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"Acquisition of new knowledge is based on many voices and collaboration " (GCU, 2021). As individuals experience the world and reflect upon their experiences, they build on their learning and add new details into their pre-existing knowledge." (Main, 2021)

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"Acquisition of new knowledge/behavior is based on environmental conditions" (GCU, 2021). Behaviors are learned from the environment, and says that innate or inherited factors have very little influence on behavior. (2020)

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"Connectivism is a relatively new learning theory that suggests students should combine thoughts, theories, and general information in a useful manner. This theory accepts that technology is a major part of the learning process and that our constant connectedness gives us opportunities to make choices about our learning." (2021)

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TPaCK Framework identifies three types of knowledge instructors need to combine for successful EdTech integration in the classroom. This theory integrates technology into the classroom (2022).

Technology Integration Matrix provides a framework for describing and targeting the use of technology to enhance learning (2019). This theory sets the foundation for how digital learning should be established in the classroom.

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Invitational Learning theory believes that one person could benefit from another (Purkey & Novak, 2015). This theory relates to Behaviorism because it encourages students to interact with others and their surroundings.

Reciprocal Teaching is an instructional model that turns the student into the teacher. The teacher will model what they would like the student to do, then guide the student through the strategies to teach to their classmates, then the student will assume role as the teacher by leading the lesson. This model relates to this theory because students gain knowledge based on the change of their role from student to teacher.

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Direct Instruction is a model where the teachers use direct teaching techniques to teach a specific skill to their students.

Learning Circle Model is a model that allows students to collaborate and share ideas. The goal of a learning circle is to build, share, and express your knowledge with your group members. This model allows students to collaborate and hear the voices of other students.

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"The Learning Theory of Cognitivism concentrates on how a person's mind receives, organizes, saves and retrieves information. The cognitive theory believes that the human mind functions like an information processor or computer." (Main, 2021)

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Gagne's 9 steps of instruction includes gain attention from the student, inform students of the objectives, recalling prior knowledge, present content, providing guidance, eliciting performance, giving feedback, assessing, and enhances transfer.

Active listening is an approach that involves actively engaging students with through discussions, problem solving, role playing, and other methods. This model allows students to acquire new knowledge.

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Memory Drills: students will complete memory drills to assess skills that are learned in the classroom. By completing memory drills, the students will continue to gain new knowledge through repetition.

Timed Activity: students will complete an activity given with only a certain amount of time. By completing timed activities, the students are able to gain knowledge through attention. Students will have to pay attention while completing these assignments because they are timed.

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Crowd storming: Students come together with their classmates to generate new ideas and brainstorm solutions to specific problems. By completing crowd storming, students are able to gain more knowledge through the voices of their classmates.

Think Alouds: During this strategy, the teacher reads a passage aloud and pauses while reading the passage to allow students to share their thoughts aloud. This strategy allows students to hear the thoughts of their classmates. This may help students to gain knowledge of the topic in a different way.

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Extrinsic Rewards: This strategy provides rewards to students for doing a specific thing. This acts as motivation for students. Students are able to change their behavior based on the rewards given.

Learning Menus: Using a learning menu in your classroom is a way to differentiate instruction for your students. This strategy provides flexibility to students in terms of the learning activities they choose. This strategy is a change from the normal way of learning in the classroom, so students will acquire new knowledge based on the flexibility of the activities.

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Ask Three Then Me: Students will use their strategy to ask their peers questions about a specific topic before their teacher. In a virtual setting, the teacher can place their students into breakout rooms so the students have the private space to discuss the topic together. After the students have discussed the topic with one another, the class will reconvene and discuss what each group talked about.

TAG Writing Strategy: Students use this strategy to provide feedback to their classmates' writing. Students will pair up (in person or through a break out room), and read each others writing. After the students are done reading, they will complete the TAG(Tell something you like, Ask a question, Give a suggestion) strategy. Students are able to give verbal feedback, written feedback, or virtual feedback through an online form.

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Matching Game: With matching games, students are able to strengthen their memory, attention, and concentration.

Sentence Building: With this activity, students are given a bag of words or a document of words in a virtual setting. Students then use the words that are given to them to build sentences. This activity helps to strengthen students' attention and concentration.

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Listening Triangle: Students work together in a group of three (the speaker, a questioner, and a note-taker). The speaker will explain a topic, the questioner asks for clarification, and the note-taker observes and gives feedback to the speaker and the questioner. Students can also switch roles in the listening triangle. This activity allows students to hear the opinions of their classmates.

Peergrade: The teacher gives their students an assignment and a rubric. After the students complete their assignment, the teacher will use Peergrade to randomly distribute the assignments to different students in the class. Students will use the rubric created by the teacher to provide feedback. Students are also able to rate the feedback they received from their classmates.

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Boddle: With Boddle, students are able to practice math skills assigned by the teacher. When students answer a certain amount of questions correctly, they are given "boddle money" to buy things from the virtual store. This serves as a positive reinforcement to the students because they are earning rewards while learning skills taught in class.

Blooket: Students answer questions and complete the tasks during a Blooket game. For every correct question, students earn points to use during their tasks. Students also receive a green screen with a checkmark, which is a positive reinforcement for some students. Once the game has ended, the three winners of the game appear on the screen.

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Webquest: Students will create a Webquest guide based on topics given by the teacher. Students can use this guide to assist them with navigating the internet and providing shortcuts to online resources.

Digital Escape Rooms: Students must answer a series of questions correctly to try to escape the digital escape room. This activity could be done using a Google form or in separate breakout rooms during a video conference.

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Microlearning: This method breaks complex topics down into smaller portions (Chai, 2020). Microlearning allows the content that is learned to be chunked to reduce the student's cognitive overload.

Personalized Learning: This method tailors to the learning of each individual student (Dani, 2023) . Unique learning experiences are created for each student based on their abilities and attention.

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Gamification: Teachers use this trend when they are implementing online games such as Kahoot, Blooket, and Quizizz into their classroom. Gamification incentivizes students to learn and practice, improving the overall learning process. (Dani, 2023)

Virtual Reality and Augmented Reality: This trend allows students to have increased access to information (Childs, 2022). VR and AR help teachers enhance their instruction because of the wide variety of content that could be researched using this trend.

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Brain Breaks: This trend includes quick, structured breaks using physical movement, mindfulness exercises, or sensory activities (Morin, 2023). Brain breaks allow students to get up and move around the classroom so they are better focused for the next lesson.

Positive Reinforcements: This trend focuses on rewarding student for doing well. This could include good behavior or achieving an academic goal. Positive reinforcements serve as a motivation to students.

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Flexible Seating: The trend is allowing students to pick where they would like to sit and providing a seating option for them. Flexible seating builds a sense of community in the classroom.

Flipgrid: This trend is a social learning platform for class discussions. Teachers are able to assign topics and students are able to respond to the topics with videos. Students are also able to respond to their classmates' responses with a video as well.