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Concepts about Educational Technology

  1. Concepts about Educational Technology Carisma, Ron Julius T. Datuon, Wendy F. Ignacio, Angelica P. Malibiran, Jesa R. Tenorio, Kyla Camille
  2. NAME OR LOGO 2
  3. NAME OR LOGO Technology as the use of gadgets, tools, and equipments It is the knowing, making, modifying, and using of tools, machines, techniques, crafts, system and methods of organization To solve a problem, to improve a pre-existing solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function 3 Examples : A student uses a printer to get a copy of his paper to be submitted to the teacher easily and neatly
  4. NAME OR LOGO Technology as the collection of tools, including machinery, modifications, arrangements and procedures This refers to reliable devices that enable one to make presentations repeatedly. Examples: ○ Teacher and students show PowerPoint presentations using the computer and LCD to enhance teaching and learning. ○ Digital story telling and games which can be repeatedly used in class discussion. 4
  5. NAME OR LOGO ○ Some people need to use gadgets or tools to perform home chores faster like washing machine, rice cooker, hair blower, electric fan etc. ○ Other technology-related appliances are radio ,television, music player, and digital camera. These equipment entertain people through listening, watching, or document events. Examples : - A student uses a hair dryer to facilitate styling a newly shampooed hair before coming to class. - Classrooms in schools are equipped with electric fans to provide a well-ventilated and convenient environment. - Student gathering are made more memorable and happier with the use of music players, amplifiers, digital cameras, televisions and microphones. 5 Other Gadget as Technology
  6. NAME OR LOGO 6 The teacher as a technology The teacher facilitates learning through the use of varied instructional materials like the books, the blackboard, magazines, newspaper, library materials, and visual aids. The teacher creates situations through the use of repertoire of teaching methods and strategies to facilitate learning The teacher uses visual technology, verbal technology, sound technology, and manipulative technology. The teacher uses gadgets and tools to make learning fast, efficient, and effective. The teacher uses many teaching aids such as real objects and audio visual materials in introducing new lessons. In evaluating the students, the teacher may use rating scale, score card, checklists, tests, and rubrics.
  7. NAME OR LOGO Earlier, it was believed that students cannot learn from technology. Technology can support meaning-making by students. This will happen when students learn with technology. To realize this, the following assumption about technology are agreed upon. 1. Technology is more than a hardware. It is made up of any reliable technique or method of engaging learning such as cognitive learning strategies and critical thinking. Example: The use of metaphor 2. Learning technologies can be any environment or definable set of activities that engage learners in active, constructive, intentional and authentic learning. Technology can be introduced in a form of game. Example: GETTING TO KNOW YOU GAME 3. Technologies are not simply conveyors or communicators of meaning but they can also serve as resource materials for reflection and other thinking skills. The student may surf information from the computer but they should be asked to give their own understanding by clarifying, illustrating, classifying, summarizing, inferring, comparing or explaining. 7 4. Technologies support learning when: -they fulfill a learning need - Interactions with technologies are learner-initiated and learner- controlled. Example: Students can download sample rubrics to enable them to create their own rubric. 5. Interactions with the technologies are conceptually and intellectually engaging. Example: Students create diagrams to show relationships between two variables in presenting frameworks like achievement in Algebra is significantly related to achievements in Mathematics.
  8. NAME OR LOGO 8 6. Technologies should function as intellectual tool kits that enable learners to build more meaningful personal interpretations and representations of the world. Example:Computer programs like word processing, provides the user with tool kits. Earlier, it was believed that students cannot learn from technology. Technology can support meaning-making by students. This will happen when students learn with technology. To realize this, the following assumption about technology are agreed upon. 7. Learners and technologies should be intellectual partners in the learning process, where cognitive responsibility for performing is distributed to the part of the partnership that perform it the best. Example: Technology tools like laptops serve as a study gadget and partners of students.
  9. NAME OR LOGO FIVE DOMAINS OF EDUCATIONAL TECHNOLOGY DESIGN • Establishing a framework to guide in planning in the educational technology. DEVELOPMENT • Using the design or framework, materials are produced and developed. UTILIZATION • Implementing and using the learning materials used to enhance knowledge and skills of learners . Also known as the action phase. 9 EVALUATION • Monitoring, assessing and giving judgment on the extent of usefulness of the learning material in achieving the expected outcomes. MANAGEMENT • It is applied in the implementation of all the different domains and its effect on the outcomes of learning.
  10. NAME OR LOGO DOMAINS OF EDUCATIONAL TECHNOLOGY ○ Domain 1- Design The theory and practice of design includes Instructional System Designs (ISD). Technology is based on a theory. The most related theory to technology is constructivism. Here are some reasons why constructivism facilitates knowledge construction: 1. Constructivism provides representation of reality. Designing programs can be meaningful if the learner experienced the activities which are familiar and real. 2. Constructivism represents the natural complexity of the real world. 3. Constructivism represents authentic tasks which focus on contextualizing rather than abstracting 10 THEORY AND PRACTICE - Instructional System Design - Instructional Strategies - Learner’s Characteristics
  11. NAME OR LOGO DOMAINS OF EDUCATIONAL TECHNOLOGY 4. Constructivism provides real world case-based learning environments rather than pre- determined instructional events. The constructivist uses technology from past experiences and knowledge to come up with something new and unique. 5. Constructivism foster reflective practice. 6. Constructivism promotes context and content. Context and content are the bases of student’s reflection and understanding about the lesson. PRACTICE – is repeated action in applying a particular theory. It promotes continuous implementation or use of a particular gadget, tool or activity. Technology starts with designs which includes Instructional System Designs (ISD), instructional strategies, and learner’s characteristics. In designing technology, instructional strategies follow the identification of the instructional design. Another factor in designing instructional strategies is knowledge of the characteristics of the learner, their interests and needs. 11
  12. NAME OR LOGO DOMAINS OF EDUCATIONAL TECHNOLOGY ○ Domain 2- Development ○ Development of print technologies focuses on the senses. ○ Audio technologies are provided to accompany presentations that caters to the sense of hearing. ○ Domain 3- Utilization 12 THEORY AND PRACTICE -Print Technologies -Audio technologies -Still visuals - Audio-visual technologies -ICT’s -Electronic technologies -Integrated technologies THEORY AND PRACTICE -Media utilization -Implementation -Institutionalization -Policies and regulations
  13. NAME OR LOGO DOMAINS OF EDUCATIONAL TECHNOLOGY 13 ○ Domain 4- Management ○ Management of the projects starts when the materials are designed. ○ Management is undertaken during the material development, and utilization up to monitoring and evaluation of the usefulness and worth of the materials. ○ It ensures management of resources and delivery systems. ○ Management also includes the use of computer laboratory, checking of electrical connections, and sharing of the materials among the teacher and staff of the school. THEORY AND PRACTICE -Project management - Resources management -Management of delivery system - Diffusion of innovation
  14. NAME OR LOGO DOMAINS OF EDUCATIONAL TECHNOLOGY ○ Domain 5- Evaluation ○ This phase shows the different processes involved in judging the worth of the materials produced. ○ Technology focus- the focus on the integration of technology will be on facilitating and enhancing the teaching-learning episodes undertaken by both the teachers and the students. ○ Technological competence- refers to the ability to use with ease and confidence the equipment, tools or gadgets mentioned above. 14 EVALUATION -Problem analysis -Measurement -Formative evaluation -Summative evaluation
  15. NAME OR LOGO ○ Activity: DO YOUR RESEARCH • This activity will give researchers firsthand answer as to technologies used by some students. • Get a partner and interview two of your classmates. Ask and find out from them the different technologies they used in studying and learning lessons/topic. ASSIGNMENT Based on your own understanding give two statements to describe the following concepts related to Educational Technology. 1. Educational technology as the selection, development, management and use of appropriate technological process and resources. 2. 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. REFERENCE: https://elearningindustry.com/cost- free-educational-technology-concepts- every -teacher-can-afford https://ww.slideshare.net/concepts-of- educational-technology https://drarockiasami.wordpress.com/ unit-i-concept-of-educational- technology 15
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