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   role played

   teachers enter the profession

   the other demands
   First the perspective of the classroom must
    change to become learner centered (Page 1)

   Second, students and teachers must enter into a
    collaboration or partnership with technology in
    order to create a "community" that nurtures,
    encourages, and supports the learning process
   Educational technology involves applying
    ideas from various sources to create the best
    learning environments possible for students.



   Educational technology is often considered,
    erroneously, as synonymous with instructional
    innovation.
   Although education has witnessed a multitude
    of both technology and innovation over the
    past 50 years (Reiser, 1987), the educational
    system has scarcely changed during that time.
   The Familiarization phase is concerned with
    one's initial exposure to and experience with a
    technology.




(page 3)
   The Utilization phase, in contrast, occurs when
    the teacher tries out the technology or
    innovation in the classroom.




(page 3)
   Integration represents the "break through"
    phase. This occurs when a teacher consciously
    decides to designate certain tasks and
    responsibilities to the technology, so, if the
    technology is suddenly removed or is
    unavailable, the teacher cannot proceed with
    the instruction as planned.



(page 3)
   The Reorientation phase requires that
    educators reconsider and reconceptualize the
    purpose and function of the classroom.




(page 4)
   The final phase, Evolution, serves as a
    reminder that the educational system must
    continue to evolve and adapt to remain
    effective. There will never be a final solution or
    conclusion and to be searching for one means
    that one is missing the point.
   Product technologies

   software technologies
   remember
   understand
   use information
   Information that is not organized is
    meaningless.

   Information that is integrated within familiar
    knowledge. or experiences is more durable
    than information that is not associated to prior
    knowledge (page 7)

   Most real‐world tasks are ill‐structured.
    Problems that are "well-structured" generally
    occur only in classroom settings. (page 8)
   common myth

   students attitudes toward working with
    product technologies

   product technologies improve learning

   product technologies alone do not ensure
    learning (Clark,1983
   Cooperative learning

   Hypermedia
   bridge personal experiences and formal
    instruction
   A microworld is a special learning
    environment
   illustrate how technology can improve
    meaningfulness
   Describe the characteristics of teachers at each of
    the levels of technology adoption?

   Compare and contrast "product" and "idea"
    technologies. How would you use technology in
    the classroom?

   Why has technology consistently failed to impact
    education?

   Can technology improve the quality of education?
    What can be done to help teachers to use
    technology effectively in the classroom?
   Technology can be used effectively in future
   Idea and product technologies must be united
   Teachers must venture beyond Familiarization
    and Utilization and into the Integration,
    Reorientation, and Evolution phases of
    technology use.
   Teachers reconceptualize their roles in the
    classroom
   Teachers can create environments in which
    students actively engage in cognitive
    partnerships with technology

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Teaching with technology

  • 1.
  • 2. role played  teachers enter the profession  the other demands
  • 3. First the perspective of the classroom must change to become learner centered (Page 1)  Second, students and teachers must enter into a collaboration or partnership with technology in order to create a "community" that nurtures, encourages, and supports the learning process
  • 4. Educational technology involves applying ideas from various sources to create the best learning environments possible for students.  Educational technology is often considered, erroneously, as synonymous with instructional innovation.
  • 5. Although education has witnessed a multitude of both technology and innovation over the past 50 years (Reiser, 1987), the educational system has scarcely changed during that time.
  • 6.
  • 7. The Familiarization phase is concerned with one's initial exposure to and experience with a technology. (page 3)
  • 8. The Utilization phase, in contrast, occurs when the teacher tries out the technology or innovation in the classroom. (page 3)
  • 9. Integration represents the "break through" phase. This occurs when a teacher consciously decides to designate certain tasks and responsibilities to the technology, so, if the technology is suddenly removed or is unavailable, the teacher cannot proceed with the instruction as planned. (page 3)
  • 10. The Reorientation phase requires that educators reconsider and reconceptualize the purpose and function of the classroom. (page 4)
  • 11. The final phase, Evolution, serves as a reminder that the educational system must continue to evolve and adapt to remain effective. There will never be a final solution or conclusion and to be searching for one means that one is missing the point.
  • 12. Product technologies  software technologies
  • 13. remember  understand  use information
  • 14. Information that is not organized is meaningless.  Information that is integrated within familiar knowledge. or experiences is more durable than information that is not associated to prior knowledge (page 7)  Most real‐world tasks are ill‐structured. Problems that are "well-structured" generally occur only in classroom settings. (page 8)
  • 15. common myth  students attitudes toward working with product technologies  product technologies improve learning  product technologies alone do not ensure learning (Clark,1983
  • 16. Cooperative learning  Hypermedia
  • 17. bridge personal experiences and formal instruction
  • 18. A microworld is a special learning environment  illustrate how technology can improve meaningfulness
  • 19. Describe the characteristics of teachers at each of the levels of technology adoption?  Compare and contrast "product" and "idea" technologies. How would you use technology in the classroom?  Why has technology consistently failed to impact education?  Can technology improve the quality of education? What can be done to help teachers to use technology effectively in the classroom?
  • 20. Technology can be used effectively in future  Idea and product technologies must be united  Teachers must venture beyond Familiarization and Utilization and into the Integration, Reorientation, and Evolution phases of technology use.  Teachers reconceptualize their roles in the classroom  Teachers can create environments in which students actively engage in cognitive partnerships with technology

Editor's Notes

  1. Beyond planning and implementing instruction, teachers are also expected to be managers, psychologists, counselors, custodians, and community "ambassadors,“Most teachers enter the profession expecting to spark the joy of learning in their students Unfortunately, the other demands of the classroom are very distracting and consuming (Page1)
  2. (page 1)
  3. (page 1)(page 2)
  4. (page 2)
  5. This is a model of adoption of both “idea” and “product” technologies in education.The traditional perspective of educational technology focuses on either the technology itseld or teachers instruction and is limited to the first three phases.The contemporary perspective of educational technology focuses on a learner’s active construction of knowledge and can reach all the way to the evolution phase.Page 3
  6. (page 4)
  7. Product technologieshardware, or machine‐oriented, technologies that people most often associate with educational technology, such as the range of audio‐visual equipment, both traditional (i.e. film strips, movies, audiocassette players/recorders) and contemporary (i.e. videocassette players/recorders, laserdiscs, computers, CD‐ROM)software technologiessuch as print‐based material (i.e. books, worksheets, overhead transparencies) and computer software (i.e. computer‐assisted instruction). In contrast, idea technologies do not have such tangible forms.All on (page 4)
  8. Among many educational goals, three cognitive outcomes are that students should be able to remember, understand, and use information (page 7)
  9. One common myth is that product technologies increase interactivity and thereby improve learning. (page 8)The results of research on students attitudes toward working with product technologies, especially computers, are generally positive (Martin, Heller, & Mahmoud, 1991). (page 8)Furthermore, research appears to support the belief that product technologies improve learning (Kulik, Bangert, & Williams,1983). (page 8)Yet, product technologies alone do not ensure learning (Clark,1983). Indeed, in some cases they may detract from learning by diminishing the amount of effort a student invests. (page 8)
  10. Cooperative learning and hypermedia represent technologies with significant potential for developing multiple perspectives. (page 9)Cooperative learning is an idea technology that stimulates the development of alternative perspectives through exposure to multiple viewpoints. (page 9) Hypermedia is a product technology that represents a shift in beliefs about how information should be presented to and accessed by students. (page 9) Hypermedia and cooperative learning represent technologies that can make learning more meaningful. However, both must be managed carefully to achieve the intended outcomes. (page 10)
  11. One role of technology, therefore, is to bridge personal experiences and formal instruction. Technology should also be sufficiently flexible to adapt to students' on‐going instructional needs. (page 11)
  12. A microworld is a special learning environment that accurately models a phenomenon and adapts the complexity of instruction to match the learner's level of understanding. (page 11)Microworlds illustrate how technology can improve meaningfulness by building upon students' experiences and providing a relevant learning environment. (page 11)Teachers who learn to integrate technology may go on to reconceptualize their roles in the classroom. (page 11)
  13. we have examined why technology has failed to impact education in thepast and outlined the conditions necessary for technology to be used effectively in thefuture. To be used effectively, idea and product technologies must be united andteachers must venture beyond Familiarization and Utilization and into the Integration,Reorientation, and Evolution phases of technology use. Teachers who learn to integrate technology may go on to reconceptualize their roles in the classroom. Guided byresearch findings from cognitive psychology and other related areas, teachers can create environments in which students actively engage in cognitive partnerships with technology .Page 11