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Lesson 5
State-of-the-Art ET APPLICATION
PRACTICES
Systematic Instructional Planning Process
• identify instructional goals
• Analyzed learners
• Identify objectives
• Plan instructional objectives
• Choose ET media
• Implement instruction
• Make assessment on learning outcomes and effective of ET application
Lesson 6
IT Enters A New Learning Environment
Four Learning Domains
• Meaningful Learning
• Students already have knowledge that is relevant
to new learning
• Students are willing to perform class work to find
connections between what they already know and
what they can learn.
• Discovery Learning
• Students perform tasks to uncover what is to be
learned
• The student personally engaged and not subjected
by the teacher.
• Generative Learning
• Gives emphasis to what can be done with pieces of
information, not only on access to them.
• More on problem based
• Constructivism
• Learner builds a personal understanding through
appropriate learning activities and a good learning
environment.
• reflection
Common themes to the four learning domains
• active, purposeful learners
• Set personal goals and strategies to achieve these
goals
• Make their learning experience meaningful and
relevant to their lives.
• Seek to build an understanding of their personal
worlds
• Build on what they already know in order to interpret
and respond to new experiences.
Lesson 7
Higher Thinking Skills Through IT-
Based Projects
The four IT-based projects
I. Resource-based Projects
• Let the student find their own information
• Go beyond the textbook and curriculum materials
• Students are encouraged to go to modern
extension of the modern library, the internet
• Inquiry-based or discovery approach is given
important
II. Simple Creations
Creativity is combine into three kinds of
skills/abilities
PROMOTINGSYNTHESIZINGANALYZING
The five tasks in developing creativity
Define the
task
brainstorm
Judge the
ideas
Act
Adopt
flexibility
III. Guided Hypermedia Projects
• Self-made multimedia projects can be
approached in two different ways:
• As an instructive tool – power-point presentation
• As a communication tool – do a multimedia
presentation (with text, graphs, interviews, video
clips to simulate a television news show
IV. Web-based projects
• Students will create and post webpages on a
given topic
• Creating single page webpages may too
sophisticated and time consuming for the average
student.
Lesson 9
Computers as Information and
Communication Technology
THE PERSONAL COMPUTER (PC) AS ICT
Instructional Media
• Consist of audio-visual
aids that served enhance
and enrich the teaching-
learning process.
• Blackboard, photo, film,
and video
Educational
Communication media
• Media of communication to
audiences using the print, film,
radio, television or satellite.
• Distance learning were
implemented using
correspondence, radio,
television or the computer
satellite system.
Programs Installed in an ordinary modern PC:
• Microsoft Office – program for composing text, graphics,
photos into letters, articles, reports.
• Power-point – for preparing lecture presentations
• Excel – for spreadsheets and similar graphic sheets
• Internet Explorer – access to the internet
• Yahoo or Google – websites; e-mail, chat rooms, Blog sites,
news service (print/video) educational softwares
• Adobe reader – grahps/photo composition and
editing
• MSN – mail/chat messaging
• Windows media player – CD, VCD player
• Cyberlink Power - DVD player
• Windows media player – editing film/video
• Gamehouse – video games
Lesson 10
The Computer as a Tutor
• Computer is one of the wonders of human
ingenuity.
• Computer-assisted instruction (CAI)
• Computer can be a tutor. It should be made clear,
however, that the computer cannot totally replace
the teacher since the teacher shall continue to play
the major roles of information deliverer and
learning environment controller
the teacher in CAI must:
• Ensure that students have needed knowledge and
skills for any computer activity.
• Decide learning activities.
• Plan the sequential and structured activities to
achieve objectives.
• Evaluate the students’ achievement by ways of tests
the specific expected outcomes.
The students in CAI play their own roles:
• Receive information
• Understand instructions for the computer activity
• Retain/keep in mind the information and rules for
the computer activity
• Apply the knowledge and rules during the process of
computer learning.
During the activity CAI plays its roles:
• Acts as a sort of tutor
• Provides a learning environment
• Delivers learning instruction
• Reinforces learning through drill-and-practice
• Provides feedback
CAI Integrated with Lessons
• When and how can teachers integrate drill and
practice programs with their lessons?
• Use drill and practice programs for basic skills and
knowledge that require rapid or automatic
response.
• Ensure that drill and practice activities conform to
the lesson plan/curriculum.
• Limit drill and practice to 20-30 minutes to avoid
boredom.
• Use drill and practice to assist students with
particular weakness in basic skills.
Tutorial Software should be able to:
• Teach new content/new information to students
• Provide comprehensive information on concepts in
addition to practice exercises.
• Can be effectively used for remediation,
reviewing, or enrichment.
• Allow the teacher to introduce follow-up
questions to stimulate students learning.
• Permits group activity for cooperative learning.
Simulation Programs
another kind of software that is constructivist
in nature
• Teaches strategies and rules applied to real-life
problems/situations.
• Asks students to make decision on models or
scenarios.
• Allows students to manipulate elements of a
model and the experience of the effects of their
decisions.
• E.g. SimCity
Instructional Games
• Instructional computer games add the elements
of competition and challenge.
• E.g. GeoSafari
• Learning outcomes are simple memorization of
information, keyboarding skills, cooperation and
social interaction.
Problem Solving Software
• Thinking Things 1- an example of a problem
solving software in which the team learners must
help each other by observing and comparing.
Multimedia Encyclopedia and Electronic Books
Multimedia
Encyclopedia
• Huge database with texts,
animation, audio and
video
• E.g. eyewitness Children’s
Encyclopedia.
Electronic books
• Provide textual information
for reading, supplemented
by other types of multimedia
information (sounds, words,
pictures, animation)
• E.g. Just Grandma and Me
animated storybook
Lesson 11
The Computer as the Teacher’s Tool
Computer as the teacher’s handy-tool. It can in
fact support the constructivist and social
constructivist paradigms of constructivist learning
• Constructivism – introduced by Piaget (1981) and
Bruner (1990). Students build their own learning.
• Social Constructivism - students build knowledge
influenced by the social context.
• Learning is affected by social influences
(Vygotsky)
Computer as the teacher’s handy-tool. It can
in fact support the constructivist and social
constructivist paradigms of constructivist
learning.
Constructivism
• Knowledge is constructed by
the individual
• Students build their own
learning
• Gather unorganized to create
new concept/principle
• Personal discovery of
knowledge
Social constructivism
• Knowledge is constructed
within a social context
• Students build knowledge
influenced by the social
context
• Exchange and share ideas,
stimulates thinking
• Students discuss and discover
Based on the theories, the teacher can employ the
computer as an:
Lesson 12
Information Technology in Support of
Student-Centered Learning
Traditional classroom
Student-centered classroom
Lesson 13
Cooperative Learning with Computer
Cooperative or Collaborative learning
a learning by small groups of students who
work together in a common a common learning
task.
5 elements
A common
goal
Individual
accountabili
ty
interaction
Social skills
interdependen
ce
Advantages of cooperative learning
Encourages active learning, while motivating
learners
Increases academic performance
Promotes literacy and language skills
Improves teacher effectiveness
Cooperative learning and the computer
the computer is a fairly natural learning
vehicle for cooperative(at times called promotive)
Components of cooperative learning
 Assigning students to mixed-ability teams
 Establishing positive interdependence
 Teaching cooperative social skills
Insuring individual accountability,
 Helping groups process information
• Limit learning group clusters (six the ideal
number in a group) for closer involvement of
thinking and learning
Lesson 14
The Software as an Educational
Resources
Software – the programs, routines and symbolic
languages that control the functioning of hardware
and direct its operation.
Two kinds of
software
Systems
software
The
operating
system
Applications
software
System that
commands
the particular
tasks
Microsoft Windows
 a program Microsoft windows or windows
 an operating environment between the user and
the user and the computer operating system
Uses colorful graphic interface
Windows is a self-contained operating system which
provides:
User convenience
A new look
Information center
Plug and play
Instructional software
can be visited on the Internet or can be
bought from software shops or dealer.
Guidelines in evaluating computer-based educational
materials:
o Be extremely cautious in using CBIs and ‘free’
Internet materials
o Don’t be caught up by attractive graphics, sounds,
animation, pictures. Video clips and music forgetting
their instructional worth
o Don’t be caught up by attractive graphics,
sounds, animation, pictures. Video clips and
music forgetting their instructional worth
oTeachers must evaluate these resources using
sound pedagogical principles
o Among design and content elements to evaluate
are: the text legibility, effective use of color
schemes, attractive lay-out and design, and easy
navigation from section to section
o Clarity in the explanations and illustrations of
concepts and principles
oAccuracy, coherence, logic of information
o Their being current since data/statistics
continually change
o Relevance/effectiveness in attaining learning
objectives
o Absence of biased materials (e.g. gender bias or
racial bias)
Lesson 15
Understanding Hypermedia
Most educational IT applications are hypermedia
and these includes:
Tutorial software packages
Knowledge webpages
Simulation instructional games
Learning project management
Characteristics of hypermedia applications
Learner control
Learner wide range of
navigation routes
In the use of hypermedia the following
instructional events will prove useful to the
teacher:
o Get the learner attention
o Recall prior learning
o Inform learners of lesson objectives
o Introduce the software and its distinctive features
oGuide learning feedback
oProvide learning feedback
o Assess performance
o Enhance retention and learning transfer
Lesson 16
The Internet and Education
• Internet
Simply called the Net
The largest and far-flung network system-of-
all-systems
Transmission Control Protocol/Internet (TCP/IP)
set of rules for exchange data
Server – special software (program) that uses the
Internet protocol
Getting around the Net
Browsing - to move around the Internet
Browser – using a program, the user can use a
mouse to point and click on screen icons to surf
the Internet
World Wide Web (Web) an Internet’s subset of text,
images, and sounds are linked together to allow
users to access data information needed
Lesson 17
Educational Technology 2 Practicum
Essential requirements for ET 2 practicum phase
will be:
 a computer laboratory/special computer
classroom
 Participation of computer lab tutor/assistants
 Assigned number of hours in conformity with
the course requirement
Basic Microsoft Word
• Microsoft word menus and toolbars
• Creating, formatting, editing and saving
documents
• Assigning page layouts
• Inserting tabs and tables
• Templates and wizards
• Printing
Upon successful completion the learner shall able
to:
• Create, open and save word documents and files
• Insert graphics, tables and charts in documents
• Manage files and folder
• Apply format on the text, sentences and
paragraphs
• Interlink documents
• Create standard documents using template
Prepared by:
Hayne Jane R. Pelingon
Submitted to:
Dr. Maria Gloria Lugo

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Educ 118 outline

  • 1. Lesson 5 State-of-the-Art ET APPLICATION PRACTICES
  • 2. Systematic Instructional Planning Process • identify instructional goals • Analyzed learners • Identify objectives • Plan instructional objectives • Choose ET media • Implement instruction • Make assessment on learning outcomes and effective of ET application
  • 3. Lesson 6 IT Enters A New Learning Environment
  • 4. Four Learning Domains • Meaningful Learning • Students already have knowledge that is relevant to new learning • Students are willing to perform class work to find connections between what they already know and what they can learn.
  • 5. • Discovery Learning • Students perform tasks to uncover what is to be learned • The student personally engaged and not subjected by the teacher. • Generative Learning • Gives emphasis to what can be done with pieces of information, not only on access to them. • More on problem based
  • 6. • Constructivism • Learner builds a personal understanding through appropriate learning activities and a good learning environment. • reflection
  • 7. Common themes to the four learning domains • active, purposeful learners • Set personal goals and strategies to achieve these goals • Make their learning experience meaningful and relevant to their lives. • Seek to build an understanding of their personal worlds • Build on what they already know in order to interpret and respond to new experiences.
  • 8. Lesson 7 Higher Thinking Skills Through IT- Based Projects
  • 9. The four IT-based projects I. Resource-based Projects • Let the student find their own information • Go beyond the textbook and curriculum materials • Students are encouraged to go to modern extension of the modern library, the internet • Inquiry-based or discovery approach is given important
  • 10. II. Simple Creations Creativity is combine into three kinds of skills/abilities PROMOTINGSYNTHESIZINGANALYZING
  • 11. The five tasks in developing creativity Define the task brainstorm Judge the ideas Act Adopt flexibility
  • 12. III. Guided Hypermedia Projects • Self-made multimedia projects can be approached in two different ways: • As an instructive tool – power-point presentation • As a communication tool – do a multimedia presentation (with text, graphs, interviews, video clips to simulate a television news show
  • 13. IV. Web-based projects • Students will create and post webpages on a given topic • Creating single page webpages may too sophisticated and time consuming for the average student.
  • 14. Lesson 9 Computers as Information and Communication Technology
  • 15. THE PERSONAL COMPUTER (PC) AS ICT Instructional Media • Consist of audio-visual aids that served enhance and enrich the teaching- learning process. • Blackboard, photo, film, and video Educational Communication media • Media of communication to audiences using the print, film, radio, television or satellite. • Distance learning were implemented using correspondence, radio, television or the computer satellite system.
  • 16. Programs Installed in an ordinary modern PC: • Microsoft Office – program for composing text, graphics, photos into letters, articles, reports. • Power-point – for preparing lecture presentations • Excel – for spreadsheets and similar graphic sheets • Internet Explorer – access to the internet • Yahoo or Google – websites; e-mail, chat rooms, Blog sites, news service (print/video) educational softwares
  • 17. • Adobe reader – grahps/photo composition and editing • MSN – mail/chat messaging • Windows media player – CD, VCD player • Cyberlink Power - DVD player • Windows media player – editing film/video • Gamehouse – video games
  • 19. • Computer is one of the wonders of human ingenuity. • Computer-assisted instruction (CAI) • Computer can be a tutor. It should be made clear, however, that the computer cannot totally replace the teacher since the teacher shall continue to play the major roles of information deliverer and learning environment controller
  • 20. the teacher in CAI must: • Ensure that students have needed knowledge and skills for any computer activity. • Decide learning activities. • Plan the sequential and structured activities to achieve objectives. • Evaluate the students’ achievement by ways of tests the specific expected outcomes.
  • 21. The students in CAI play their own roles: • Receive information • Understand instructions for the computer activity • Retain/keep in mind the information and rules for the computer activity • Apply the knowledge and rules during the process of computer learning.
  • 22. During the activity CAI plays its roles: • Acts as a sort of tutor • Provides a learning environment • Delivers learning instruction • Reinforces learning through drill-and-practice • Provides feedback
  • 23. CAI Integrated with Lessons • When and how can teachers integrate drill and practice programs with their lessons? • Use drill and practice programs for basic skills and knowledge that require rapid or automatic response. • Ensure that drill and practice activities conform to the lesson plan/curriculum.
  • 24. • Limit drill and practice to 20-30 minutes to avoid boredom. • Use drill and practice to assist students with particular weakness in basic skills. Tutorial Software should be able to: • Teach new content/new information to students • Provide comprehensive information on concepts in addition to practice exercises.
  • 25. • Can be effectively used for remediation, reviewing, or enrichment. • Allow the teacher to introduce follow-up questions to stimulate students learning. • Permits group activity for cooperative learning.
  • 26. Simulation Programs another kind of software that is constructivist in nature • Teaches strategies and rules applied to real-life problems/situations. • Asks students to make decision on models or scenarios. • Allows students to manipulate elements of a model and the experience of the effects of their decisions. • E.g. SimCity
  • 27. Instructional Games • Instructional computer games add the elements of competition and challenge. • E.g. GeoSafari • Learning outcomes are simple memorization of information, keyboarding skills, cooperation and social interaction.
  • 28. Problem Solving Software • Thinking Things 1- an example of a problem solving software in which the team learners must help each other by observing and comparing.
  • 29. Multimedia Encyclopedia and Electronic Books Multimedia Encyclopedia • Huge database with texts, animation, audio and video • E.g. eyewitness Children’s Encyclopedia. Electronic books • Provide textual information for reading, supplemented by other types of multimedia information (sounds, words, pictures, animation) • E.g. Just Grandma and Me animated storybook
  • 30. Lesson 11 The Computer as the Teacher’s Tool
  • 31. Computer as the teacher’s handy-tool. It can in fact support the constructivist and social constructivist paradigms of constructivist learning • Constructivism – introduced by Piaget (1981) and Bruner (1990). Students build their own learning. • Social Constructivism - students build knowledge influenced by the social context. • Learning is affected by social influences (Vygotsky)
  • 32. Computer as the teacher’s handy-tool. It can in fact support the constructivist and social constructivist paradigms of constructivist learning. Constructivism • Knowledge is constructed by the individual • Students build their own learning • Gather unorganized to create new concept/principle • Personal discovery of knowledge Social constructivism • Knowledge is constructed within a social context • Students build knowledge influenced by the social context • Exchange and share ideas, stimulates thinking • Students discuss and discover
  • 33. Based on the theories, the teacher can employ the computer as an:
  • 34. Lesson 12 Information Technology in Support of Student-Centered Learning
  • 37. Cooperative or Collaborative learning a learning by small groups of students who work together in a common a common learning task. 5 elements A common goal Individual accountabili ty interaction Social skills interdependen ce
  • 38. Advantages of cooperative learning Encourages active learning, while motivating learners Increases academic performance Promotes literacy and language skills Improves teacher effectiveness Cooperative learning and the computer the computer is a fairly natural learning vehicle for cooperative(at times called promotive)
  • 39. Components of cooperative learning  Assigning students to mixed-ability teams  Establishing positive interdependence  Teaching cooperative social skills Insuring individual accountability,  Helping groups process information • Limit learning group clusters (six the ideal number in a group) for closer involvement of thinking and learning
  • 40. Lesson 14 The Software as an Educational Resources
  • 41. Software – the programs, routines and symbolic languages that control the functioning of hardware and direct its operation. Two kinds of software Systems software The operating system Applications software System that commands the particular tasks
  • 42.
  • 43. Microsoft Windows  a program Microsoft windows or windows  an operating environment between the user and the user and the computer operating system Uses colorful graphic interface
  • 44. Windows is a self-contained operating system which provides: User convenience A new look Information center Plug and play
  • 45. Instructional software can be visited on the Internet or can be bought from software shops or dealer. Guidelines in evaluating computer-based educational materials: o Be extremely cautious in using CBIs and ‘free’ Internet materials o Don’t be caught up by attractive graphics, sounds, animation, pictures. Video clips and music forgetting their instructional worth
  • 46. o Don’t be caught up by attractive graphics, sounds, animation, pictures. Video clips and music forgetting their instructional worth oTeachers must evaluate these resources using sound pedagogical principles o Among design and content elements to evaluate are: the text legibility, effective use of color schemes, attractive lay-out and design, and easy navigation from section to section
  • 47. o Clarity in the explanations and illustrations of concepts and principles oAccuracy, coherence, logic of information o Their being current since data/statistics continually change o Relevance/effectiveness in attaining learning objectives o Absence of biased materials (e.g. gender bias or racial bias)
  • 49. Most educational IT applications are hypermedia and these includes: Tutorial software packages Knowledge webpages Simulation instructional games Learning project management
  • 50. Characteristics of hypermedia applications Learner control Learner wide range of navigation routes
  • 51. In the use of hypermedia the following instructional events will prove useful to the teacher: o Get the learner attention o Recall prior learning o Inform learners of lesson objectives o Introduce the software and its distinctive features oGuide learning feedback oProvide learning feedback o Assess performance o Enhance retention and learning transfer
  • 52. Lesson 16 The Internet and Education
  • 53. • Internet Simply called the Net The largest and far-flung network system-of- all-systems Transmission Control Protocol/Internet (TCP/IP) set of rules for exchange data Server – special software (program) that uses the Internet protocol
  • 54. Getting around the Net Browsing - to move around the Internet Browser – using a program, the user can use a mouse to point and click on screen icons to surf the Internet World Wide Web (Web) an Internet’s subset of text, images, and sounds are linked together to allow users to access data information needed
  • 56. Essential requirements for ET 2 practicum phase will be:  a computer laboratory/special computer classroom  Participation of computer lab tutor/assistants  Assigned number of hours in conformity with the course requirement
  • 57. Basic Microsoft Word • Microsoft word menus and toolbars • Creating, formatting, editing and saving documents • Assigning page layouts • Inserting tabs and tables • Templates and wizards • Printing
  • 58. Upon successful completion the learner shall able to: • Create, open and save word documents and files • Insert graphics, tables and charts in documents • Manage files and folder • Apply format on the text, sentences and paragraphs • Interlink documents • Create standard documents using template
  • 59. Prepared by: Hayne Jane R. Pelingon Submitted to: Dr. Maria Gloria Lugo