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TECHNOLOGY FOR

TEACHING AND LEARNING

Roles of Technology for Theories and Principles Framework for Technology Principles for the selection of Technology Some concepts and terms related to
Teching and Learning in the use and design of -Driven Teaching and Learning for educational use technology for teaching and learning
Technology-Driven
lesson

Coherence Principle
Technology
Three domains of Educational Technology For Teachers and Teaching For Learners and Learning TPACK SAMR Model ASSURE Model
Signaling Principle Information and Communication Technology Literacy or ICT Literacy
Edgar Dale's cone Brunner's
of Experience three-tiered
model model
Technology as a tutor Technology provides enormous support to the teacher as the facilitator of Technological Knowledge Substitution Redundancy Principle Educational Technology
learning
Three categories of Technology enhances learners' communication Technology upgrades learners'
Technology as a learning tool knowledge skills through social interactions higher-Order-thinking skills Content knowledge Augmentation Spatial Contiguity Principle Digital Literacy
Technology has modernized the teaching-learning environment
The Bands in Dale's The Eight M's of Teaching
Technology as a teaching tool cone of Experience Pedagogical knowledge Analyze Learners Temporal Contiguity Principle Digital learning
Modification
Technology improves teaching-learning process and ways of teaching Declarative knowledge

Three basic communication patterns Critical thinking Creativity Milieu Represents Segmenting Principal On-line digital tools and apps
Enactive
Technology opens new fields in educational researches Structural knowledge Direct purposeful
Experiences
Matter Pre-training Principle Off-line digital tools and apps
Technology adds to the competence of teachers and inculcates scientific Procedural knowledge
outlook Point to point two-way
Contrived experiences
Method Modality Principle Instructional technology
State Objectives
Technology supports teacher professional development One-to-many
Dramatized experiences
Material Multimedia Principle Multimedia
Seven Creative Strategies Iconic
Many-to-many
(SCAMPER) Demonstrations
Media Personalization Principle Software

Study trips
Motivation Voice Principle Internet
Substitute
Select Methods, Media and Materials
Exhibits
Mastery Image Principle World Wide Web (www)
Combine

Television and motion pictures Symbolic


Measurement Web access
Adapt

Still pictures, Recordings, Radio


Webquest
Modify/Magnify/ Minify

Visual Symbols
Utilize Methods, Media and Materials Productivity tools
Put to another use

Verbal Symbols
Technology Tool
Eliminate

Reverse
Data/Calculation tools

Require Learner Participation


Design tools

Discussion tools

Email tools

Evaluate Student Performance Handheld devices

Blog

Wiki

Flipped classroom

Podcast

Google Apps

Vlog

Facebook

VOIP

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