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EDTECH 2 SUMMARY Multimedia

• Is a combination of two or more media


Chapter3: DIGITAL TECHNOLOGY and MEDIA LITERACY • It is a powerful avenue in communicating information and
The process of learning: PLANNING, IMPLEMENTING, message to other people.
INSPECTING, AND EVALUATING your learning activities. Digital Media
PLANNING STAGE • are technologies that enable users to make new forms of
Identify your targets communication, interaction, and entertainment in a digital
• Determine your existing knowledge about the subject format.
matter Digital Media Software
• Determine the things you still want and need to know about • Refers to any computer-based presentation or application
the subject matter. software that uses multimedia elements.
Determine the requirements: Interactive Media
• Materials • Allows user to interact the programs by means of input
• Resources coming from the user through a pointing device, keyboard,
• Time voice finger taps, movements, then the media performs an
• Environment action in response.
• Learning conditions, etc.
IMPLEMENTATION STAGE
You take action and engage yourself in the execution of your
planned learning goals.
INSPECTION STAGE
• Take a look at how you are going through with the
implementation
• Reflect on the actions and strategies and determine
whether they are working effectively or not.
EVALUATION STAGE
• Reflect and determine whether you have met your targets Reasons why digital media applications are important in education:
• Determine if there is a need for you to rework on the 1. It appeals to a variety of learning styles.
strategies for better achievement of the learning task. 2. It ensure success for all students’ learning.
The learning process can be interpreted into for steps called TIME 3. It assists teachers in meeting diverse learning styles.
plan. This TIME PLAN can further assist both teachers and students 4. It enhances learning process.
whenever they want to learn by themselves new hardware and 5. It engages and motivates learners.
software which can be integrated in teaching and learning: 6. It gives learners the chance to explore on the subject matter and
TARGET 0ther topics related to it.
• Determine the hardware and software you want to learn 7. It provides learners the enjoyment to create their own
which could be of help in teaching and learning. interactive digital media presentations.
• Determine how these hardware and software can help you 8. It increases self-esteem and confidence among students.
in achieving your targets. 9. It develops critical and creative thinking skills and technological
IMPLEMENT skills of the students that are required of them in the 21st
• Determine the processes and procedures you need to take century.
to accomplish your target.
• Determine how you will learn the hardware and software –
using guide books, online tutorials or peer tutoring.
MONITOR
• Determine whether your actions are taking you closer in
meeting your targets.
• Determine whether the instructional aids (book, online or Teaching strategies to help teachers in managing their students in
peer tutorial) are clear and effective in achieving the end the digital classroom.
results of your targets. 1. Effective Computer Learning – Avoid giving huge projects, break
EVALUATE it instead into well-defined task to enable students to use their
• Determine whether the actions taken were effective or not. computer wisely.
• Determine if the hardware and software can be integrated 2. Use Project Management Techniques – inform your students of
in your teaching and learning. the date of submission of the project so the amount of time they
• Determine if there is something more you need to learn need to devote in the project will be clearly defined.
which you did not learn during the implementation stage. 3. Storyboarding – Require students to create a visual plan prior to
• Determine whether you will take the same action or think working with computers.
of different moves in learning new hardware and software 4. Effective Research Strategies – have gathering of information
application. and other searching work be done in advance or as homework
Digital Technology Tools That Supports Learning Media to practice quality time.
• Plural of medium 5. Utilize Student Experts – allow assistance from classmates who
• Facilitating or linking communication via radio, web, TV, or are experts in the software.
some other instruments
6. Ensure Student Participation – assign roles of students in each 2. It can be used in different teaching and learning modes. These
project so everyone will participate. Evaluate the participation include classroom interactive learning, independent learning,
of each student. networked learning, organizational learning, and managed learning.
7. Maximize One-to-One Computing – Use other digital 3. Information can be delivered in an instant. Because of internet,
technologies besides computers you can deliver information in a wide coverage at low cost.
8. Help Students – Entertain students who have queries and those Evolution of ICT in Education
who need your expertise. The Horn Book: 1650 - a wooden paddle with printed lessons that
9. Handle Technical Questions – allow students to throw their was used during the colonial era. You can find out paper alphabets
questions to their group members before they can ask you. and religious verse which children would copy to help them learn
10. Visible Classroom Rules – Post Technology guidelines and how to write.
policies to a visible place. Inform them likewise of these Difference Engine: 1820 - Charles Babbage was the one who designed
guidelines and policies to the start of their project. this computing machine which was used in calculating and printing
DIGITAL TOOLS THAT SUPPORT LEARNING of simple math tables
Technology as Tutor Analytical Engine: 1830 - Charles Babbage designed this second
- Tutor: defined as “to teach or guide usually individually in a special computing machine which is used in calculating complicated
subject or for particular purpose (Merriam-Webster). problems by following a set of instructions
- Technology as a tutor is a teaching machine that teaches new Magic Lantern: 1870 - a primitive version of a slide projector that
content to students. projected images printed on glass plates
- Technology-based tutorial is a complete lesson on a specific topic 1890 - School Slate was invented. The chalkboard is one of the
offered via technology, including presentation of information, biggest inventions in terms of educational technology which is still
practice exercise, and feedback being used up to this age.
Intelligent Tutoring Systems (ITS) 1900: Pencil - usually found in the classrooms, in the office and even
- Is a type of educational software that tracks student responses, at home.
makes inferences about strengths and weaknesses and then tailors 1905: Stereoscope - a three dimensional viewing tool used as a source
feedback and subsequent instruction to improve performance. of entertainment at home and in school that were meant to be used
Integrated Learning Software and Computer-Adapted Instructions to illustrate points made during lectures.
- are other names of intelligent tutoring system. 1930: Overhead Projector - was initially used by the U.S. military for
Web Quest - is a wonderful way of capturing students' imaginations training purposes in World War II, but later on quickly spread to
and allowing them to explore in a guided, meaningful manner. schools and other organizations.
Technology as MindTools 1936: The First Computer - the first freely programmable computer.
MindTools - are technology applications that allow learners to 1940: Ballpoint Pen - useful tool in the classroom
simulate, organize, manipulate, visualize or reflect on data, Mimeograph - machines made copies that can be distributed.
information and objects. 1947: Transistor - was invented by Bell Telephone Company which is
Data Base - A type of software that organizes data for easy and quick one of the vital components of the computer.
retrieval of information. Examples are Access/Spreadsheet, Oracle 1950: Headphone- used in schools for some listening skills and to do
DB, and MySQL individual listening for audio and files and the like.
Visualization Tools - Allows the learner to picture, or represent how Slide Rule - Developed by William Oughtred and others. Before the
various phenomena operate within different domains. Examples: MS advent of the pocket calculator, it was the most commonly used
Office, Fusion Charts, Tableau, High Charts calculation tool in science and engineering.
Concept Map - A graphical tool to organize and represent knowledge. 1951: Video Tapes - were used as an exciting method of instruction.
Examples are Word Processor, Wise Mapping 1953: IBM - International Business Machines came out with their first
Simulation - Provide a simplified version of phenomena, computer machine.
environments, or processes that allow students to interact with, or 1957: Reading Accelerator - a sample device designed to help
manipulate and observe the effects of those manipulations. students read more efficiently.
Examples are Oregon Trail, Sim City, Micro world, Interactive Physics Skinner Teaching Machine - B.F Skinner, a behavioral scientist,
Hypertext - A non-sequential, or non-linear method of organizing and developed as series of devices such as the teaching machine that
displaying text. Examples are HTML, Web Development Software allowed a student to proceed at his or her own pace through a
Hypermedia - a hypertext with media elements. regimented program of instruction
Digital Storytelling - Enable learners to reflect, represent, narrate and 1958 : Educational Television - there were more than 50 channels of
communicate their views, facts and information. Examples are TV which included educational programming that aired across the
iMovie, Garage Band, MS PowerPoint, Focusky, and Prezi country.
1959: Photocopier - Xerographic office photocopying was introduced
Chapter 4: THE ICT AND THE COMPUTERS: ITS ROLES AND HISTORY by Xerox
Information and Communications Technologies - Are basically 1963: Computer Assisted Instruction - Stanford University introduced
information-handling tools – a varied set of goods, application and computer-assisted instruction in mathematics and reading; offering
services that are used to produce, store, process, distribute and individualized learning and allowing students to take self-paced,
exchange information. active role in drill-and-practice.
Roles of ICT in Education. Mouse - The pointing device which is being used today was invented
1. It can serve multiple teaching functions. ICT can be used as drill by Douglas Engelbart
and practice, to help solve problems, to access information in 1965: Filmstrip Viewer - Allows individual student to watch filmstrips
different fields. at their own pace.
1969: Internet - The first internet was called ARPANET, which is an This adaptability can be seen in the various intersections and
interconnected network of computers. relationships already embodied in the TPACK acronym.
1972: Handheld Calculator - entered the classroom for quick (CK) CONTENT KNOWLEDGE - describes teachers’ own knowledge of
mathematical calculations the subject matter. It may include knowledge of concepts, theories,
1972: The Scantron System of Testing - introduced by Michael evidence, and organizational frameworks within a particular subject
Sokolski which allowed teachers to check and grade tests more matter.
quickly and efficiently. (PK) PEDAGOGICAL KNOWLEDGE - describes teachers’ knowledge of
1974: Birth of Microsoft the practices, processes, and methods regarding teaching and
1977: The Apple II Computer learning. It encompasses the purposes, values, and aims of
1980: Plato Computer - one of the most-used early computers education, and may apply to more specific areas including the
1981: IBM introduced its first personal computer. understanding of student learning styles, classroom management
1985 : CD ROM Drive - a storage medium that could store text, video skills, lesson planning, and assessments.
and audio. (TK) TECHNOLOGICAL KNOWLEDGE - describes teachers’ knowledge
1985-1887: Era of Educational Computer Games - Example of this are: of, and ability to use, various technologies, technological tools, and
Mavis Bacon that can teach how to type fast, Carmen Sandiego that associated resources. It concerns understanding EdTech, considering
involves learning in geography, and Number Muncher that aimed its possibilities for a specific subject area or classroom, learning to
about enhancing mathematical skills. recognize when it will assist or impede learning, and continually
1990: The World Wide Web - Tim Berners Lee gave life to www, which learning and adapting to new technology offerings.
is an interconnection of hyperlinked documents (PCK) PEDAGOGICAL CONTENT KNOWLEDGE - describes teachers’
TI-81 Calculator - This calculator graphs up to four math functions at knowledge regarding foundational areas of teaching and learning,
once developed by Texas Instruments. including curricula development, student assessment, and reporting
1991: Laptop - The first laptop is the Powerbook. results. It focuses on promoting learning and on tracing the links
1993: Personal Digital Assistants- These were released by Apple among pedagogy and its supportive practices, and much like CK, will
Computer Inc. and were used for computing, storing information and also differ according to grade level and subject matter. In all cases,
even keeping schedules. though, PCK seeks to improve teaching practices by creating stronger
1996: Mini Computers- Nokia introduced a phone that had internet connections between the content and the pedagogy used to
capabilities. This started a revolution of devices that were small- communicate it.
portable computers. (TCK) TECHNOLOGICAL CONTENT KNOWLEDGE - describes teachers’
1998: First Ebook reader was released understanding of how technology and content can both influence
1999: Interactive Whiteboard- Interactive whiteboard is an and push against each other. It involves understanding how the
instructional tool that allows computer images to be displayed on the subject matter can be communicated via different edtech offerings,
whiteboard which can later on be manipulated by teachers and and considering which specific edtech tools might be best suited for
students specific subject matters or classrooms.
2010: Apple Ipad was released. (TPK) TECHNOLOGICAL PEDAGOGICAL KNOWLEDGE - This describes
2015: Interactive Mobile Apps have become the center of effective teachers’ understanding of how particular technologies can change
classroom learning. both the teaching and learning experiences by introducing new
ROLES AND FUNCTIONS OF COMPUTERS pedagogical affordances and constraints. Another aspect of TPK
1. Computers can increase productivity. concerns understanding how such tools can be deployed alongside
2. Computers facilitate communication between students, pedagogy in ways that are appropriate to the discipline and the
teachers, and administrators. development of the lesson at hand.
3. Computers are used to access large amount of information. TPACK - is the end result of these various combinations and interests,
4. Computers are brilliant aids in teaching. drawing from them – and from the three larger underlying areas of
5. Computers facilitate an electronic format for storage of content, pedagogy, and technology – in order to create an effective
information. basis for teaching using educational technology.
6. Computers can teach subjects and enhance learning of the In order for teachers to make effective use of the TPACK
students. framework, they should be open to certain key ideas, including:
a. concepts from the content being taught can be represented
TPACK: (Technological Pedagogical Content Knowledge) & using technology,
TIP: (Technology Integration Planning) b. pedagogical techniques can communicate content in different
TPACK - a framework that integrates technology in education to help ways using technology,
encapsulate the complex interactions among content, pedagogy, and c. different content concepts require different skill levels from
technology. students, and edtech can help address some of these
requirements,
d. students come into the classroom with different backgrounds –
including prior educational experience and exposure to
technology – and lessons utilizing edtech should account for this
possibility,
. e. educational technology can be used in tandem with students’
existing knowledge, helping them either strengthen prior
epistemologies or develop new ones.
TIP (Technology Integration Planning)
This model is helpful for teachers when they are deciding on which
best practices, strategies and materials to use for a lesson/activity
that integrates technology. It has three (3) phases that include seven
(7) steps.
Phase 1. Teachers look at the learning needs of their students to
determine which strategy/method/practice they will implement.
This phase includes 2 analysis steps.
Step 1: Relative Advantage. This step helps teachers pick a
strategy or method once they can see clear and beneficial
impacts, or relative advantages.
Step 2: Tech-PACK- this stands for technological pedagogical
content knowledge. This is how much teachers know about
what they're teaching, how they're going to teach it, and
what tools/resources they use to get the job well done.
Phase 2. Teachers create their plans for instruction delivery, ways to
assess their students, and an environment supportive of technology
integration. (3 steps)
Step 3: Objectives & Assessments are vital components
because teachers must lay out the skills and concepts they
want their students to learn, and design ways to determine
if the students learned the content or not.
Step 4: Integration Strategies. Teachers pick strategies that
will help them carry out their lesson or activity. They are
chosen based on the learning situation.
Step 5: Instructional Environment. Does the teachers’
environment support the integration of technology? This
includes software, devices, etc. for all types of learners.
Phase 3. The teachers continue to plan by analyzing and reviewing
lessons and activities that have been delivered.
Step 6: Analyze. Teachers must look at what worked in a
lesson and plan, design and create ways that improve the
lesson.
Step 7: Revisions. The final step is actually carrying out the
plans made during step 6.

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