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Educationaltechnologyhandout2016

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PAMANTASAN NG LUNGSOD NG MUNTINLUPA
NBP Reservation, Muntinlupa City
Professor : MR. OMAR M. JACALNE
Course Title : Educat...

 REFLECTION
 1. Discuss the display in educational technology advancement in schools of industrialized
First World cou...
 Role Plays:To represent in action ‹students were asked to ~ the thoughts and feelings of each character
and to convey id...
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Educationaltechnologyhandout2016

  1. 1. PAMANTASAN NG LUNGSOD NG MUNTINLUPA NBP Reservation, Muntinlupa City Professor : MR. OMAR M. JACALNE Course Title : Educational Technology 1 Credit : 3 units EDUCATIONAL TECHNOLOGY A. Technology in Education: a. Meaning Scope Note: Refers to integrated 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. Educational Technology is the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources." The term educational technology is often associated with, and encompasses, instructional theory and learning theory. While instructional technology is "the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning," according to the Association for Educational Communications and Technology (AECT) Definitions and Terminology Committee, educational technology includes other systems used in the process of developing human capability. Educational technology includes, but is not limited to, software, hardware, as well as Internet applications, such as wiki's and blogs, and activities. But there is still debate on what these terms mean. Technology in Education is most simply and comfortably defined as an array of tools that might prove helpful in advancing student learning and may be measured in how and why individuals behave. Educational Technology relies on a broad definition of the word "technology." Technology can refer to material objects of use to humanity, such as machines or hardware, but it can also encompass broader themes, including systems, methods of organization, and techniques. Some modern tools include but are not limited to overhead projectors, laptop computers, and calculators. Newer tools such as "smartphones" and games (both online and offline) are beginning to draw serious attention for their learning potential. Media psychology is the field of study that applies theories in human behavior to educational technology. Educational Technology: (Integration of Technology in Education)  Recording data  Submission of reports/outputs etc.  Communication  Presentations (data reports etc)  Advertisements  Classroom managements  Preparation of learning materials  Entertainment Owen (2008) identifies three key pedagogical facts that "organise" the ICT-enhanced pedagogical landscape.
  2. 2.   REFLECTION  1. Discuss the display in educational technology advancement in schools of industrialized First World country (such as the U.S., England, Japan, Singapore, Australia) and a still developing country, namely the Philippines. 2. Given the lack of resources in our rural areas in the Philippines, what media can still be used for effective learning in schools? 3. Computer shops are pervasive around schools, but these are mainly used for playing games. Without judging on the possibly dehumanizing effects of excessive computer game habits, how can a learner best use computer resources as they may be available in schools or at home? b. Technology in the classroom (Evolution and Developments) There are various types of technologies currently used in traditional classrooms. Among these are:  Chalk/Board Activity: A traditional way of presenting activities using the mounted board and chalk or marking materials.  Flash Card:A card bearing word/s, number/s, or picture/s that is briefly displayed (as by a teacher to a class) as a learning aid.  Charts/Flip Charts:Charts/Flip Charts are sheet/s of visual aid/s such as graph/s and, or diagram/s {a graphic design that explains rather than represents; esp: a drawing that shows arrangement and relations (as of parts)} fastened together usually used in a traditional classroom.  Mock-Up Models: The use of a full-sized structural model built to scale chiefly for study, testing, or display.
  3. 3.  Role Plays:To represent in action ‹students were asked to ~ the thoughts and feelings of each character and to convey idea as what they assumed it was.  Games and Experiments: Game is a physical or mental competition conducted according to rules with the participants in direct opposition to each other. Game is also used as a method of transmitting knowledge in a classroom setting. Suggested activity: students are group accordingly, let them choose a topic from their major field of specialization and then construct or design a game. Experiment is a tentative procedure or operation carried out under controlled conditions in order to discover an unknown effect or law, to test or establish a hypothesis, or to illustrate a known law.  Resource Speakers :A method of delivering the knowledge inside the classroom using individual other than the teacher; who commonly portray the work in real life.  Audio/Audio Recordings: sounds such as audiobook (a recording of a book or magazine being read), audio-cassette (an audiotape recording mounted in a cassette), audio-lingual(involving a drill routine of listening and speaking in language learning)and other audio means are utilized for classroom instruction.  Audio-Visual Shows: involves planning, preparation, and use of devices and materials that involve sight, sound, or both designed to aid in learning or teaching process. Among the devices used are still and motion pictures, filmstrips, television, transparencies, audio-animatronic (being or consisting of a lifelike electromechanical figure of a person or animal that has synchronized movement and sound), records, teaching machines, computers, and videodiscs. The growth of audiovisual has reflected developments in both technology and learning theory.  Computer in the Classroom: Having a computer in the classroom is an asset to any teacher. With a computer in the classroom, teachers are able to demonstrate a new lesson, present new material, illustrate how to use new programs, and show new websites.  Class Website: An easy way to display your student's work is to create a web page designed for your class. Once a web page is designed, teachers can post homework assignments, student work, famous quotes, trivia games, and so much more. In today's society, children know how to use the computer and navigate their way through a website, so why not give them one where they can be a published author. Just be careful as most districts maintain strong policies to manage official websites for a school or classroom. Also, most school districts provide teacher webpages that can easily be viewed through the school district's website.  Class Blogs and Wikis: There are a variety of Web 2.0 tools that are currently being implemented in the classroom. Blogs (Weblog) allow for students to maintain a running dialogue, such as a journal, thoughts, ideas, and assignments that also provide for student comment and reflection. Wikis are more group focused to allow multiple members of the group to edit a single document and create a truly collaborative and carefully edited finished product.
  4. 4.  Wireless Classroom Microphones: Noisy classrooms are a daily occurrence, and with the help of microphones, students are able to hear their teachers more clearly. Children learn better when they hear the teacher clearly. The benefit for teachers is that they no longer lose their voices at the end of the day.  Mobile Devices: Mobile devices such as clickers or smartphone can be used to enhance the experience in the classroom by providing the possibility for professors to get feedback. (MLearning or Mobile Learning)  Interactive Whiteboards: An interactive whiteboard that provides touch control of computer applications. These enhance the experience in the classroom by showing anything that can be on a computer screen. This not only aids in visual learning, but it is interactive so the students can draw, write, or manipulate images on the interactive whiteboard.  Online Media: Streamed video websites can be utilized to enhance a classroom lesson (e.g. United Streaming, Teacher Tube, YouTube etc.)  Digital Games: The field of educational games and serious games has been growing significantly over the last few years. The digital games are being provided as tools for the classroom and have a lot of positive feedback including higher motivation for students. There are many other tools being utilized depending on the local school board and funds available. These may include: digital cameras, video cameras, interactive whiteboard tools, document cameras, or LCD projectors.  Podcasts: Podcasting, the use of a personal computer to create a “radio show” that users can download and play on their computer or portable music player became the “bleeding edge” of personal performance in 2005.Podcasting is a relatively new invention that allows anybody to publish files to the Internet where individuals can subscribe and receive new files from people by a subscription. The primary benefit of podcasting for educators is quite simple. It enables teachers to reach students through a medium that is both "cool" and a part of their daily lives. For a technology that only requires a computer, microphone and internet connection, podcasting has the capacity of advancing a student’s education beyond the classroom. When students listen to the podcasts of other students as well as their own, they can quickly demonstrate their capacities to identify and define "quality." This can be a great tool for learning and developing literacy inside and outside the classroom. Podcasting can help sharpen students’ vocabulary, writing, editing, public speaking, and presentation skills. Students will also learn skills that will be valuable in the working world, such as communication, time management, and problem-solving. Although podcasts are a new phenomenon in classrooms, especially on college campuses, studies have shown the differences in effectiveness between live lectures versus podcast are minor in terms of the education of the student. c. Benefits Educational technology is intended to improve education over what it would be without technology. Some of the claimed benefits are listed below:  Easy-to-access course materials. Instructors can post the course material or important information on a course website, which means students, can study at a time and location they prefer and can obtain the study material very quickly.
  5. 5.  Student motivation. Computer-based instruction can give instant feedback to students and explain correct answers. Moreover, a computer is patient and non-judgmental, which can give the student motivation to continue learning. According to James Kulik, who studies the effectiveness of computers used for instruction, students usually learn more in less time when receiving computer-based instruction and they like classes more and develop more positive attitudes toward computers in computer-based classes.  Wide participation. Learning material can be used for long distance learning and are accessible to a wider audience.  Improved student writing. It is convenient for students to edit their written work on word processors, which can, in turn, improve the quality of their writing. According to some studies, the students are better at critiquing and editing written work that is exchanged over a computer network with students they know.  Subjects made easier to learn. Many different types of educational software are designed and developed to help children or teenagers to learn specific subjects. Examples include pre-school software, computer simulators, and graphics software.  A structure that is more amenable to measurement and improvement of outcomes. With proper structuring it can become easier to monitor and maintain student work while also quickly gauging modifications to the instruction necessary to enhance student learning.  Differentiated Instruction. Educational technology provides the means to focus on active student participation and to present differentiated questioning strategies. It broadens individualized instruction and promotes the development of personalized learning plans. Students are encouraged to use multimedia components and to incorporate the knowledge they gained in creative ways. d. The Use of Internet The Internet provides a wide range of scope for integrating varied learning experiences and making learning holistic. All of the resources developed by an individual teacher could be shared in a web forum for further refining the lesson plans. The various skills and competencies to be developed on the part of student teachers would be: � Surfing the Internet and locating useful information from the Internet for the development of lesson plans. � Developing lessons plans incorporating student use of technology in the learning process. � Evaluating and selecting appropriate software for a particular subject and per student needs. � Generating printed documents like student assignments, newsletters, communication, etc. utilizing a variety of applications software like word processing and desktop publishing. � Managing student data ; using data management tools for efficiently managing learning. � Using technology to gather, organize, and report information about student performance like Excel and Access for database management. � Developing tools to evaluate technology-based student projects including multi-media, word processing, database, spreadsheet, PowerPoint, desktop publishing, and Internet/telecommunications. � Using the Internet to support professional development including locating professional organizations, communicating with other teachers electronically, and participating in on-line professional development workshops and seminars.
  6. 6. � Developing assignments and project work for students; giving them broader and deeper knowledge in a field of study; developing critical thinking and infusing creativity among students. Computer Education in the Secondary Level Recognizing the growing importance of ICT in the education area, policy makers in the school education sector have taken proper care to integrate computer education at the school level. The Curriculum Guide and Syllabus for Information Technology in Schools has the following objectives for the secondary school level: 1. Selecting appropriate IT devices for a given task; making his/her own informed choice of browser and search engines; trouble-shooting for peripherals. 2. Identifying specific strengths and weaknesses of technology resources; demonstrating legal and ethical behavior regarding the use of technology and information. 3. Communicating to a variety of audiences using IT tools; using a variety of technology tools for data collection and analysis; using tools to present and publish information with interactive multimedia features; using tools to make models and simulations; manipulating images. 4. Using on-line information resources for collaboration and communication; collaborating with others to build content-related knowledge bases. 5. Developing strategies to find relevant and appropriate electronic information sources. 6. Investigating technology-based options for lifelong learning; using productivity tools, communication tools and research skills. IT competency standards to be developed in students are: • Ability in and understanding of fundamental computer operations and concepts. • Using a variety of programs to accomplish learning tasks. • Exhibiting skills in the use of communication networks. • Exhibiting skills in the selection and use of technology to gather, process, and analyze data and preparation of reports. The expectations from the school sector in terms of established student objectives and expected skills to be developed demonstrate the need to develop necessary knowledge and skills among teachers with positive attitudes and the right inclination. B. Traditional Educational Technology: a. Categories in the Cone’s Learning Experiences (mediated learning experiences) were: 1. Direct/Purposeful Experiences (games & experiments) 2. Contrived Experiences (fixed/planned experiences) such research and investigatory projects 3. Dramatic Participation (pageant, socio-drama) - applies to situations in life and literature that stir the imagination and emotions deeply. 4. Demonstrations - an act, process, or means of showing the merits of an idea or concept 5. Field Trips - a visit (as to a factory, farm, or museum) made (as by students and a teacher) for purposes of firsthand observation. 6. Exhibits – display of masterpieces that arouse the interest of the students. 7. Motion Pictures – filmstrips, videos, animations, television and others materials that involve sight and sound. 8. Radio - making or participating in radio broadcasts, Recordings- involving a drill routine of listening and speaking in language learning, Still Pictures- such as drawings, graphs, cartoon etc.
  7. 7. 9. Visual Symbols/Visual Literacy- the ability to recognize and understand ideas conveyed through visible actions or images (as pictures) and 10. Verbal Symbols – involves expressing something in words, organizing words or phrases. Suggested activity for oral presentation: construct a hierarchy of learning experiences according to the students’ point of view and let them explain why they formulate such hierarchy. C. Trends in Educational Technology a. Projected materials: Materials which are available as teaching aids or in constructing teaching aids:  Colored papers, cardboards, coloring materials, marking pens, etc.  Charts, pictures, flip charts, etc. Suggested activity: make a unique visual aid for teaching b. Audio Materials: materials used for audio production and editing  Audio recorder/computer set with audio software recording and editing system, microphones/head set and mass storage Suggested activity: make an audiobook or audio-lingual recordings c. Interactive Materials:  Radio broadcasting, telephone, cable/television, DVD Players, i-pod, computers, laptops,  Interactive games: (Jumpstart for kids, Dora the explorer etc.)

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