3. Definitions of Educational
Technology
Education Technology (also known as
"EdTech") refers to an area of technology
devoted to the development and application of
tools (including software, hardware, and
processes) intended to promote education.
―EdTech is a study and
ethical practice for facilitating learning and
improving performance by creating, using and
managing appropriate technological processes
and resources.
4. 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 Association for Educational
Communications and Technology
(AECT) look
5. Educational technology is a systematic, iterative process
for designing instruction or training used to improve
performance.
‒The Encyclopedia of Educational
Technology
Educational Technology involves the disciplined
application of knowledge for the purpose of improving
learning, instruction and/or performance.
‒Michael Spector
7. Edtech’s (educational technology’s) definition has evolved over the
years as a variation of ways of dealing with learning processes, a
conceptual framework, theory and practice, and the latest study and
ethical practices of dealing with technological processes and
resources.
8. Audiovisual communications is the branch of educational theory and
practice concerned with the design and use of messages which control
the learning process. It undertakes: (a) the study of the unique and
relative strengths and weaknesses of both pictorial and
nonrepresentational messages which may be employed in the learning
process for any reason; and (b) the structuring and systematizing of
messages by men and instruments in an educational environment.
1963
9. Educational technology is a field involved in the facilitation of
human learning through systematic identification, development,
organization and utilization of a full-range of learning resources
and through the management of these processes.
1972
10. 1977
Educational technology is a complex, 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.
11. 1994
Instructional technology is the theory and
practice of design, development,utilization,
management and evaluation of processes and
resources for learning.
13. Synchronous learning refer to exchange of ideas and information
with others participants during the same periods.
Example: Face-to-face discussion, online real-time live teacher
instruction and feedback, Skype conversations, and chat rooms
or virtual classroom where everyone is online and working
collaboratively at the same time.
1. Synchronous and Asynchronous
14. Asynchronous learning may use technologies such as
email, blogs, wikis, and discussion boards, as well as
web-supported textbooks, hypertext documents,
audio,
video courses, and social networking using web.
15. 2. Linear Learning
Computer-based training(CBT)
refers to self-paced learning activities delivered on a computer or
handheld device such as a tablet or smartphone. CBT initially
delivered content via CDROM, and typically presented content
linearly, much like reading an online book or manual. For this
reason, CBT is often used to teach static processes, such as
using software or completing mathematical equations. Computer-
based training is conceptually similar to web- based
training(WBT) which are delivered via internet using a web
browser.
16. 3. Collaborative Learning
Computer-supported collaborative learning(CSCL)
uses instructional methods designed to encourage or
require students to work together on learning tasks.
CSCL is similar in concept to the terminology, "e-
leaning 2.0" and "networked collaborative
leaning "(NCL).
18. The great tech minds tasked with creating the data driven
processes and applications that facilitate the learning experience
may understand solution-implementation, but they can’t stand in
for educational leaders when it comes to disseminating
knowledge. Conversely, strong educators aren’t necessarily
equipped or inclined to deal with all the tech tools available to
them and to develop ways to apply it to their discipline. They will
be the first to tell you that there are enough challenges in their
day-to-day work without asking them to become IT experts, as
well.
20. There are many countries around the world lacking access to
tools and resources in their educational sector. If integrated
thoughtfully, e-learning applications and platforms are a cost-
efficient solution to this issue. The focus of many developers is
to make educational technology available to as many students
around the world as possible.
•EdTech helps students access global education
21. Digital technology will soon be at the core of most
industries. The interactive approach of educational
technology encourages students to obtain digital
skills, which will be vital to succeed in the labour
market.
•EdTech helps students develop in-demand skills
22. The Filipino government understands how important it is to teach
students how to utilize a digital economy. The vision is to raise a
generation that’s ready to compete in a global market. This is a case
especially in emerging countries, such as the Philippines. If students can
get familiar with technology at a young age, it sparks many market
possibilities – even a chance to compete against developed economies.
•EdTech brings global opportunities for national economies
24. 1. Edukasyon
Knowledge is power – and Edukasyon knows that
very well. Their website is a number one resource for
students in the Philippines looking for higher
education opportunities.
The portal provides comprehensive information to
help students advance in their education - from
applying to their dream school to choosing the right
career path.
25.
26. High English proficiency has proved to be essential for
the growth of the Filipino
economy.
Learntalk's mission is to help Filipinos advance in their
English language skills by providing high-quality,
affordable lessons through video-calls outsourced from
the main office in Manila.
2. Learntalk
27.
28. 3. PhilSmile
PhilSmile is a popular all-in-one school management
system for academic institutions. It covers multiple
areas from enrolment to grading and financials.
The company has helped more than 40 schools to
upgrade their rules and policies to make it more efficient
and build relationships with students and parents
through an app.
The platform is convenient for students, helps parents
guide their child's process and eases the payment
collection for schools.
29.
30. 4. KITE eLearning Solutions
This EdTech company offers e-learning
programmes to educational institutions in
the Philippines. From an end-to-end academy
system to an app encouraging kids to
read, there are many products to choose from.
31.
32. 5. JakenPoy's Study Buddy
In the Filipino language, jakenpoy refers to
the rock-paper-scissors game. And just like
the actual game, this company is set to
make learning a fun activity, while bringing
generations together.
33.
34. 6. Zzish
This platform originated in the United
Kingdom and is a helpful tool used by
teachers to analyse the performance of
their class.
35.
36. 7. Quipper
In 2015, the London-Tokyo powerhouse Quipper
was introduced to the Filipino audience and quickly
gained popularity.
Bringing video lessons and coaching from the best
teachers directly to students’ smartphones, this app
has a mission to close the education gap - not only
between countries but also within the Philippines.
39. GROUP 6
REPORTERS:
Madeja, Rey B.
Marino, Althea T.
Mateo, Reynalyn
Miras, Maricris B.
Nuguit, Dan Reb S.
Ong, Paula Mae
Otac, Leandro D.
Pajare, Marmar S.
Pinca, Jessel Ann M.
Potot, Maria Elena P.