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RECHEIL P. PERALTA
Labog, Sofronio Española, Palawan
09161374572
PERSONAL DATA
Gender: Female
Date of Birth: June 16, 1997
Place of Birth: Labog, Sofronio Española, Palawan
Citizenship: Filipino
Civil Status: Single
Height: 5'2
Weight: 46
Religion: Christianity
EDUCATIONAL BACKGROUND
Tertiary: Palawan State University Brooke's Point Campus
Pangobilian, Brooke's Point, Palawan
Bachelor of Elementary Education
Secondary: Pulot National High School
Pulot Center, Sofronio Española, Palawan
2013-2014
Elementary: Labog Elementary School
Labog, Sofronio Española, Palawan
2009-2010
NAME: Kathleen C. Ducay
NICK NAME: Kath
BIRTHDAY: October 17, 1997
BIRTHPLACE: Pangobilian, Brooke's point,
Palawan
MOTHER: Joyce C. Ducay
FATHER: Ernesto Ducay jr.
COURSE: Bachelor of Elementary Education
WHAT IS
EDUCATIONAL
TECHNOLOGY?
• "Technology is more than
hardware. Technology consist of
the designs the environment that
engage learners."
-D. Jonassen
 The word "technology" comes from the
Greek word techne which means craft
or art.
 Educational technology refers to the
art or craft of responding to our
educational needs.
 Technology is not just machines. It is
"planned, systematic method of working
to achieve planned outcomes-a process
not a product".
BASED frOm DALE 1969
• Technology also refers to any
valid and reliable process or
procedure that is derived from
basic research using the
scientific method.
BASED frOm WIkIpEDIA
• Technology refers to "all the
ways people use their
inventions and descoveries to
satisfy their needs and
desires".
BASED IN THE DEfINITION Of
EDUCATIONAL TECHNOLOGY
• Educational technology is "a complex
integrated process involving people,
procedures, idea, devices, and
organization for analyzing problems and
devising, implementing, evaluating and
managing solutions to those problems,
involved in all aspects of human
learning."
BASED frOm DAvID H. JONASSEN
• It is proffesion like teaching. It is made
up of organized effort to implement the
theory, intellectual technique and
practical application of educational
technology.
• It is a theory about how problems in
human learning are identified and
solved.
BASED frOm LUCIDO AND BOrABO
• Educational technology is a field study
which is concerned with the practice of
using educational methods and
resources for the ultimate goal of
facilitating the learning process.
• " Technology is in our
hands. We can use it to
build or destroy."
In EducatIonal tEchnology Is
BanE whEn:
• The learner is made to accept Gospel
truth information they get the internet.
• The learner surfs the internet for
pornography.
• The learners have an uncritical mind
on images floating on televisions and
computers that represent modernity
and progress.
• The TV makes the learner a mere spectator
not an active participant in the drama of
life.
• The learner gets glued to his computer for
computer-assisted instruction unmindful of
the world and so fails to develop the ability
to relate the others.
• Because of our cell phone, we spend most of
our time in the classroom or in the work
place texting.
• "A plan that emphasizes the
parts may pay the cost of
failing to consider the whole
and plan that emphasizes the
whole must pay to cost of
failing to get down to the real
depth with respect to the
parts."
• The system approach views the entire
educational program as a system of
interrelated parts.
• It is an orchestrated learning pattern
with all parts harmoniously integrated
in to the whole: the school, the teacher,
the students, the objectives, the media,
the materials, and assessment tools and
procedures.
• Such an approach integrates the older,
more familiar methods and tools of
instruction with the new ones such as the
computer.
• The effective use of learning resources is
dependent on the expertise of the teacher,
the motivation level or responsiveness and
the involvement of the students in the
learning process.
EXaMPlEs oF lEaRnIng
actIVItIEs
• Reading . Visualizing
• Writing . Evaluating
• Interviewing . Creating Judging
• Discussing . Reporting or
Doing Presentation
• Thinking
• Reflecting
• Dramatizing
EXaMPlEs oF lEaRnIng REsouRcEs
• Textbooks . Maps
• Workbooks . Charts
• Programmed materials . Cartoons
• Computer . Posters
• Television . Models
• Programs . Mock Ups
• Flat Pictures . Chalk Boards
• Slide and Transparencies. Real Objects
• As tools support knowledge construction:
for presenting learners; ideas;
understanding; and beliefs for producing
organized, multimedia knowledge bases by
learners.
• As intellectual partner to support learning-
by-reflecting.
• For helping learners to articulate and
present what they know.
• As information vehicles for exploring knowledge
to support learning by construction for accessing
needed information for comparing perspectives,
beliefs and views.
• For reflecting on what they have learned and how
they come to know it.
• For supporting learner's internal negotiations and
meaning making.
• For constructing personal representations of
meaning for supporting mindful thinking.
• As context to support learning-by-doing: for
representing and simulating meaningful real-
world problems, situations and context, for
representing beliefs, perspectives, arguments and
stories of others, for defining a safe. Controllable
problem space for student thinking.
• As a social medium to support learning by
conversing: for collaboration with others; for
discussing; arguing and building consensus among
members of a community, for supporting
discourse among knowledge-building
communities.
• There’s something like a sense of
belonging in having your own
device. You have access to
everything at the touch of your
hand, literally.
Aadil Pariejwala.
• Creating a curriculum that
appreciates the power of technology
in education can serve to increase
engagement in the classroom and
make learning easier and more
efficient.
• In the current age we live in, technology has
become an important component. Every day there is
some new gadget or software that makes lives easier
and improves on the technology and software that
already exists. Making lives easier is not, however,
the only role technology plays in our lives.
• Technology is playing an increasing role in
education. As technology advances, it is used to
benefit students of all ages in the learning process.
• Technology used in the classroom helps students
adsorb the material. For example, since some people
are visual learners, projection screens linked to
computers can allow students to see their notes
instead of simply listening to a teacher deliver a
lecture.
• Technology has also become part of many
curriculums, even outside of computer and
technology classes. Students use computers to create
presentations and use the Internet to research topics
for papers and essays.
• Software can be used to supplement class
curriculum. The programs provide study questions,
activities, and even tests and quizzes for a class that
can help students continue learning outside the
classroom.
• Technology has also advanced to help children even
before they've started school. Educational video
games and systems for young children helps them
prepare for school and in some cases get a head start
on their education.
• With this regard, technology therefore plays a vital
role in such circumstances. Students can continue to
learn in their premises only with the help of
technology provided they at least have access to
them. Apart from this, online courses are provided by
reputed educational institutions.
• Technology can be considered to be a blessing to all
the students. Some students may not afford to attend
regular schools or college to complete their
education.
• " The cone is a visual
analogy and like all
analogies, it does not bear
an exact and detailed
relationship to the complex
elements it presents."
• The cone of Experience is a visual
model, a pictorial device that presents
bans of experience according to degree of
abstraction and not degree of the cone.
THE MORE ABSTRACT THE
EXPERIENCE BECOMES:
DIRECT PURPOSEFUL EXPERIENCES
• These are the first hand
experiences which serve as the
foundation of learning.
CONTRIVED EXPERIENCES
• In here, we make use of
representative models or mock ups
of reality for practical reasons and
so that we make the real life
accessible to the students
perception and understanding.
DRAMATIZED EXPERIENCES
• By dramatization, we can
participate in a reconstructed
experience, even though the
original event is far removed
from us in time.
DEMONSTRATIONS
• It is a visualized explanation of
important fact, ideas or process
by the use of a photographs,
drawings, films, displays or
guided motions.
STUDy TIPS
• These are excursions and
visits conducted to
observe an even that is
unavailable within the
classroom.
EXHIBITS
• These are displays to be seen
by spectators. they may be
consists of working models
arranged meaningfully or
photographs with models,
charts, and posters.
TELEVISIONS AND MOTION PICTURES
• Television and motion
pictures can reconstruct the
reality of the past so
effectively that we made to
feel we are there.
STILL PICTURES, RECORDINGS, VIDEOS
• These are visual and auditory
devices may be used by an
individual or a group.
VISUAL SyMBOLS
• These are no longer realistic
reproduction of physical
things for these are highly
abstract representation.
VERBAL SyMBOLS
• They are not like the objects
or ideas for which they stand.
they usually do not contain
visual clues to their meaning.
BASE OF DALE'S
• The importance of Dale's cone of experience
is in its assumptions of how we learn more
efficiently and in appliance of such
resources or activities during the
educational process. Assumptions stated in
this cone have been of interest to many later
psychologists andcognitivist theories.
• Edward Dale's Cone of experience was first
introduced in his book “Audio-visual
methods in teaching” published in 1946. It
is an image describing benefit of different
types of learning experiences. The Cone was
organized by starting with most abstract
experiences from its top, changing to most
concrete experiences at its bottom. In later
editions of the book it was subjected to some
minor changes.
• Educational technology
is indeed very helpful to
us. But it should not be
abused nor be used in a
wrong way because I
believe that these
technologies are not
invented to destroy nor to
degrade all humanity
rather these are being
invented to help us in all
aspect of our lives.
• Students should be taught how to use it
properly. But teaching alone may not be
enough for them to learn the teacher should
also let their students experience a thing in
order for them understand what it is all
about.
Computer should not just be used on playing
games, posting nude photos and etc which
could deprive other's rights. Rather it used
be used in a correct way. instead of playing
online games why don't we google our
assignment over the net? of just simply visit
the educational website, in that way we
could gain knowledge.
So that, in this subject I learned a lot of
things. I experience all the things that I did
not encountered in my Educational
Technology 1 in the terms of social media. In
this subject is more on application you
experience.
Ed tech 1 is more on theories while edtech 2
is more on actual. I used all the things I learned in
edtech 1 in edtech 2.
In edtech 2, I gained more info or knowledge
that i can use in the near future. Just like sending
email, using tweeter and instagram which is helpful.
You're enjoying to use an application while learning.
Technology in education has a big impact. Like what
we did ,our teacher ask us to upload a power point in
slide share. This application can't help only us but the
other people who will read our power point.
Educational technology

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Educational technology

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  • 3. RECHEIL P. PERALTA Labog, Sofronio Española, Palawan 09161374572 PERSONAL DATA Gender: Female Date of Birth: June 16, 1997 Place of Birth: Labog, Sofronio Española, Palawan Citizenship: Filipino Civil Status: Single Height: 5'2 Weight: 46 Religion: Christianity EDUCATIONAL BACKGROUND Tertiary: Palawan State University Brooke's Point Campus Pangobilian, Brooke's Point, Palawan Bachelor of Elementary Education Secondary: Pulot National High School Pulot Center, Sofronio Española, Palawan 2013-2014 Elementary: Labog Elementary School Labog, Sofronio Española, Palawan 2009-2010
  • 4. NAME: Kathleen C. Ducay NICK NAME: Kath BIRTHDAY: October 17, 1997 BIRTHPLACE: Pangobilian, Brooke's point, Palawan MOTHER: Joyce C. Ducay FATHER: Ernesto Ducay jr. COURSE: Bachelor of Elementary Education
  • 6. • "Technology is more than hardware. Technology consist of the designs the environment that engage learners." -D. Jonassen
  • 7.  The word "technology" comes from the Greek word techne which means craft or art.  Educational technology refers to the art or craft of responding to our educational needs.  Technology is not just machines. It is "planned, systematic method of working to achieve planned outcomes-a process not a product".
  • 8. BASED frOm DALE 1969 • Technology also refers to any valid and reliable process or procedure that is derived from basic research using the scientific method.
  • 9. BASED frOm WIkIpEDIA • Technology refers to "all the ways people use their inventions and descoveries to satisfy their needs and desires".
  • 10. BASED IN THE DEfINITION Of EDUCATIONAL TECHNOLOGY • Educational technology is "a complex integrated process involving people, procedures, idea, devices, and organization for analyzing problems and devising, implementing, evaluating and managing solutions to those problems, involved in all aspects of human learning."
  • 11. BASED frOm DAvID H. JONASSEN • It is proffesion like teaching. It is made up of organized effort to implement the theory, intellectual technique and practical application of educational technology. • It is a theory about how problems in human learning are identified and solved.
  • 12. BASED frOm LUCIDO AND BOrABO • Educational technology is a field study which is concerned with the practice of using educational methods and resources for the ultimate goal of facilitating the learning process.
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  • 14. • " Technology is in our hands. We can use it to build or destroy."
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  • 18. In EducatIonal tEchnology Is BanE whEn: • The learner is made to accept Gospel truth information they get the internet. • The learner surfs the internet for pornography. • The learners have an uncritical mind on images floating on televisions and computers that represent modernity and progress.
  • 19. • The TV makes the learner a mere spectator not an active participant in the drama of life. • The learner gets glued to his computer for computer-assisted instruction unmindful of the world and so fails to develop the ability to relate the others. • Because of our cell phone, we spend most of our time in the classroom or in the work place texting.
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  • 21. • "A plan that emphasizes the parts may pay the cost of failing to consider the whole and plan that emphasizes the whole must pay to cost of failing to get down to the real depth with respect to the parts."
  • 22. • The system approach views the entire educational program as a system of interrelated parts. • It is an orchestrated learning pattern with all parts harmoniously integrated in to the whole: the school, the teacher, the students, the objectives, the media, the materials, and assessment tools and procedures.
  • 23. • Such an approach integrates the older, more familiar methods and tools of instruction with the new ones such as the computer. • The effective use of learning resources is dependent on the expertise of the teacher, the motivation level or responsiveness and the involvement of the students in the learning process.
  • 24. EXaMPlEs oF lEaRnIng actIVItIEs • Reading . Visualizing • Writing . Evaluating • Interviewing . Creating Judging • Discussing . Reporting or Doing Presentation • Thinking • Reflecting • Dramatizing
  • 25. EXaMPlEs oF lEaRnIng REsouRcEs • Textbooks . Maps • Workbooks . Charts • Programmed materials . Cartoons • Computer . Posters • Television . Models • Programs . Mock Ups • Flat Pictures . Chalk Boards • Slide and Transparencies. Real Objects
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  • 27. • As tools support knowledge construction: for presenting learners; ideas; understanding; and beliefs for producing organized, multimedia knowledge bases by learners. • As intellectual partner to support learning- by-reflecting. • For helping learners to articulate and present what they know.
  • 28. • As information vehicles for exploring knowledge to support learning by construction for accessing needed information for comparing perspectives, beliefs and views. • For reflecting on what they have learned and how they come to know it. • For supporting learner's internal negotiations and meaning making. • For constructing personal representations of meaning for supporting mindful thinking.
  • 29. • As context to support learning-by-doing: for representing and simulating meaningful real- world problems, situations and context, for representing beliefs, perspectives, arguments and stories of others, for defining a safe. Controllable problem space for student thinking. • As a social medium to support learning by conversing: for collaboration with others; for discussing; arguing and building consensus among members of a community, for supporting discourse among knowledge-building communities.
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  • 31. • There’s something like a sense of belonging in having your own device. You have access to everything at the touch of your hand, literally. Aadil Pariejwala.
  • 32. • Creating a curriculum that appreciates the power of technology in education can serve to increase engagement in the classroom and make learning easier and more efficient.
  • 33. • In the current age we live in, technology has become an important component. Every day there is some new gadget or software that makes lives easier and improves on the technology and software that already exists. Making lives easier is not, however, the only role technology plays in our lives. • Technology is playing an increasing role in education. As technology advances, it is used to benefit students of all ages in the learning process.
  • 34. • Technology used in the classroom helps students adsorb the material. For example, since some people are visual learners, projection screens linked to computers can allow students to see their notes instead of simply listening to a teacher deliver a lecture. • Technology has also become part of many curriculums, even outside of computer and technology classes. Students use computers to create presentations and use the Internet to research topics for papers and essays.
  • 35. • Software can be used to supplement class curriculum. The programs provide study questions, activities, and even tests and quizzes for a class that can help students continue learning outside the classroom. • Technology has also advanced to help children even before they've started school. Educational video games and systems for young children helps them prepare for school and in some cases get a head start on their education.
  • 36. • With this regard, technology therefore plays a vital role in such circumstances. Students can continue to learn in their premises only with the help of technology provided they at least have access to them. Apart from this, online courses are provided by reputed educational institutions. • Technology can be considered to be a blessing to all the students. Some students may not afford to attend regular schools or college to complete their education.
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  • 38. • " The cone is a visual analogy and like all analogies, it does not bear an exact and detailed relationship to the complex elements it presents."
  • 39. • The cone of Experience is a visual model, a pictorial device that presents bans of experience according to degree of abstraction and not degree of the cone. THE MORE ABSTRACT THE EXPERIENCE BECOMES:
  • 40. DIRECT PURPOSEFUL EXPERIENCES • These are the first hand experiences which serve as the foundation of learning.
  • 41. CONTRIVED EXPERIENCES • In here, we make use of representative models or mock ups of reality for practical reasons and so that we make the real life accessible to the students perception and understanding.
  • 42. DRAMATIZED EXPERIENCES • By dramatization, we can participate in a reconstructed experience, even though the original event is far removed from us in time.
  • 43. DEMONSTRATIONS • It is a visualized explanation of important fact, ideas or process by the use of a photographs, drawings, films, displays or guided motions.
  • 44. STUDy TIPS • These are excursions and visits conducted to observe an even that is unavailable within the classroom.
  • 45. EXHIBITS • These are displays to be seen by spectators. they may be consists of working models arranged meaningfully or photographs with models, charts, and posters.
  • 46. TELEVISIONS AND MOTION PICTURES • Television and motion pictures can reconstruct the reality of the past so effectively that we made to feel we are there.
  • 47. STILL PICTURES, RECORDINGS, VIDEOS • These are visual and auditory devices may be used by an individual or a group.
  • 48. VISUAL SyMBOLS • These are no longer realistic reproduction of physical things for these are highly abstract representation.
  • 49. VERBAL SyMBOLS • They are not like the objects or ideas for which they stand. they usually do not contain visual clues to their meaning.
  • 50. BASE OF DALE'S • The importance of Dale's cone of experience is in its assumptions of how we learn more efficiently and in appliance of such resources or activities during the educational process. Assumptions stated in this cone have been of interest to many later psychologists andcognitivist theories.
  • 51. • Edward Dale's Cone of experience was first introduced in his book “Audio-visual methods in teaching” published in 1946. It is an image describing benefit of different types of learning experiences. The Cone was organized by starting with most abstract experiences from its top, changing to most concrete experiences at its bottom. In later editions of the book it was subjected to some minor changes.
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  • 63. • Educational technology is indeed very helpful to us. But it should not be abused nor be used in a wrong way because I believe that these technologies are not invented to destroy nor to degrade all humanity rather these are being invented to help us in all aspect of our lives.
  • 64. • Students should be taught how to use it properly. But teaching alone may not be enough for them to learn the teacher should also let their students experience a thing in order for them understand what it is all about.
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  • 66. Computer should not just be used on playing games, posting nude photos and etc which could deprive other's rights. Rather it used be used in a correct way. instead of playing online games why don't we google our assignment over the net? of just simply visit the educational website, in that way we could gain knowledge. So that, in this subject I learned a lot of things. I experience all the things that I did not encountered in my Educational Technology 1 in the terms of social media. In this subject is more on application you experience.
  • 67. Ed tech 1 is more on theories while edtech 2 is more on actual. I used all the things I learned in edtech 1 in edtech 2. In edtech 2, I gained more info or knowledge that i can use in the near future. Just like sending email, using tweeter and instagram which is helpful. You're enjoying to use an application while learning. Technology in education has a big impact. Like what we did ,our teacher ask us to upload a power point in slide share. This application can't help only us but the other people who will read our power point.