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With education, we gain knowledge, awareness, and skills, in which we then are capable for
success and achieving our ambitions. However, technology has played an essential role in
enhancing and developing the educational process.
Michael Spector
Educational Technology involves the disciplined application of knowledge for the purpose of
improving learning, instruction and/or performance.
Kurt (2015 ). Educational Technology: An Overview, retrieved from
https://educationaltechnology.net/educational-technology-an-overview/ Date accessed: August
16, 2019 9:40 am
Educational technology’s definition has evolved over the years as a variation of ways of dealing
with learning processes, a conceptual framework, theory and practice and the latest study and
ethical practices of dealing with technological processes and resources.
1963
Audiovisual communications is the branch of educational theory and practice concerned with
the design and use of messages which control the learning process. It undertakes: the study of
the unique and relative strengths and weaknesses of both pictorial and nonrepresentational
messages which may be employed in the learning process for any reason; and the structuring
and systematizing of messages by men and instruments in an educational environment. These
undertakings include planning, production, selection, management, and utilization of both
components and entire instructional systems. Its practical goal is the efficient utilization of every
method and medium of communication which can contribute to the development of the learners’
full potential.
1972
Educational technology is a field involved in the facilitation of human learning through
systematic identification, development, organization and utilization of a full-range of learning
resources and through the management of these processes.
1977
Educational technology is a complex, integrated process involving people, procedures, ideas,
devices and organization for analyzing problems and devising, implementing, evaluating and
managing solutions to those problems involved in all aspects of human learning.
1994
Instructional technology is the theory and practice of design, development, utilization,
management and evaluation of processes and resources for learning.
HISTORY OF EDUCATIONAL TECHNOLOGY
In some form or other, education has been around since the beginning of the human species.
This is because education, the process of facilitating learning, has always been a necessity.
After all, without education, no generation can be adequately fitted for the duties to perform in
the world. Each succeeding generation inherits the accumulated knowledge of the preceding
one, generally becoming increasingly better.
For most people today, school and education are considered synonymously. This is not
surprising given that the experience most of us will have in schools is what is arguably the most
important part of formal education. For example, it is within the school setting that most of us
learn to read, develop our skills in social interaction and encounter authority that does not come
from a parent.
Indeed, schooling, as it exists today, and therefore education, only makes sense if we view it
from a historical perspective. Unlike other species, humans have always had the ability to
organise, store and transmit knowledge in sounds and language. Prior to technology, word of
mouth communication was the only type of education that existed. From the hunter-gatherer
communities to the invention of agriculture, beginning 10,000 years ago, people depended on
word of mouth communication to acquire vast knowledge of the plants, animals and land on
which they depended.
Our understanding about the way schools first operated comes from ancient Greece, in about
4th century BC. In fact, the word ‘school’ comes from the Greek ‘schole’, which means leisure.
Back then, when schools were available only to the aristocracy, the assumption would have
been that leisure was synonymous with learning. Elsewhere in the ancient world, prominent
examples of formal education were evident in the middle east, China and India, and their
systems of education generally emphasised reading, writing and mathematics. In these times,
speech was the primary means by which people learned and passed on learning, making
accurate memorisation a critical skill.
Education in ancient Greece stands out during this era though, because of its diversity. It was
the Greeks who first created what we would now call primary and secondary schools. There
was also a lot of emphasis from an early age on physical education, which was considered
necessary for improving one’s appearance, preparation for war, and good health at an old age
(Plutarch, 1927). Roman schooling broadly followed the Greek model. There were small
schools for privileged boys, which taught grammar. Then, the boys attended rhetoric schools, to
prepare them for public life (Thomas, 2013).
The first examples of educational technology in the ancient world were the tools that students
and teachers used for writing. Over thousands of years and across the continents, various
surfaces have been used as a medium for writing, including wax-covered writing boards (by the
Romans), clay tablets (in the middle east), strips of bark from trees (in Indonesia, Tibet and the
Americas), thick palm-like leaves (in South east Asia) and parchment, made of animal skin
(common across the ancient world).
Wax tablet and a Roman stylus
Clay tablets were used as a writing medium, especially for writing in cuneiform, throughout the
Bronze Age and well into the Iron Age. Tens of thousands of written tablets, including many
fragments, have been found in the Middle East. Students in ancient Babylonia and Sumeria
inscribed their writing on clay
tablets with a stylus. These could be used wet and erased to be used again, or baked to create
a permanent document.
After the fall of the Roman empire, from about the 8th century, education was mainly the
responsibility of the religious establishment. This was generally the case throughout the ancient
world. By the end of the Middle Ages, and after the invention of printing (a truly disruptive
technology), schools would eventually become common in many towns and villages across
Europe, with the main intention being to ensure children could read and write. Then, by the time
of Shakespeare’s Europe, in the 15th century, schools had more or less become the education
system that can be recognised today.
On the back of the printing press, schools gradually developed a curriculum in which the
subjects considered most important were taught. By the mid-1600s, the modern library and the
pencil were introduced, marking the first examples of educational technology. Later still, the
19th century marked the advent of textbooks and improvements in writing tools available to
teachers and students, notably blackboards and chalk, as well as the use of ink pen rather than
just pencil. During this period since the middle ages and until the latter half of the 20th
century, learning has primarily been focused on the curriculum rather than the child.
In other words, for a great many children, compulsory education has been monotonous affair,
marked by rote learning and memorisation.
The 20th century saw many sweeping changes though, in politics (revolution and war),
economics (depression and boom), science (huge developments) and technology (radical
advancement), all of which quickly spilled over into education. The 20th century was a key time
in education, when the ideas of philosophers like John Dewey really started to gain ground.
Essentially, John Dewey (1859 – 1952) championed the notion of the child as an instinctive
scientist: ‘the native and unspoiled attitude of childhood, marked by unspoiled curiosity, fertile
imagination, and love of experimental inquiry, is near, very near, to the attitude of the scientific
mind’.
For Dewey, like the philosopher, John Locke 200 years before him, reflective, critical thinking is
the centre of education. Education is not (and should not) be about memorising facts – it is
about being trial-and-error thinking, testing and analysing. Dewey went on to draw a distinction
between information and knowledge, noting that schools concentrate on the former at the
expense of the latter. These ideas would eventually crystallise into what has become the
pedagogical movement, progressive education, setting the backdrop for constructivism.
Although Dewey himself did not use the term ‘constructivism’, his point of view
can be considered a type of constructivism. Dewey argued, for example, that if students learn
primarily by building their own knowledge, then teachers must adapt the curriculum to fit
students’ prior knowledge and interests as fully as possible. He also argued that a curriculum
could only work if it related to the activities and responsibilities that students will probably have
after leaving school. He said that schools should be concerned with the education of the whole
child, including the intellectual, social, physical, and emotional needs of each student.
To many educators nowadays, Dewey’s ideas appear common sense, but they were innovative
and progressive at the beginning of the twentieth century. Educational reformers and thinkers
since Dewey have simply formalised, confirmed and tweaked his ideas. Dewey’s core ideas
therefore, have persisted and continue to be the bedrock of educational practice all over the
world today.
Aside from the transition to a progressive pedagogy, digital technology over recent years has
had an enormous impact on education. Representing the second main wave of disruptive
technology since the printing press, digital technology, such as computers, Learning
Management Systems (LMS) and the Internet, have fundamentally changed how students learn
and teachers teach. Significantly, education is much more accessible now, and teachers have
the tools to communicate more engagingly than ever before. Much of the content on
Technology for Learners also showcases examples of digital technologies, which help facilitate
the learning process.
Taken together, progressive education and digital technologies, bring us to where we are today
– moving ever closer to a flipped learning model, in which students are becoming increasingly
autonomous and active in their own learning.
EDUCATIONAL TECHNOLOGY DOMAINS
Design, development, utilization, management and evaluation are the five basic domains of the
field.
2. Development – using design and framework; materials are produced and developed.It also
occurs after you plan what curricula to be used and develop materials that will help you and
benefit the student to learn more about the topic.
3. Utilization – implementing and using the learning materials to enhance knowledge and skills
of learners. After developing the materials, you have to use this as a tool for your teaching
learning process. It also helps you to know if it was really having a great impact to them
4. Management – it is applied in the implementation of all domains and its effects on the
outcomes of the students learning.
5.Evaluation – monitoring, assessing and giving judgement on the extent of usefulness of
learning materials in achieving the expected outcomes.
Bottom of Form
These terms refer to both areas of the knowledge base and to functions performed by
professionals in the field. Each domain of Instructional Technology includes a body of
knowledge based on both research and experience. Each has sufficient uniqueness and scope
to have evolved as a separate area of study.
The domain of design represents the largest theoretical contribution of Instructional Technology
to the larger field of education. The domain of development is also mature and represents the
largest contribution to practice. The other domains are not as well developed or rely heavily on
theory and research from other fields.
Instructional Strategies
Instructional strategies are specifications for selecting and sequencing events and activities
within a lesson. A designer uses instructional strategy theories as principles for instruction, and
chooses them based on the learning situation, learning environment, learning task and learner.
Again, the focus is on the choice and planning of a strategy to fit the situation.
Learner Characteristics
Each learner has past experiences or even innate qualities that impact the effectiveness of a
learning process. A designer uses theory and research about learner characteristics to plan for
modifications in instruction to support increased effectiveness for that learner or one like
him/her.
The Domain of Development
Development is the process of translating the design specifications into physical form. It
includes hardware, software, visual and auditory materials, as well as the programs or packages
which integrate the various parts. The sub-categories of the development domain reflect
chronological changes in technology, with new overlapping but not replacing old.
Print Technologies
Print and visual materials, including books, photographs and graphics involve the most basic
ways of producing and delivering instructional materials. They also provide the foundation for
both the development and utilization of other instructional technologies. Text displayed by a
computer is an example of the use of computer-based technology for production. When that text
is printed in hard copy to be used for instruction, it is an example of delivery in a print
technology. Development of text materials and visual materials relies upon theories related to
visual perception, reading and human information processing as well as theories of learning.
Audiovisual Technologies
Audiovisual instruction is most obviously characterized by the use of hardware in the teaching
process, that is, using mechanical or electronic machines to present auditory and visual
messages. There is an increasing overlap of AV Technologies with Computer-based
Technologies. For example, a video is an audiovisual technology. However, when video
information is available on a videodisc, it becomes randomly accessible and may demonstrate
most of the characteristics of computer-based or integrated technologies.
Computer-based Technologies
Computer-based technologies use screen displays to present information to students.
Information is stored electronically in the form of digital data rather than as print or visuals. The
various types of computer applications are generally computer-based (CBI), computer-assisted
(CAI), or computer-managed (CMI).
Integrated Technologies
Integrated technologies are ways to produce and deliver materials which encompass several
forms of media under the control of a computer. An example of an integrated system would be a
computer which has a hypermedia lesson running under an authoring system such as
HyperCard or Toolbook. This lesson would include information on a videodisc, audio system or
the WWW. As controlled by the learner’s interaction with the computer keyboard and monitor,
the computer would access these various resources and deliver the output to the computer
screen. The learner doesn’t have to be concerned about the delivery of the resources, but can
concentrate on the content of the lesson.
Media Utilization
The media utilization process is a decision-making process based on instructional design
specifications. Those engaged in media utilization are taking what was planned by the
instructional design process and carrying it out with learners in the classroom. For example,
how a film is introduced to learners or "followed-up" with activities would be tailored to the type
of learning desired. Learner characteristics and learning styles may also influence how media is
utilized.
Diffusion of Innovation
The goal in this area of utilization is to bring about change . The first stage of the change
process is to create awareness through dissemination of information. From this awareness
comes interest, trial and adoption.
Project Management
Project managers plan, monitor and control instructional design and development projects. Their
jobs are limited to ensuring the success of a particular project, but they are generally
responsible for managing all aspects of the project.
Resource Management
Resources can include personnel, budget, supplies, time, facilities, and instructional resources.
An example of a manager in this area would be the Director of Media Resources at a university.
He would, through management, make instructional resources accessible to those who need
them.
Information Management
Information must be accessible to users when, where and in whatever format best serves their
needs. Information managers plan, monitor and control the storage, transfer or processing of
information in order to provide resources for learning.
Problem Analysis
Evaluation starts as the program, project or product is being planned. The first step in evaluation
is problem analysis. This process includes identifying needs, determining to what extent the
problem can be classified as instructional in nature, identifying constraints, resources and
learner characteristics, and determining goals and priorities (Seels and Glasgow, 1990). A need
has been defined as "a gap between ‘what is’ and ‘what should be’ in terms of results"
(Kaufman, 1972).
Criterion-Referenced Measurement
Because of the emphasis on achievement of specific competencies within the field of
instructional technology, criterion-referenced measurement is of interest. The criterion for
determining adequacy is the extent to which a learner (or a program, project or product) has met
the objective.
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