Educational technology is the study and practice of facilitating learning through appropriate technological processes and resources. It involves using technology in education, such as computers, tablets, mobile devices, audio/video, whiteboards, and learning management systems. The history of educational technology dates back to the 1940s and has evolved with developments like the first mainframe computers in schools in the 1960s, the internet in the 1990s, and web-based tools now. It can be implemented through synchronous methods like virtual classrooms or asynchronous methods using email/discussion boards.
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2. What is Educational Technology ?
Educational technology
is the study and ethical
practice of facilitating
learning and impeoving
performnce by creating,
using and managing
appropiate technological
processes and
resources.
3. The use of technology in the process of learning and teaching has
improved the way in which students learn throughout the years
Have a look at the influence of technology in education…
4. Scope:
Educational technology as the theory
and practice of educational
approaches.
Educational technology as
technological tools and media that assits
in the communication of knowledge.
Educational technology for the learning
system mangement.
Educatioal technology itself as an
educatioanl subject
5. History of Education Technology
1946 - First vacuum tube-based computers developed; universities
help in computer development effort; technology used in war effort.
1960 – PLATO (programmed logic for automatic teaching
operations), the first computer – assisted – instruction (CAI) system,
is initiated at the University of Illinois. It profundly influences
computer – based education systems throughout the world.
1965 -. mainframes and minicomputers are put into place in some
schools, but most are used for administration.
1970 – Texas instruments develops the first hand – held electronic
calculator.
6. 1969 – The children’s program Sesame Street debuts on the National
Educational Television network and soon becomes an international hit.
1970 – ARPANET, the forerunner of the Internet, goes online. Engelbart
invents the mouse, hypertext and groupware.
1971 - Intel's first microprocessor developed.
1974 – The first affordable personal computer is featured on the cover of the
magazine Popular Electronics.
1977 – Japan Victor Company (JVC) introduces the VHS format video
cassette recorder.
1983 – Compact Disc (CD-ROM – invented by James T. Russell in the late
1960s -) technology is introduced in the United States
7. 1990 - Multimedia PCs are developed.
1994 - Digital video, virtual reality, and 3-D systems capture the attention of
many, but fewer multimedia PCs than basic business PCs are sold.
1995 - The Internet and the world wide web began to catch on as businesses,
schools, and individuals create web pages.
1996 – Dvds allow storage of larger amounts of digital data.
1997-2007 - The growth of the internet expands far faster than most
predicted.
It soon becomes the world's largest database of information, graphics, and
streaming video making it an invaluable resource for educators.
8. Search engines such as Google and Yahoo constantly develop new ways
to find information within the ever-growing number of web pages. Web
sites that offer individuals a place to put personal information become
popular, as does internet-based publishing and discussion forums.
Voice recognition slowly enters the computing mainstream.
Some computers incorporate TV input.
Larger computer storage capacity and the growing prevalence of CD-
ROM and DVD drives in personal computers make it easier for educators
to store larger files for educational applications.
9. Theory
Behaviorism
B.F. Skinner said: The Technology of Teaching” attempts to contemporary
Education.
Cognitivism
The Cognitive concepts of working memory (formerly known as short term
memory) and long term memory have been facilitated by research and
technology from the field of Computer Science..
Constructivism
This form of constructivism has a primary focus on how learners construct
their own meaning from new information.
10. Practice:
• Synchronous
Synchronous learning refers to the exchange of
ideas and information with one or more
participants during the same period.
• Asynchronous
Asynchronous learning may use
technologies such as email, blogs, wikis,
and discussion boards, as well as web-
supported textbooks,hypertext documents,
audiovideo courses, and social networking
using web 2.0. At
the professional educational level, training
may include virtual operating rooms.
11. The linear learner learns best when information is presented in a well-organized,
structured, and logically sequenced manner.
Linear learning
Collaborative learning is a
situation in which two or more
people learn or attempt to learn
something together
Collaborative learning
12. Classroom 2.0 refers to online multi-user virtual environments (MUVEs) that
connect schools across geographical frontiers.
Classroom 2.0
E-learning 2.0
E-learning 2.0 is a type of
computer-supported
collaborative learning
(CSCL) system that
developed with the
emergence of Web 2.0.
13. Media
Educational media and tools can be used for:
• task structuring
support: help with
how to do a task.
• access to knowledge
bases (help user find
information needed).
• alternate forms of
knowledge
representation
(multiple
representations of
knowledge, e.g.
video, audio, text,
image, data).
14. Audio and video
Radio offers synchronous educational vehicle, while
streaming audio over the internet with webcasts and
podcasts can be asynchronous.
Video technologyhas included VHS tapes and DVDs,
as well as on-demand and synchronous methods with
digital video via server or web-based options such as
streamed video from YouTube, Teacher Tube, Skype,
Adobe Connect,
and webcams.
15. Computers and tablets enable
learners and educators to access
websites as well as programs such as
Microsoft Word, PowerPoint, PDF
files, and images.
Many mobile devices support m-
learning. Mobile devices such as
clickers and smartphones can be
used for interactive feedback.Mobile
learning can provide performance
support for checking the time, setting
reminders, retrieving worksheets, and
instruction manuals
Computers, tablets and mobile devices
16. Group webpages, blogs, and wikis allow
learners and educators to post thoughts,
ideas, and comments on a website in an
interactive learning environment.
Social networks
Webcams and webcasting have
enabled creation of virtual classrooms
and virtual learning environment.[
Webcams
Interactive whiteboards and
smart boards allow learners and
instructors to write on the touch
screen. The screen markup can
be on either a blank whiteboard
or any computer screen content.
Whiteboards
17. Screencasting is when you
record a video of your computer
screen, oftentimes for teaching
or sharing ideas.
Screencasting
Virtual classroom
A virtual classroom is a teaching
and learning environment where
participants can interact,
communicate, view and discuss
presentations, and engage with
learning resources while working in
groups, all in an online setting.
18. Learning management system
A learning management system(LMS) is
software used for delivering, tracking and
managing training and education.
Computer-aided assessment