more interactive with the lessons. This framework helps to close the digital use and digital design divides because it has students and teachers working simultaneously to improve both teaching and learning. It aims to ensure that everyone is able to learn well.

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My age band is 4-7, early childhood. Technology can be used for engagement with this age band by developing memory and complex thinking through puzzle games. The child won't necessarily think they are learning, but a puzzle is very beneficial to learning development as it is challenging and requires critical thinking.

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Enhancement through technology in the 4-7 age band could be something like Class Dojo. In this app, teachers can reward good behavior and takes notes on students. Students can ask questions, showcase their work, and monitor their points. These features can enhance education by making them excited to come to school and interact in the dojo.

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Learning can be extended via technology for students ages 4-7 through typing and spelling games. You can't really practice typing on paper, but an interactive game with points is very motivating and beneficial for learning how to type. Spelling games, like letter catcher, can allow students to think quickly and critically about word order and letter placement.

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The Triple E Framework is an instructional model for educators to follow to best implement technology into their learning. The Triple E Framework Model helps educators efficiently implement technology, ensuring its benefit for students and making sure it engages, enhances, and extends students' learning and knowledge.

Triple E Framework can significantly help close the digital divide, ensuring students are efficiently learning with technology. By using technology to engage, enhance, and extend the learning and knowledge of students, educators are closing the digital divide within our society.

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For the age band 4-7, technology can be used for engagement by creating an interactive story book. Students can read a book as a class, and then analyze how they feel the book should end. They can creatively compose their own ending to the story on digital platforms like seesaw. Students can use their imagination and draw using online tools to enhance the characters of the story and with help from educators, students can narrate their own ending to the story. This would greatly engage the learning of this age band.

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For the age band of 4-7, technology can be greatly  used to enhance learning through online phonics. Students can listen to sounds and match it to the correct letter, practicing sound and letter recognition through the use of digital tools. They can use digital platforms like ABC mouse that have phonics interactive learning games and videos.

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For the age band of 4-7, technology can be greatly used to extend learning through transforming the traditional pen-pals lesson with technology. Students can record themselves speaking and use online digital resources to share them with students and partners at other schools, relaying information in a new and exciting way. This can help them learn more about students in other schools, and cities, exposing them to diverse perspectives.

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The Triple E Framework is a tool used to evaluate how well technology supports student engagement, enhances learning goals, and extends learning beyond the classroom. It helps close the Digital Use and Digital Design Divides by guiding educators to move beyond passive tech usage, like utilizing Google Forms and translations from paper to digital, to incorporate active and engaging technological material for students to use. This makes these technological experiences student-centered for digital learning.

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Within age band 12-14, an example to extend technological use in the classroom to create a connection to their real-world experiences, can include students analyzing scientific experiences concerning their location. Thinking back to my previous field experience, I incorporated a personalized section regarding a unit on plate tectonics and plate boundaries. This included students observing the effect of plate boundaries and their impact on Charleston and the city's foundational structure, although we do not live on a plate boundary. Students were asked to complete a research project in which they compare the impact of plate boundary formations, like mountains and volcanoes, and how that impacts the production of things they utilize in their life (like coffee), and compare how the structure of Charleston, historically, has been affected by plate boundary movement(earthquakes)

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One tool I found extremely helpful in my most recent field experience was the use of Desmos applications to help students engagingly practice math problems and to check their work completed through other worksheets or applications. Desmos also provides connected powerpoints that helps students reflect on them to understand the process of working through problems regarding specific mathematical concepts.

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An engaging application I've found to be useful within math and science classes in the age band 12-14 has been the Desmos application. For instance, when teaching a lesson regarding Scientific Notation, I found it usefully to alot students questions that gave them visuals on how scientific notation is useful in real world aspects. Desmos provided examples where students were required to translate between scientific and standard notation to fill test tubes or determine the distance between planets.