# data[].attributes.body
A technology integration planning models.

It is a problem solving model that is useful when teachers are faced with selecting best strategies & materials & they decide that they would like to try digital technology to meets their needs.

Also as guide that ensures the efficiency of integrated technology about whether it meets, the needs or not.

In this models, there are 5 phases which prepare you to set & implement your technological intergration into teaching process efficienly & successful.

1. PHASE 1: DETERMINE RELATIVE ADVANTAGE
- You need to defined the advantage of technology in teaching in order to see the possible good solutions & new better ways work with this integration to give up your traditonal routines.

2. PHASE 2: DECIDE ON OBJECTIVES & ASSESMENT
- You decide the objectives & assesment methods that best suit with this integration.

3. PHASE 3: DESIGN INTEGRATION STRATEGIES
- You should defined your own teaching strategies and activities work best with this approach.

4. PHASE 4:PREPARE THE INSTRUCTIONAL ENVIRONMENT
- You sholud prepare a healthy teaching environmnet that provides effectiveness technology integration.
- At this point, you should have efficient technical support to make a healthy atmosphere.

PHASE 5: EVALUATE & REVISE INTEGRATION STRATEGIES
- You should have come up with a pros & cons list of the technology that you used in your lesson.
- You should define what worked well & what could be improved.

# data[].attributes.body
An information system theory that models how users come to accept & use technology.

The model suggest that when users are presented with a new technology, a numbers of factors influence their decision about how and when they will use it notably.

1. PERCEIVED USEFULNESS (PU)
- Was defined by Fred Davis as ' the degree to which a person believes that using a particular system would enhance his/her job performances.

2. PERCEIVED EASE OF USE (PEOU)
- Davis defined this as ' the degree to which a person believe that using a particular system would be free from effort'.

# data[].attributes.body
A useful model for educators as they begin to use digital tools & strategies to support teaching & learning.

The model designed around the idea that content ( what you teach ) & pedagogy ( how you teach ).

Its must be the basis for any technology that you plan to use in your classroom to enhance learning.

1) PEDAGOGICAL CONTENT KNOWLEDGE ( PCK )
- Knowledge the teachers have about their content.
- Identify by Shulman (1986), evidence can we see as we consider the different strategies that science teachers use as compared to the strategies used by language arts teachers.
- Their specialized knowledge allowa teachers to use the most effective methods for teaching specific content.

2) TECHNOLOGICAL PEDAGOGICAL KNOWLEDGE (TPK)
- Its is a set of skills, identified by Mishra & Kohler ( 2006 ) which teachers develop to identify the best technology to support a particular pedagogical approach.

3) TECHNOLOGICAL CONTENT KNOWLEDGE (TCK)
- Its a set of skills, identified by Mishra & Kohler (2006).
- Which teacher acquired to help identify the best technology to support students as they learn content.
- For instance, if you wanted your students to recognise & understands the sequence of steps leading up to content.

# data[].attributes.body
A framework created by Dr.Ruben Puentrdura that categorize 4 different degrees of classroom technology integration.

This model shows a progession that adopters of educational.

Created to share a common language accross dicipline as teachers strive to help students visualize complex concepts.

SAMR model is to assist instructors with determining the levels of technology integration in the learning environment.

The goals is to introduce technology into the planned curriculum & then determine if the technology is enhanching @ transforming the learning.

4 concepts of SAMR:

1. REDIFINITION - Technology allows for the creation of new task, previously inconceivevable.

2. MODIFICATION - Technology allows for significant task redesign.

3. AUGMENTATION - Technology acts as a direct subsitute, with functional improvement.

4. SUBSTITUTION - Technology acts as a direct substitute with no functional change