Sharlyne Tandoc's Portfolio In Educational Technology 2
This serves a final requirement for Ed Tech 2 in Cebu Technological University - Moalboal Campus, Bachelor in Elementary Education.
2. • The Student
• What is Educational Technology?
• Technology: Boon or Bane?
• Systematic Approach to Teaching
• The Roles of Ed Tech in Learning
• Roles of Technology in Learning
• Cone of Experience
• Learning Through Ed Tech 2
• Conceptual Model of Learning
• The Student After Ed Tech
3. I am Sharlyne E.
Tandoc, 25 years of
age, taking up
Bachelor in Elementary
Education Specialized
in T.L.E., at the Cebu
Technological
University – Moalboal
Campus.
4.
5. • Educational technology is a “complex,
intergrated process involving people,
procedures, ideas, devices and organization
for analyzing problems and devising,
implementing, evaluating, and managing
solutions to those problems involved in all
aspects of human learning. (Association for
Educational Communications and
Technology, 1977).
6. • Educational technology “consists of the
designs and environments that engage
learners … and reliable techniques or
method for engaging learning such as
cognitive learning strategies and critical
thinking skills.” (David H. Jonassen, et al
1999).
• Educational technology is a theory about
how problems in human learning are
identified and solved. (David H. Jonassen,
Kyle L. Pecks, Brens G. Wilson, 1999).
7. • Educational technology is a field involved in
applying a complex, integrated process to
analyze and solve problems in human
learning. (David H. Jonassen, et al 1999).
• 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. (Lucido and Borbo, 1977).
8. • Educational technology is a profession like
teaching. It is made up of organized effort to
implement the theory, intellectual technique
and practical application of educational
technology. (David H. Jonassen, et al 1999).
9.
10. Technology can be fascinating and mind-
boggling in what it can do. It can bring distant places
and people together. It can transform societies,
economies and cultures by opening them up the
other ideas and other options, raising new
expectations and creating new needs. But the fact
remains that unless technology and all other agents
and factors of modernization are invested with
human values and used for the social good, then
they will be a little more than expensive toys for the
amusement of a few. (Fidel V. Ramos, 1997).
11. Technology is a blessing for man. With
technology, there is a lot we can do which we
could not do then.
However, when not used properly, technology
becomes a detriment to learning and
development.
The teachers are responsible in guiding the
learners in the proper use of technological
devices in the teaching-learning process.
Integration of technology in education should
12. Technology is BOON
• You can have constant or
instant communication
with someone.
• Easy access to
information.
• Encourages innovation
and creativity.
• Convenience of travelling
• Better housing and
lifestyle.
Technology is BANE
• Poor proxy for face-to-
face communication.
• Can lead to teens using
email to deceive parents
about their activities.
• Job loss due to human
work force being replaced
by machines.
• Teens are prone to get
addicted to computer
games.
16. APR
• Assign Personnel Roles
ITI
• Implement the Instruction
EO
• Evaluate Outcomes
RP
• Refine the Process
17. Traditional Way
• As delivery vehicles for
instructional lessons
• Technology serves as a
source and presenter of
knowledge.
• Assumes that knowledge
is embedded in the
technology and it
presents that knowledge
to a student.
Constructivist Way
• As partner in the learning
process.
• It engages learner in
active, constructive,
intentional, authentic, and
cooperative learning.
• Provides opportunities for
technology and learner
interaction for meaningful
learning.
18.
19. • For representing learner’s ideas , understanding
and beliefs
• For producing organized, multimedia knowledge
bases by learners.
• For accessing needed information
• For comparing perspectives, beliefs, and
opinions
20. • For representing and simulating meaningful real
world problems, situations and contexts
• For representing beliefs, perspectives,
arguments, and stories of others
• For discussing, arguing and building consensus
among members of a community
• For supporting discourse among knowledge-
building commities
21. • For helping what learners to articulate and
represent what they know
• For reflecting on what they have learned and
how they came to know it
• For supporting learners internal negotiations and
meaning making
• For constructing personal representations of
meaning
• For supporting mindful thinking
22. 1.
• Augments motivation to learn;
2.
• Encourages collaborative learning;
3.
• Supports the development of critical
thinking skills; and
4.
• Supports the development of
problems solving skills
26. Meaningful Learning
• Gives focus to new experience that departs from the
learning of a sequence of words but gives attention to
meaning.
Discovery Learning
• Students perform tasks to uncover what is to be
learned. New ideas and new decisions are generated in
the learning process, regardless of the need to move on
and depart from the structured lesson previously set.
27. Generative Learning
• Active listeners who attend to learning events and
generate meaning from this experience and draw
inferences thereby creating a personal model of
explanation to the new experience in the context of
existing knowledge.
Constructivism
• Learners build a personal understanding through
appropriate learning activities and a good learning
environment.