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Technology for
Teaching and
Learning 2
To facilitate everyone’s journey to gain competency in this
course, this course is structured in to six modules as
follows:
Lesson 1
The K to 12
Curriculum
Framework
Learning Outcomes
Explore
1. Strengthening Early Childhood Education (Universal
Kindergarten)
2. Making the Curriculum Relevant to Learners
(Contextualization and Enhancement)
3. Building Profeciency (Mother – tongue Based Multilingual
Education)
4. Ensuring Integrated and Seamless Learning (Spiral
Progression)
5. Gearing Up for the Future
6. Nurturing the Holistically developed Filipino ( College and
Livelihood Readiness, 21st Century Skills)
For teachers to maintain excellent performance, they need full
support one of which is technological support.
Technology for Teaching and
Learning 2 focuses on the
application, design, production,
utilization, and evaluation of
Information and
Communications Technology
(ICT) materials for teaching and
learning in basic education.
There is a lot of learning management
system and educational platforms that
provide ease of teaching and learning.
Slow connectivity and zero internet
connection are among the significant
issues for teachers and learners who
reside in the far-flung areas.
However, there are many ways to
connect teaching and learning to
students using the flexible learning
approach.
Flexible learning is one of the teaching strategies to
adapt the ability of the learners through pace and place
mode of education. With pace, for example, students
may take augmented lessons or engage in a designed
learning activity to meet the required time which is
adjacent to their learning. In place, learning can be
learned anywhere provided that the Internet and
communication is delivered as part of a work-study
program.
Off-line technology – This type of learning technology
involves teachers and students having limited access or
no internet connection. The following educational
technologies that can be used are printed modules,
audiotapes, videotapes, VCDs, storage devices (SD,
flash drive, external HDD/SSD) drives, and learning
packets. Television and radio broadcasting networks can
be also used for general knowledge and dissemination of
information.
Blended technology - Another learning technology that
teachers and students are having digital accessibility but
unstable connection. Desktop computers, laptops,
tablets, smartphones, and applications are primarily
technologies for this teaching and learning development.
Learning Management System (LMS) can be employed
if a virtual or collaborative way of learning.
On-line technology – This type of learning technology
is controlled by or connected to a network.
Classnet or virtual class is the most effective way to
deliver the instruction. Available resources like e-
modules, videos, audios, podcasts, Open Educational
Resources (OERs), webcasts, and the others. LMS
plays a significant role which allows users to create,
organize, and assign educational courses.
Educational Platform is any computer software that
exists online and serves an educational purpose.
Blackboard, Canvas, Schoology, and Brightspace are
few examples of this learning platform with proprietary or
required premium of payment.
Google Classroom, Moodle, Sakai, LearnDash, and
Edmodo are some of the educational platforms that are
free and open-source to use.
The Pedagogy Wheel is a visual representation
designed to assist educators in integrating technology
into teaching practices. It organizes various educational
apps and digital tools based on the Revised Bloom's
Taxonomy, which classifies cognitive skills into six levels,
ranging from basic to higher-order thinking.
APP SELECTION CRITERIA
Remembering Criteria: Apps that fit into the
"remembering" stage improve the user's ability to define
terms, identify facts, and recall and locate information.
Educational apps fall into the remembering guide for the
students to select, find matches, and sequence the
content out from the line of applications.
Remembering Criteria:
Example App: Flashcard App
Description: A flashcard app, like Quizlet, allows
students to create digital flashcards to review terms,
definitions, and facts. Users can flip through the
cards to recall and locate information, aiding in the
remembering stage of learning.
APP SELECTION CRITERIA
Understanding Criteria: These mobile apps give
opportunities for students to explain ideas or
concepts. Understanding apps pace the missing
from the selection of a correct answer and
introduce a more open-ended format for students
to summarize the content and translate meaning.
Understanding Criteria:
Example App: Explain Everything
Description: Explain Everything is an interactive
whiteboard app that allows students to visually explain
ideas or concepts. They can use it to create presentations,
diagrams, or multimedia content, fostering a deeper
understanding and the ability to summarize content.
APP SELECTION CRITERIA
Applying Criteria: This apps of “applying”
provides opportunities for students to
demonstrate their ability to implement
learned procedures and methods. They also
highlight the ability to execute ideas in an
unfamiliar context of situations.
Applying Criteria:
Example App: Mathway
Description: Mathway is a problem-solving app that allows
students to apply learned procedures and methods in
solving math problems. It guides them through the steps
of problem-solving, helping to demonstrate their ability to
implement learned concepts
APP SELECTION CRITERIA
Analyzing Criteria: Analyzing apps
improve the students’ ability to
differentiate between the relevant and
irrelevant, determine relationships, and
recognize the organization of content.
Analyzing Criteria:
Example App: TED
Description: The TED app provides access to a vast
library of TED Talks. Students can use this app to analyze
speeches, talks, or presentations, differentiating between
relevant and irrelevant information, recognizing
relationships, and understanding the organization of
content.
APP SELECTION CRITERIA
Evaluating Criteria: Apps belong to the
“evaluating” phase increase the students’ ability to
critic facts and procedures based on the criteria
they have set or outside sources. They help
students on how to weigh decisions, check the
content quality through validity and reliability, as
well as the accuracy and effectiveness of claims.
Evaluating Criteria:
Example App: Newsela (no Free)
Description: Newsela is an app that provides news articles
at different reading levels. Students can use it to evaluate
information by comparing different articles on the same
topic, checking the content quality, and assessing the
validity and reliability of the sources.
APP SELECTION CRITERIA
Evaluating Criteria: Apps belong to the “evaluating”
phase increase the students’ ability to critic facts and
procedures based on the criteria they have set or outside
sources. They help students on how to weigh decisions,
check the content quality through validity and reliability,
as well as the accuracy and effectiveness of claims.
Creating Criteria:
Example App: Book Creator
Description: Book Creator allows students to create their
own digital books by combining text, images, audio, and
video. This app provides opportunities for students to
generate new ideas, design plans, and innovate, fostering
creativity and the production of unique products.
Lesson 2
21st Century
Skills
Learning Outcomes
Introduction
Understanding the 21st Century Skills. Analyze the diagram and answer below the analysis
questions:
Analysis
• What did you understand about the 21st Century Skills as
illustrated above?
• How do the 21st Century Skills vary?
• As a teacher, how can you use this information to maximize
learning?
Abstraction
The World Economic Forum (2016) established 16 crucial
proficiencies for education in the 21st century. These skills
include six “foundational literacies” and 10 skills labeled either
“competencies” or “character qualities”
Foundational literacies are the core skills applied by
learners to everyday tasks such as literacy, numeracy,
scientific literacy, ICT literacy, financial literacy, and cultural
and civic literacy.
Abstraction
With ICT integration, foundational skills are required for
traditional academic learning. The basic knowledge where
common learning tasks and specific alignment of skills are
simply put into efficiency and cost-effectively. With the
emerging technologies that go beyond the traditional way of
learning, core skills must be the prerequisite of learning.
The following basic skills are contextually defined to unlock the potential of
using technologies:
Literacy is the ability to read, understand and use
written language;
Numeracy ability to use numbers and other symbols
to understand and express quantitative relationships;
Scientific literacy is the ability to use scientific
knowledge and principles to understand one's
environment and test hypotheses;
The following basic skills are contextually defined to unlock the potential of
using technologies:
ICT literacy is the ability to use and create technology-based
content, including finding and sharing information, answering
questions, interacting with other people and computer
programming;
Financial literacy is the ability to understand and apply
conceptual and numerical aspects of finance in practice; and,
Cultural and civic literacy is the ability to understand,
appreciate, analyze, and apply knowledge of the humanities
(https://tinyurl.com/y4rrsesg).
The following basic skills are contextually defined to unlock the potential of
using technologies:
ICT literacy is the ability to use and create technology-based
content, including finding and sharing information, answering
questions, interacting with other people and computer
programming;
Financial literacy is the ability to understand and apply
conceptual and numerical aspects of finance in practice; and,
Cultural and civic literacy is the ability to understand,
appreciate, analyze, and apply knowledge of the humanities
(https://tinyurl.com/y4rrsesg).
Abstraction
Competencies are a binary set of skills on how learner
approaches complex challenges. These are critical
thinking/problem-solving, creativity, communication, and
collaboration.
The 4Cs of 21st-century skills are:
Critical thinking/problem-solving is ability to identify,
analyze and evaluate situations, ideas, and information to
formulate responses and solutions;
Creativity is the ability to imagine and devise new, innovative
ways of addressing problems, answering questions or
expressing meaning through the application, synthesis or
repurposing of knowledge;
The 4Cs of 21st-century skills are:
Communication is the ability to listen to, understand, convey
and contextualize information through verbal, nonverbal,
visual and written means; and,
Collaboration is the ability to work in a team towards a
common goal, including the ability to prevent and manage
conflict
(https://tinyurl.com/y4rrsesg).
Abstraction
Character Qualities are another set of social and emotional
learning skills in which learners approach their changing
environment. These skills include curiosity, initiative,
persistence or grit, adaptability, leadership, and social and
cultural awareness.
Character Qualities
Curiosity. Ability and desire to ask questions and to demonstrate
openmindedness and inquisitiveness
Initiative. Ability and desire to proactively undertake a new task or
goal
Persistence/Grit. Ability to sustain interest and effort and to
persevere to accomplish a task or goal
Adaptability. Ability to change plans, methods, opinions or goals
considering new information
Character Qualities
Adaptability. Ability to change plans, methods, opinions or goals
considering new information
Leadership. Ability to effectively direct, guide and inspire others to
accomplish a common goal
Social and cultural awareness. Ability to interact with other
people in a socially, culturally, and ethically appropriate way
(https://tinyurl.com/y4rrsesg).
Hereunder are the Top 10 skills you need to thrive in the
Industrial Revolution 4.0:
in 2020 in 2015
1. Complex Problem Solving 1. Complex Problem Solving
2. Critical Thinking 2. Coordinating with Others
3. Creativity 3. People Management
4. People Management 4. Critical Thinking
5. Coordinating with Others 5. Negotiation
6. Emotional Intelligence 6. Quality Control
7. Judgment and Decision Making 7. Service Orientation
8. Service Orientation 8. Judgment and Decision Making
9. Negotiation 9. Active Listening
10. Cognitive Flexibility 10. Creativity
Fourth Industrial Revolution" (Industry 4.0) has been used to describe the
ongoing transformation of industries and economies through the integration of
digital technologies, automation, and smart systems. This fourth wave of
industrialization builds upon the advancements of the previous three industrial
revolutions.
The Fourth Industrial Revolution is characterized by the convergence of physical,
digital, and biological technologies. Key components include the Internet of
Things (IoT), artificial intelligence (AI), big data analytics, advanced robotics, 3D
printing, augmented reality, and other technologies that are reshaping the way
industries operate.
The term was popularized by the World Economic Forum to describe the
transformative impact of these technologies on various sectors, including
manufacturing, healthcare, transportation, and more. It signifies a shift toward
smart, connected systems that can adapt and learn from data, leading to
Thank You

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Lesson-1-2.pptx

  • 2.
  • 3. To facilitate everyone’s journey to gain competency in this course, this course is structured in to six modules as follows:
  • 4.
  • 5.
  • 6. Lesson 1 The K to 12 Curriculum Framework
  • 9. 1. Strengthening Early Childhood Education (Universal Kindergarten)
  • 10. 2. Making the Curriculum Relevant to Learners (Contextualization and Enhancement)
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18. 3. Building Profeciency (Mother – tongue Based Multilingual Education)
  • 19. 4. Ensuring Integrated and Seamless Learning (Spiral Progression)
  • 20. 5. Gearing Up for the Future
  • 21. 6. Nurturing the Holistically developed Filipino ( College and Livelihood Readiness, 21st Century Skills)
  • 22. For teachers to maintain excellent performance, they need full support one of which is technological support.
  • 23. Technology for Teaching and Learning 2 focuses on the application, design, production, utilization, and evaluation of Information and Communications Technology (ICT) materials for teaching and learning in basic education.
  • 24. There is a lot of learning management system and educational platforms that provide ease of teaching and learning. Slow connectivity and zero internet connection are among the significant issues for teachers and learners who reside in the far-flung areas. However, there are many ways to connect teaching and learning to students using the flexible learning approach.
  • 25. Flexible learning is one of the teaching strategies to adapt the ability of the learners through pace and place mode of education. With pace, for example, students may take augmented lessons or engage in a designed learning activity to meet the required time which is adjacent to their learning. In place, learning can be learned anywhere provided that the Internet and communication is delivered as part of a work-study program.
  • 26. Off-line technology – This type of learning technology involves teachers and students having limited access or no internet connection. The following educational technologies that can be used are printed modules, audiotapes, videotapes, VCDs, storage devices (SD, flash drive, external HDD/SSD) drives, and learning packets. Television and radio broadcasting networks can be also used for general knowledge and dissemination of information.
  • 27. Blended technology - Another learning technology that teachers and students are having digital accessibility but unstable connection. Desktop computers, laptops, tablets, smartphones, and applications are primarily technologies for this teaching and learning development. Learning Management System (LMS) can be employed if a virtual or collaborative way of learning.
  • 28. On-line technology – This type of learning technology is controlled by or connected to a network. Classnet or virtual class is the most effective way to deliver the instruction. Available resources like e- modules, videos, audios, podcasts, Open Educational Resources (OERs), webcasts, and the others. LMS plays a significant role which allows users to create, organize, and assign educational courses.
  • 29. Educational Platform is any computer software that exists online and serves an educational purpose. Blackboard, Canvas, Schoology, and Brightspace are few examples of this learning platform with proprietary or required premium of payment. Google Classroom, Moodle, Sakai, LearnDash, and Edmodo are some of the educational platforms that are free and open-source to use.
  • 30. The Pedagogy Wheel is a visual representation designed to assist educators in integrating technology into teaching practices. It organizes various educational apps and digital tools based on the Revised Bloom's Taxonomy, which classifies cognitive skills into six levels, ranging from basic to higher-order thinking.
  • 31. APP SELECTION CRITERIA Remembering Criteria: Apps that fit into the "remembering" stage improve the user's ability to define terms, identify facts, and recall and locate information. Educational apps fall into the remembering guide for the students to select, find matches, and sequence the content out from the line of applications.
  • 32. Remembering Criteria: Example App: Flashcard App Description: A flashcard app, like Quizlet, allows students to create digital flashcards to review terms, definitions, and facts. Users can flip through the cards to recall and locate information, aiding in the remembering stage of learning.
  • 33. APP SELECTION CRITERIA Understanding Criteria: These mobile apps give opportunities for students to explain ideas or concepts. Understanding apps pace the missing from the selection of a correct answer and introduce a more open-ended format for students to summarize the content and translate meaning.
  • 34. Understanding Criteria: Example App: Explain Everything Description: Explain Everything is an interactive whiteboard app that allows students to visually explain ideas or concepts. They can use it to create presentations, diagrams, or multimedia content, fostering a deeper understanding and the ability to summarize content.
  • 35. APP SELECTION CRITERIA Applying Criteria: This apps of “applying” provides opportunities for students to demonstrate their ability to implement learned procedures and methods. They also highlight the ability to execute ideas in an unfamiliar context of situations.
  • 36. Applying Criteria: Example App: Mathway Description: Mathway is a problem-solving app that allows students to apply learned procedures and methods in solving math problems. It guides them through the steps of problem-solving, helping to demonstrate their ability to implement learned concepts
  • 37. APP SELECTION CRITERIA Analyzing Criteria: Analyzing apps improve the students’ ability to differentiate between the relevant and irrelevant, determine relationships, and recognize the organization of content.
  • 38. Analyzing Criteria: Example App: TED Description: The TED app provides access to a vast library of TED Talks. Students can use this app to analyze speeches, talks, or presentations, differentiating between relevant and irrelevant information, recognizing relationships, and understanding the organization of content.
  • 39. APP SELECTION CRITERIA Evaluating Criteria: Apps belong to the “evaluating” phase increase the students’ ability to critic facts and procedures based on the criteria they have set or outside sources. They help students on how to weigh decisions, check the content quality through validity and reliability, as well as the accuracy and effectiveness of claims.
  • 40. Evaluating Criteria: Example App: Newsela (no Free) Description: Newsela is an app that provides news articles at different reading levels. Students can use it to evaluate information by comparing different articles on the same topic, checking the content quality, and assessing the validity and reliability of the sources.
  • 41. APP SELECTION CRITERIA Evaluating Criteria: Apps belong to the “evaluating” phase increase the students’ ability to critic facts and procedures based on the criteria they have set or outside sources. They help students on how to weigh decisions, check the content quality through validity and reliability, as well as the accuracy and effectiveness of claims.
  • 42. Creating Criteria: Example App: Book Creator Description: Book Creator allows students to create their own digital books by combining text, images, audio, and video. This app provides opportunities for students to generate new ideas, design plans, and innovate, fostering creativity and the production of unique products.
  • 46. Understanding the 21st Century Skills. Analyze the diagram and answer below the analysis questions:
  • 47. Analysis • What did you understand about the 21st Century Skills as illustrated above? • How do the 21st Century Skills vary? • As a teacher, how can you use this information to maximize learning?
  • 48. Abstraction The World Economic Forum (2016) established 16 crucial proficiencies for education in the 21st century. These skills include six “foundational literacies” and 10 skills labeled either “competencies” or “character qualities” Foundational literacies are the core skills applied by learners to everyday tasks such as literacy, numeracy, scientific literacy, ICT literacy, financial literacy, and cultural and civic literacy.
  • 49. Abstraction With ICT integration, foundational skills are required for traditional academic learning. The basic knowledge where common learning tasks and specific alignment of skills are simply put into efficiency and cost-effectively. With the emerging technologies that go beyond the traditional way of learning, core skills must be the prerequisite of learning.
  • 50. The following basic skills are contextually defined to unlock the potential of using technologies: Literacy is the ability to read, understand and use written language; Numeracy ability to use numbers and other symbols to understand and express quantitative relationships; Scientific literacy is the ability to use scientific knowledge and principles to understand one's environment and test hypotheses;
  • 51. The following basic skills are contextually defined to unlock the potential of using technologies: ICT literacy is the ability to use and create technology-based content, including finding and sharing information, answering questions, interacting with other people and computer programming; Financial literacy is the ability to understand and apply conceptual and numerical aspects of finance in practice; and, Cultural and civic literacy is the ability to understand, appreciate, analyze, and apply knowledge of the humanities (https://tinyurl.com/y4rrsesg).
  • 52. The following basic skills are contextually defined to unlock the potential of using technologies: ICT literacy is the ability to use and create technology-based content, including finding and sharing information, answering questions, interacting with other people and computer programming; Financial literacy is the ability to understand and apply conceptual and numerical aspects of finance in practice; and, Cultural and civic literacy is the ability to understand, appreciate, analyze, and apply knowledge of the humanities (https://tinyurl.com/y4rrsesg).
  • 53. Abstraction Competencies are a binary set of skills on how learner approaches complex challenges. These are critical thinking/problem-solving, creativity, communication, and collaboration.
  • 54. The 4Cs of 21st-century skills are: Critical thinking/problem-solving is ability to identify, analyze and evaluate situations, ideas, and information to formulate responses and solutions; Creativity is the ability to imagine and devise new, innovative ways of addressing problems, answering questions or expressing meaning through the application, synthesis or repurposing of knowledge;
  • 55. The 4Cs of 21st-century skills are: Communication is the ability to listen to, understand, convey and contextualize information through verbal, nonverbal, visual and written means; and, Collaboration is the ability to work in a team towards a common goal, including the ability to prevent and manage conflict (https://tinyurl.com/y4rrsesg).
  • 56. Abstraction Character Qualities are another set of social and emotional learning skills in which learners approach their changing environment. These skills include curiosity, initiative, persistence or grit, adaptability, leadership, and social and cultural awareness.
  • 57. Character Qualities Curiosity. Ability and desire to ask questions and to demonstrate openmindedness and inquisitiveness Initiative. Ability and desire to proactively undertake a new task or goal Persistence/Grit. Ability to sustain interest and effort and to persevere to accomplish a task or goal Adaptability. Ability to change plans, methods, opinions or goals considering new information
  • 58. Character Qualities Adaptability. Ability to change plans, methods, opinions or goals considering new information Leadership. Ability to effectively direct, guide and inspire others to accomplish a common goal Social and cultural awareness. Ability to interact with other people in a socially, culturally, and ethically appropriate way (https://tinyurl.com/y4rrsesg).
  • 59. Hereunder are the Top 10 skills you need to thrive in the Industrial Revolution 4.0: in 2020 in 2015 1. Complex Problem Solving 1. Complex Problem Solving 2. Critical Thinking 2. Coordinating with Others 3. Creativity 3. People Management 4. People Management 4. Critical Thinking 5. Coordinating with Others 5. Negotiation 6. Emotional Intelligence 6. Quality Control 7. Judgment and Decision Making 7. Service Orientation 8. Service Orientation 8. Judgment and Decision Making 9. Negotiation 9. Active Listening 10. Cognitive Flexibility 10. Creativity
  • 60. Fourth Industrial Revolution" (Industry 4.0) has been used to describe the ongoing transformation of industries and economies through the integration of digital technologies, automation, and smart systems. This fourth wave of industrialization builds upon the advancements of the previous three industrial revolutions. The Fourth Industrial Revolution is characterized by the convergence of physical, digital, and biological technologies. Key components include the Internet of Things (IoT), artificial intelligence (AI), big data analytics, advanced robotics, 3D printing, augmented reality, and other technologies that are reshaping the way industries operate. The term was popularized by the World Economic Forum to describe the transformative impact of these technologies on various sectors, including manufacturing, healthcare, transportation, and more. It signifies a shift toward smart, connected systems that can adapt and learn from data, leading to