It is the knowing, making,
modifying, and using the tools,
machines, techniques, crafts,
systems, and method of
organization, in order to solve a
problem, improve a pre-existing
solution to a problem, achieve a
goal, handle an applied
input/output relation or perform a
specific function.
Technology as the use
of gadgets, tools, or
equipment to perform
a task expediently and
efficiently.
This refers to reliable devices
that enable one to make
presentations repeatedly.
Technology as the collection
of tools including
machinery, modifications,
arrangements and
procedures.
Some people need to use gadgets or
tools to perform home chores faster
like washing machine, rice cooker, hair
blower, electric fan, floor polisher,
electric foo mixers, blenders, and
grinders. Other technology-related
appliances are radio, television, music
player, and digital camera. These
equipment entertain people through
listening watching, or documenting
events.
Other gadgets as
technology.
After describing some
gadgets associated with
technology, one very
important technology asset
is the teacher.
Teacher as
technology.
1. Technology is more than hardware.
This will happen when students learn with technology. To realize this, the
following assumptions about technology are agreed upon.
This will happen when students learn with technology. To realize this, the
following assumptions about technology are agreed upon.
2. An environment or definable set of activities that engage learners
in active, constructive intentional, and authentic learning.
This will happen when students learn with technology. To realize this, the
following assumptions about technology are agreed upon.
3. Observe as resource materials for
reflection and other thinking skills.
4. Technologies support learning
when:
This will happen when students learn with technology. To realize this, the
following assumptions about technology are agreed upon.
A B
This will happen when students learn with technology. To realize this, the
following assumptions about technology are agreed upon.
5. Interactions with the technologies are
conceptually and intellectually engaging.
This will happen when students learn with technology. To realize this, the
following assumptions about technology are agreed upon.
6. Should function as intellectual tools kits that enable the
learners to build more meaningful personal interpretations and
representations of the world.
This will happen when students learn with technology. To realize this, the
following assumptions about technology are agreed upon.
7. Learners and technologies should be intellectual partners in the
learning process where cognitive responsibility when performing is
distributed to the part of the partnership that perform is the best.
The students develop
power point presentation to
make a clear interesting
report within a given time
limit. When slides are
presented, the classmates
can easily understand the
ideas being presented.
B. Interactions with
technologies are
learner-initiated and
learner controlled.
• The teacher and the
learner should be
able to select
technologies which
can help learners
attain the intended
outcomes of
instruction.
Educational technology as the selection,
development, managing and use of appropriate
technological process and resources.
• As application of theory and
practice, Educational
Technology has five domains
namely, design, development,
utilization, management and
evaluation of processes and
resources for learning
(Association for Educational
Communication and Technology
or AECT).
Educational technology as the choice of appropriate principles in
the preparation and utilization of conventional and non-
conventional technology tools as well as traditional and alternative
teaching strategies.
THEORY AND
PRACTICE
• Instructional System Design
• Instructional Strategies
• Learner’s characteristics
Establish a framework to guide in planning the educational technology.
Domain 1 -
Design
THEORY AND
PRACTICE
DEVELOPMENT
• Print technologies
• Audio technologies
• Still visuals
• Audio-visual technologies
• ICTs
• Electronic technologies
• Integrated technologies
Using the design or framework, materials are produced and developed.
Domain 2 -
Development
THEORY AND
PRACTICE
UTILIZATION
• Media
• Utilization
• Implementation
• Institutionalization
• Policies and regulation
Implementing and using the learning materials used to enhance knowledge and skills of
learners. It is also know as the action phase.
Domain 3 -
Utilization
THEORY AND
PRACTICE
MANAGEMENT
• Project Management
• Resources Management
• Management of Delivery System
• iffusion of Innovation
It is applied in the implementation of all the different domains and its effect on the
outcomes of learning.
Domain 4 -
Management
THEORY AND
PRACTICE
EVALUATION
• Problem analysis
• Measurement
• Formative Evaluation
• Summative Evaluation
Monitoring, assessing, and giving judgment on the extent of usefulness of the learning
material in achieving the expected outcomes.
Domain 5 -
Evaluation