Reviewer - TTL 2 - Educational Technology PDF

Summary

This document examines various educational technologies and different learning theories. It covers intergenerational relationships and the roles of IT. It explores approaches like meaningful, discovery, and generative learning, as well as the construction of knowledge through experiences and the application of technology in education.

Full Transcript

LESSON 1: Inclinations to Educational Technology Intergenerational relations - refers to any type of relationship between individuals and groups of different generations. The benefits of encouraging relationships between youngsters and the senior community include but are not limited to: Opport...

LESSON 1: Inclinations to Educational Technology Intergenerational relations - refers to any type of relationship between individuals and groups of different generations. The benefits of encouraging relationships between youngsters and the senior community include but are not limited to: Opportunities to learn new skills and methods of doing things Encouraging children to accept people of all ages, capabilities and limitations Providing both child and adult with direction and purpose Alleviating isolationism for elders According to U.S. Census Bureau records, multigenerational households have significantly increased from 1990 to 2000. Quality of life for both children and any senior citizen means communication. Plan activities that include both younger children and older adult Show respect and attention to elders, which in turn helps teach children to do the same Engage in storytelling — every day, one person tells a story: Grandma, Grandpa, Mom, Dad, or the child Have Grandma or Grandpa teach children new skills Allow children to read to elders, and vice versa Encourage children and elders to share or take an interest in each other's hobbies or interests LESSON 2: The Role of IT in Educational Technology Four conceptual models in learning Meaningful learning - this gives focus to new experiences that is related to what the learner already knows. A new experience departs from the learning of a sequence of words or memorization through rote memory but gives attention to meaning. It assumes that: ​ Students already have some knowledge that is relevant to new learning ​ Gives focus to new experiences that is related to what the learner already ​ knows. ​ It’s composed of active, cooperative, constructive, intentional, and authentic that the learning must be meaningful. Discovery learning - it is important that the students become personally engaged and not subjected by the teacher to produce he/she is not allowed to depart from. An educational approach in which students actively participate in exploring and discovering information for themselves rather than receiving it passively from a teacher. ​ Students perform tasks to uncover what is to be learned. ​ New ideas and new decisions are generated in the learning process. ​ A technique of inquiry-based instruction. Generative Learning -Active learners who attend learning events and generate meaning from this experience and draw inferences there by creating a personal model or explanation to the new experience in the context of existing knowledge. Focuses on learners actively creating their understanding by integrating new experiences with existing knowledge. It involves tasks like summarizing, organizing, and creating representations of concepts. ​ Generate knowledge through experiences and new information from the internet access. ​ Have active learners who attend learning events. ​ Generative learning activities such as in writing paragraph, summarizing, developing answers and questions, drawing pictures, creating paragraph, tittles, organizing ideas/ concepts and others. Constructivism - The learner builds a personal understanding through appropriate learning activities and a good learning environment. Constructing knowledge through experiences.. ​ The role of learning is to help the individual live/adapt to his personal world. ​ The learner is directly responsible for learning. He creates personal understanding and transforms information into knowledge. The teacher plays an indirect role by modeling effective learning, assisting, facilitating, and encouraging learners. LESSON 3: Computers as the third revolution in education Computer as Information and Communication Technology Computer-Assisted Instruction (CAI) - was introduced as an approach that promotes individualize learning. Computers two major functions - Communication Media and Audio-visual media Communication media - Computers serve as communication tools. The Internet has paved the way for this to happen. Email, chat rooms, blog sites, news services, and movies/music/television rooms are just some of the avenues for communication Audiovisual media - Computers served as media for multimedia applications for better teaching inside the classroom, such multimedia are text, sound, graphics, chart, photos, and PowerPoint presentation What is the difference between instructional media and educational communication media? The audio-visual aids that served to enhance and enrich the teaching and learning process are referred as instructional media. Examples are blackboard, photo, film, and video. On the other hand educational communication media is comprised of media of communication, such as prints, films, radio, television or satellites. The following are some of the programs installed in a personal computer: ··· ​ Microsoft Office – Program for composing text, graphics, etc. ··· ​ PowerPoint – For presentation ··· ​ Excel – Spreadsheet application ​ Internet explorer – Access to InternetYahoo or ​ Google – Websites for researching, chatting, blogging etc.Adobe Reader ​ Graphics/photo composing and editing ​ MSN – Mailing/chatting/messaging ​ Windows Media Player – CD/VCD player, video playing ​ Gamehouse – gaming Computer as a Tutor - With the invention of the micro computer (now also referred to PCs or personal computers), the PC has become the tool for programmed instruction. CAI Integrated with Lessons- In effect, CAI works best in reinforcing learning through repetitive exercises such that students can practice skills or knowledge in various subject areas. Common types of drill and practice programs include vocabulary building, math facts, basic science, and history or geography facts. SIMULATION PROGRAMS - Simulation software materials are another one of software that are constructivist in nature. Example: Simcity INSTRUCTIONAL GAMES - While relating to low-level objectives (e.g. basic spelling or math skills), instructional games add the elements of competition and challenge. An example is Geo Safari PROBLEM-SOLVING SOFTWARE - These are more sophisticated than the drill and practice exercises and allow students to learn and improve on their problem-solving ability. Since problems cannot be solved simply by memorizing facts, the students have to know empty higher thinking skills such as logic, recognition, reflection, and strategy-making. LESSON 4 : Use of Technology in teaching-learning process John Dewey argued for highly active and individualized pedagogical methods that place the student at the center of the teaching-learning process. John Dewey has described traditional learning as process in which the teacher pours information to the student learners, much like pouring water from a jug into cups. direct instruction the teachers must perform his role of teaching so that learning can occur The Traditional Classroom It may be observed that classrooms are usually arranged with neat columns and rows of student chairs, while the teachers stands in front of the classrooms or sits behind his/her desk The SCL classroom - desiring to gain effectiveness, efficiency and economy in administration and instruction, schools in this developed economy have also adopted the support of ICTs. Their students have now become active not passive learners, The Software as an Educational Resource Two kinds of software ​ System Software - This is the operating system that is found or bundled inside all computer machines. ​ Application Software- This contains the system that commands the particular task or solves a particular problem like apps ○​ Custom software is made for specific tasks often by large corporations ○​ Commercial software packed for personal computers that helps with a variety of tasks as writing papers, calculating numbers, drawing graphs, and so much more. Microsoft Windows is a series of operating systems produced by Microsoft, it is an operating system between the user and the computer. GUI “gooey” - Windows uses a colorful graphics interface Instructional Software - means Computer Software designed for instructional purposes that provides for interaction with the user, makes use of multimedia products, or both, and includes technology-enabled learning products in electronic format. Hyper Media - Is nothing but multimedia, but this time package as an educational computer software where information is presented and student activities are integrated in a virtual learning environment Educational IT Application Tutorial software packages Knowledge webpages Simulation instructional games Learning project management Tutorial software packages - A package that consists of (a) one or more computer programs and possibly related material such as utility programs or tutorial programs. Knowledge Webpages - It is an excellent source for conference reports, white papers, and case studies. Simulation Instructional Games refers to a series of instructional designs that use elements from simulation and gaming. Learning Project Management application of processes, method, knowledge, skills and experience to achieved the project objectives. Example of highly developed hypermedia program Flight Simulator- Used to train pilots to practice authentic task. Characteristics of Hypermedia Applications 1.​ Learner Control - means the learner makes his own decisions on the path, flow or events of instruction. The learner has control on such aspects as sequence, pace, content, media, feedback, etc. that he/she may encounter in the hypermedia learning program. 2.​ Learner Wide Range of Navigation Route - The learners control the sequence and pace of his path depending on his/her ability and motivation.. He/she has an option to repeat and changed speed, if desired. 3.​ Variety of Media - Hypermedia includes more than one media but does not necessarily use all types of media in one presentation LESSON 5 : Microteaching Classifications of Instructional Technology ​ Interactive Whiteboards: ○​ Example: zoom whiteboard ​ Websites and Blogs: ○​ Teachers use blogs (e.g., WordPress) to post lessons, assignments, and updates. ​ Projectors: ○​ Advanced tools like Elmo projectors for displaying documents and objects. Integration with Technology - Using technology to engage students, such as interactive whiteboard activities or multimedia presentations. Activity-Based Microteaching - Tasks to practice skills (e.g., designing lessons, delivering mock sessions).

Use Quizgecko on...
Browser
Browser