Advice, Education, Graduate Student, Technology

Ayesha Anas, Ed Tech for Teachers

A smiling young woman in business attire and a colorful headscarf
Ayesha Anas, NU Scholar and Future Educator, shares her insights and tips on educational technology for today’s classroom

Featured Educational Technology Apps for Pre-Service Teachers

By Ayesha A. Anas

Even though COVID-19 abruptly changed the classroom dynamic from in-classroom to distance learning, it has certainly not detached teachers from the usage of educational technology tools. As pre-service teachers anxiously prepare for student teaching, what advances them, is their knowledge and implementation of pedagogy-based technology tools. Enlighten yourself by reading more about three ground-breaking applications that will enhance your teaching!

Are you looking for cutting-edge educational technology applications to use? As a pre-service teacher, passionate about leveraging digital applications, I highly recommend that aspiring elementary school teachers learn how to integrate technology into the classroom. Technology integration involves the usage of technology in the classroom to empower students with their learning. Pre-service teachers must learn how to leverage technology to address the needs of the digital generation, referring to those who grew up in a technology-enriched society and are comfortable using technology.

I further recommend the following three educational enterprising tools for future elementary school teachers to utilize for successful, engaging teaching. I encourage pre-service teachers to consider my suggestions and to explore distinct ways to adapt these unique tools creatively for their personal use in the classroom. Out of the plethora of valuable educational technology applications, I chose these three as a starting point for pre-service teachers when beginning to learn about diverse tools to use. I further use unique techniques and tried-and-true methods to optimize my usage of these applications.

Number 1: Adobe Spark (

Adobe spark screen shot

Adobe Spark is available for free and conveniently caters to educators. It was created by Adobe, one of the prevailing industry leaders in design software and publication. Furthermore, Adobe Spark is a suite of three fascinating content-creation tools: Spark Page, Spark Post, and Spark Video. Moreover, users can easily create stunning, magazine-style web pages with Spark Page, alluring graphics with Spark Post, and engaging videos with Spark Video. The paramount part about these three applications is that they barely require any professional design experience. Additionally, Adobe Spark caters to the creation of a variety of suitable educational content, from subject-matter videos with Spark Video (e.g., explaining the American Revolution to fifth-grade students in a social studies unit) to presentation slides with Spark Post that introduce vocabulary words.

The experience I gained while I was a private school teacher using Adobe Spark invoked me in creating compelling content. I used Adobe Spark to create appealing presentation graphics and stunning newsletters for parents with Spark Post and Spark Page, respectively. Additionally, I assigned projects for students to develop a captivating acrostic graphic of their names with Spark Post and About Me web pages with Spark Page. All these products ended up becoming academically beneficial and motivating, which is a metamorphosis to one’s teaching and enhances students’ learning.

For more information, I highly recommend that pre-service teachers  visit This website contains examples of student work and information on using Adobe Spark’s free premium features for classroom teachers. Conveniently, Adobe Spark is also available on iOS devices.


Number 2: Classcraft (

classcraft screenshot

Classcraft is a gamification platform that is excellent for classroom management. It increases student engagement and motivation by harnessing the power of games to boost learning. With compelling features, Classcraft promotes positive learning experiences. Although the application encourages the use of games to enhance one’s teaching, it does not promote video-gaming. Classcraft does include video-gaming elements, such as gaining and losing points, as well as customizing characters. Additionally, it primarily focuses on behaviorist principles for behavior management by enabling the teacher to award or subtract points from students. This feature ends up encouraging constructive behaviors from students.

I used Classcraft with a variety of students from different grade levels, and they loved it. It motivated one at-risk student to achieve better grades and earn points for rewards. He ended up being accountable for his work and getting perfect scores on his exams. I was delighted and felt emotional of the positive learning outcomes. Overall, I could focus more on teaching rather than continually dealing with behavior issues. Classcraft enhanced my classroom management and helped to intimately bond with my students.

Although the paid version of this application has additional attractive features, the free version still has merit. Moreover, the free version includes gamified classroom management (e.g., with a point system), customizable characters that enhance personalization, and convenient parent features (e.g., parents implementing Classcraft at home to award their children with points, parent-teacher communication). Furthermore, the additional features from the paid version are worth investing in to increase classroom management. For example, teachers can create personalized learning quests and utilize useful tools (e.g., noise meter, formative assessment boss battles).

Furthermore, this application may be developmentally appropriate for third-grade students and higher. It may be feasible to implement with primary-grade students, as long as they are interested in fantasy genres (Wayne, Gavin, & Read, 2016). However, the point system might not be suitable for children under five years old because they do not understand the concepts of video-gaming.

For more information, watch this video:

Number 3: Kahoot! (

Kahoot screenshot

Kahoot! is a valuable game-based learning platform that enables users to create quiz games effortlessly on any subject or topic. Teachers can create effective quizzes to introduce a unit, conduct pre-assessment, reinforce knowledge, and even gather formative assessment data to monitor students’ learning and inform future instruction.

Kahoot! is a dynamic application for students to play engaging games that measure their knowledge of a particular subject. Teachers can create a variety of multiple-choice quiz questions and add additional useful content, such as visuals and multimedia, for students to view that clarify the questions. Additionally, teachers can add wait times to provide students with extra time, which benefits English Language Learners (ELLs). Furthermore, the quizzes can even include interactive polls, which teachers can use to successfully gauge how students feel about their mastery of a subject.

Kahoot! further encourages collaboration and teamwork. Students can work in groups to correctly answer the questions.

I used Kahoot! with my sixth-grade students to reinforce and review their knowledge of Mesopotamia. My students worked in teams to answer questions accurately and quickly. I also collected data on which questions my students did not answer correctly, knowing what to reteach to clarify any concepts or reinforce the material that students learned. It was delightful noticing how excited my students were about gaining points and collaborating with each other.

Final Thoughts

Remember to never use technology for the sake of using and having it replace the curriculum that must be taught to students. All teachers should use technology wisely and purposefully to enhance student achievement of all learning outcomes. Teachers have the power to use these applications at their disposal. Even though COVID-19 has altered the educational landscape, it should not cause a learning pandemic. Keep on teaching and cheers to optimizing our students’ learning potential.

Clip art of smartphone, keyboard, and pen
“Remember to never use technology for the sake of using and having it replace the curriculum that must be taught to students. All teachers should use technology wisely and purposefully to enhance student achievement of all learning outcomes.”


Adobe Spark (2020). Adobe Spark across multiple devices [Screenshot].

Kahoot!. (2016). Kahoot! image [Screenshot]. YouTube.

LaFave, N. (2016). Classcraft across multiple devices [Picture]. Nick’s Picks for Educational Technology.