2. Kim Marielle L.
Mendoza
3rd yr student and
taking up Bachelor of
secondary Education,
major in Filipino at
Bulacan State
University main
campus.
“If Plan a didn’t work
. The Alphabet has
25 more letter’s!
Stay Cool”
3. An Overview: Educational
Technology 2
Concerned with “ Integrating
Technology into teaching and
Learning.” Specifically this is focused
on introducing, reinforcing,
supplementing and extending the
knowledge and skills to learners so
that they can become exemplary users
of educational technology
This course intends to help our target
learners to weave technology in
teaching , with software (computer
programmed learning materials)
becoming a natural extension of their
learning tools.
Edtech 2 will involve deeper
understanding of the
computer as wells as hands-on
application of computer skills
4. To provide education in the use of
technology in instruction by providing
knowledge and skills on technology
integration-in-instruction to learners
To impart learning experience in
instructional technology-supported
instructional planning;
The course objectives
To acquaint students in Information
technology or IT related learning
theories with the computer as a tutor
5. To learn to use and evaluate
computer-based educational
resources
To engage learners on practical technology
integration issues including managing it
classrooms, use of the internet for learning,
cooperative learning through the use of
information technology
To inculcate higher-level thinking and
creativity among students while
providing them knowledge of IT-related
learning theories.
8. As teachers adjust their
teaching to effectively match
the new digital world of
information and communication
technology, they must be clear
on what basic knowledge, skills
and values need to be
developed by digital learners.
9. 1. SOLUTION FLUENCY
This refers to the capacity and creativity in
problem solving
2. Information fluency
3 subsets of skills (ability to access information,
ability to retrieve information, ability to
reflect on)
3. Collaboration
This refers to teamwork with virtual or real
partners in the online environment
10. 4. Media fluency
Media refer to channels of mass communication 9radio,
television, magazine, advertising, graphic arts) or digital
sources
5. Creativity fluency
Artistic proficiency
adds meaning by way of
design, art, and story-
telling to package a
message
6. Digital ethics
The digital citizens is guide by
principles of leadership, global
responsibility, environmental awareness,
global citizenship, and personal
accountability
12. In this innovating word the
project in school are also
innovating. Nowadays some
teacher gave a project using IT
or using technology and Social
media. a project like making a
website using the site in the
internet that also testing the
higher order thinking skills of
the student. it also cater their
creativity and knowledge
because in doing a IT project it
must be presentable and
attractive because the creator
have a wide audience that will
criticize their works.
IT-based project my take a lot
of time and effort but in the end
it s all worth it.
13. Traditional learning model Resource-based model
Teacher is expert and
information provider
Teacher is a guide and
facilitator
Textbook is key source of
information
Sources are varied (print,
video, internet, etc.)
Focus on facts is packaged in
neat parcels
Focus on learning
inquiry/quest/discovery
The product is the be-all and
end-all of learning
Emphasis on process
Assessment is quantitative Assessment is quantitative
and qualitative
15. It waspointedout thattheadvent
of thecomputerisrecognizedas
thethirdrevolutionineducation.
The first was the invention of
the printing press; the second,
the introduction of libraries; and
the third, the invention of the
computer, especially so with
the advent of the
microcomputer in 1975.
Through computer technology,
educators saw the amplification of
learning along computer literacy. Much
like reading, the modern student can
now interact with computer message,
even respond to question or to computer
commands
17. Informative tool. The computer can provide vast amounts of information in
various forms, such as text, graphics, sound, and video
Constructive tools. The computer itself can be used for manipulating
information, visualizing one’s understanding, and building new
knowledge.
Co-constructive tools. Students can use co-constructive tools to work
cooperatively and construct a shared understanding of new knowledge
Situatingtool. By means of virtual reality (RS) extension systems, the computer can
create 3-D images on display to give the user the feeling that are situated in a virtual
environment.
Communicationtool
18. The Impact of Technology to the teaching Learning Process
Students today are benefiting fromthe use of technology in theclassroom.
Teachers are using software are programs to helpstudents to improve upon
underdeveloped skills in a variety of content areas. Students learning styles
help drive home the ideaof using technologyin differentiated instruction.
Technologyis fast becoming a part of our dailylivesand educational
technology must followsuit.
19. What I Learned in Educational Technology 2
I Learnedthattechnologytakesa big partin
ourdailylives. It alsohelpsus inourstudies. Helpsboth
teacherandstudentsto havea gooddiscussionusing
technology.Technologyhelpsteacherto teachtheirlessons
to thestudentineffectivewayandto catchupthestudents
attention.Educationaltechnologyhelpsto improve
teachersandstudentsto becomegloballycompetitivein
the21st century.It alsoimprovesourdifferentskillsthatwe
canuseto achieveourgoals.
Thissubjecthelpsme to improvemyskillsto
makepowerpointthatI canusebecauseI ama future
educator. Itgivesmeideason howmypresentationlesson
becomesmoreeffectiveandmorecatchyto theeyesof my
students.