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Ed.tech
Ed.tech
Ed.tech
Ed.tech
Ed.tech
Ed.tech
Ed.tech
Ed.tech
Ed.tech
Ed.tech
Ed.tech
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Ed.tech

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  • 1. CAMILLE T. LANDICHO
  • 2. OVERVIEW: Educational technology is the use of technology to improve education. It is a systematic, iterative process for designing instruction or training used to improve performance. Educational technology is sometimes also known as instructional technology or learning technology.
  • 3. INTRODUCTION Technology is very important when it comes to educating children. Since children learn faster than adults, exposing them to technology at an early age, enables a child to grasp technological concepts in the future. Also, children who have been exposed to technology do better in: math, reading, and writing. Educational technology is basically using technology to help in education. It can be hardware, software or any other technology that is used to help a student learn.
  • 4. FLASHCARDS
  • 5. FLASHCARD Flashcards can bear vocabulary, historical dates, formulas or any subject matter that can be learned via question and answer format. Flashcards are widely used as a learning drill to aid memorization by way of spaced repetition. It helps me to exercise my mental ability. I can easily recall the lesson because I am attracted by the pictures on the flashcard. And it gives me the idea to motivate to study.
  • 6. BLACKBOARD
  • 7. BLACKBOARD  Blackboard helps me to learn in a way that the teacher will write the topic on the blackboard and some examples. I can easily pick-up and understand what was the teacher teach to us unlike when the teacher only read on the book and dictate.
  • 8. WHITEBOARD
  • 9. WHITEBOARD  Like also in the blackboard it motivate me to learn because I can easily pick-up the lesson if I can see it because I can analyzed it properly.
  • 10. PROJECTOR
  • 11. PROJECTOR  It motivate me to learn because in math it show how to solve a detailed math equation from a TI graphic calculator that even students in the back row can read. Also projector can help improve student performance by encouraging greater classroom participation to increase the retention of the content being displayed. From video game style role-playing and interactive simulations and digital imaging-based presentations, to engaging Internet excursions, students get so much more from the curriculum when it’s experienced through the brilliance and clarity of a projector.

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