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Teaching with Technology
A summary of Simon Hooper’s Paper, College of Education,
University of Minnesota
Esti Swatika Sari and Ari Pur, PPS UNY, March 2018
Educational Technology vs. Technology in
Education
 Technology in education  perceived in terms of how many
computers/ video/cassette recorders/other technological devices
are in a classroom and how they might be used to support
traditional classroom activities (this is a misleading and potentially
dangerous interpretation)
 Educational technology  involves applying ideas from various
sources to create the best learning environments possible for
students. Educational technologists also ask questions such as how
a classroom might change or adapt when a computer is integrated
into the curriculum
The four purposes of the chapter
 First, it will examine several different stages of technology adoption.
 Second, it will review traditional roles that technology has served in the
classroom.
 Third, it will examine what a classroom might be like when attention is
given to educational technology.
 Fourth, it will provide some specific examples that incorporate
contemporary educational principles.
  trying to present ways in which educational technology may be useful
to teachers given current classroom conditions as well as how it might
influence the course that many schools may chart in the future.
 The Familiarization phase is concerned with one's initial exposure
to and experience with a technology.
 The Utilization phase, in contrast, occurs when the teacher tries
out the technology or innovation in the classroom.
 Integration represents the "break through" phase. This occurs
when a teacher consciously decides to designate certain tasks and
responsibilities to the technology
 The Reorientation phase requires that educators reconsider and
reconceptualize the purpose and function of the classroom. It is
marked by many characteristics, probably the most important of
which is that the focus of the classroom is now centered on a
student's learning, as opposed to the teacher's instruction.
 The final phase, Evolution, serves as a reminder that the
educational system must continue to evolve and adapt to remain
effective.
Traditional Role of Technology in Education
 Two main types of technology in education: "product technologies" and "idea
technologies."
 Product technologies include: 1) hardware, 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) and; 2) software technologies, such 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.
Idea Technologies
 Of course, idea technologies are usually represented in or through some product
technology.
 For example, simulations are, by and large, idea technologies. Simulations try to give
people experiences with events and concepts not generally possible (e.g. travel back
in time), probable (e.g. ride aboard the space shuttle), or desirable (e.g. the green
house effect) under normal conditions.
 The idea of a simulation must be realized through some product, such as computer
software. In this way, the idea is supported or made possible by the product.
 Example: Henry Ford's assembly line  The concept of the assembly line is an idea
technology that transformed industry in the United States. However, the conveyor
belts, work stations, and factories that one sees in old photographs show the
product technologies that were used to support the original idea.
Contemporary Role of Technology in
Education
 Among many educational goals, three cognitive outcomes are that
students should be able to remember, understand, and use
information (Perkins, 1992)
 How can teaching with technology facilitate deeper, more
meaningful, cognitive processing? Moreover, what framework
should be used to inform such decisions?
 Recently, researchers have identified several principles to guide
effective teaching:
Principle 1: Effective learners actively
process lesson content
 effective learning requires students to do more than simply
respond to stimuli. Instead, learners must actively seek and
generate relationships between lesson content and prior
knowledge
Principle 2: Presenting information from
multiple perspectives increases the durability of
instruction.
 Presenting content from a single perspective is unlikely to reflect
the complexity inherent in many concepts.
 In contrast, repeated exposure to information from varying
perspectives helps learners to establish the interrelationships
necessary to mediate deep processing and effective retrieval of
lesson concepts.
 Cooperative learning and hypermedia represent technologies with
significant potential for developing multiple perspectives.
Coop Learning and Hypermedia
 Cooperative learning is an idea technology that stimulates the
development of alternative perspectives through exposure to
multiple viewpoints.
 Hypermedia: computer programs that organize information
nonsequentially. Information is structured around series of nodes
that are connected through associative links. Node is the term used
to describe an information chunk that is stored in the hypermedia
program. Information in a node may be represented through text,
illustrations, or sounds.
Principle 3: Effective instruction should build
upon students’ knowledge and experiences
and be grounded in meaningful contexts.
 What a student learns from education is, to a large extent, a function of prior
knowledge. 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.
 Closely related to building upon students' knowledge and experiences is the belief
that instruction should be grounded in familiar contexts.
 One of the axioms of cognitive psychology is that learning occurs by building
upon previously learned experiences. Teaching in familiar contexts appears to help
learners to relate new information to those experiences. Contextualization also
appears to have a strong motivational component. Learning in a familiar context
may make learning more personally relevant than decontextualized learning.
Summary
 This paper reviews why technology has failed to impact education
in the past and outlined the conditions necessary for technology to
be used effectively in the future.
 To be used effectively, idea and product technologies must be
united and teachers 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 by research
findings from cognitive psychology and other related areas,
teachers can create environments in which students actively engage
in cognitive partnerships with technology
Discussion Questions
 Can technology improve the quality of education? What can
be done to help teachers to use technology effectively in the
classroom?
 How should colleges of education and public school districts
help teachers to use technology effectively in their
classrooms?

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Teaching with technology

  • 1. Teaching with Technology A summary of Simon Hooper’s Paper, College of Education, University of Minnesota Esti Swatika Sari and Ari Pur, PPS UNY, March 2018
  • 2. Educational Technology vs. Technology in Education  Technology in education  perceived in terms of how many computers/ video/cassette recorders/other technological devices are in a classroom and how they might be used to support traditional classroom activities (this is a misleading and potentially dangerous interpretation)  Educational technology  involves applying ideas from various sources to create the best learning environments possible for students. Educational technologists also ask questions such as how a classroom might change or adapt when a computer is integrated into the curriculum
  • 3. The four purposes of the chapter  First, it will examine several different stages of technology adoption.  Second, it will review traditional roles that technology has served in the classroom.  Third, it will examine what a classroom might be like when attention is given to educational technology.  Fourth, it will provide some specific examples that incorporate contemporary educational principles.   trying to present ways in which educational technology may be useful to teachers given current classroom conditions as well as how it might influence the course that many schools may chart in the future.
  • 4.
  • 5.  The Familiarization phase is concerned with one's initial exposure to and experience with a technology.  The Utilization phase, in contrast, occurs when the teacher tries out the technology or innovation in the classroom.  Integration represents the "break through" phase. This occurs when a teacher consciously decides to designate certain tasks and responsibilities to the technology  The Reorientation phase requires that educators reconsider and reconceptualize the purpose and function of the classroom. It is marked by many characteristics, probably the most important of which is that the focus of the classroom is now centered on a student's learning, as opposed to the teacher's instruction.  The final phase, Evolution, serves as a reminder that the educational system must continue to evolve and adapt to remain effective.
  • 6. Traditional Role of Technology in Education  Two main types of technology in education: "product technologies" and "idea technologies."  Product technologies include: 1) hardware, 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) and; 2) software technologies, such 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.
  • 7. Idea Technologies  Of course, idea technologies are usually represented in or through some product technology.  For example, simulations are, by and large, idea technologies. Simulations try to give people experiences with events and concepts not generally possible (e.g. travel back in time), probable (e.g. ride aboard the space shuttle), or desirable (e.g. the green house effect) under normal conditions.  The idea of a simulation must be realized through some product, such as computer software. In this way, the idea is supported or made possible by the product.  Example: Henry Ford's assembly line  The concept of the assembly line is an idea technology that transformed industry in the United States. However, the conveyor belts, work stations, and factories that one sees in old photographs show the product technologies that were used to support the original idea.
  • 8.
  • 9. Contemporary Role of Technology in Education  Among many educational goals, three cognitive outcomes are that students should be able to remember, understand, and use information (Perkins, 1992)  How can teaching with technology facilitate deeper, more meaningful, cognitive processing? Moreover, what framework should be used to inform such decisions?  Recently, researchers have identified several principles to guide effective teaching:
  • 10. Principle 1: Effective learners actively process lesson content  effective learning requires students to do more than simply respond to stimuli. Instead, learners must actively seek and generate relationships between lesson content and prior knowledge
  • 11. Principle 2: Presenting information from multiple perspectives increases the durability of instruction.  Presenting content from a single perspective is unlikely to reflect the complexity inherent in many concepts.  In contrast, repeated exposure to information from varying perspectives helps learners to establish the interrelationships necessary to mediate deep processing and effective retrieval of lesson concepts.  Cooperative learning and hypermedia represent technologies with significant potential for developing multiple perspectives.
  • 12. Coop Learning and Hypermedia  Cooperative learning is an idea technology that stimulates the development of alternative perspectives through exposure to multiple viewpoints.  Hypermedia: computer programs that organize information nonsequentially. Information is structured around series of nodes that are connected through associative links. Node is the term used to describe an information chunk that is stored in the hypermedia program. Information in a node may be represented through text, illustrations, or sounds.
  • 13. Principle 3: Effective instruction should build upon students’ knowledge and experiences and be grounded in meaningful contexts.  What a student learns from education is, to a large extent, a function of prior knowledge. 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.  Closely related to building upon students' knowledge and experiences is the belief that instruction should be grounded in familiar contexts.  One of the axioms of cognitive psychology is that learning occurs by building upon previously learned experiences. Teaching in familiar contexts appears to help learners to relate new information to those experiences. Contextualization also appears to have a strong motivational component. Learning in a familiar context may make learning more personally relevant than decontextualized learning.
  • 14. Summary  This paper reviews why technology has failed to impact education in the past and outlined the conditions necessary for technology to be used effectively in the future.  To be used effectively, idea and product technologies must be united and teachers 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 by research findings from cognitive psychology and other related areas, teachers can create environments in which students actively engage in cognitive partnerships with technology
  • 15. Discussion Questions  Can technology improve the quality of education? What can be done to help teachers to use technology effectively in the classroom?  How should colleges of education and public school districts help teachers to use technology effectively in their classrooms?