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PANGASINAN STATE UNIVERSITY

COLLEGE OF TEACHER EDUCATION


SOCIAL STUDIES MAJOR
BAYAMBANG CAMPUS
BAYAMBANG, PANGASINAN

LECTURE NOTES IN
Technology for Teaching and Learning 2

*NOTE: LECTURE NOTES IS ONLY INTENDED FOR THE SOCIAL STUDIES MAJOR- THIRD YEAR*
The Role of Educational Technology in Learning

Technology can…….

✓ Play a traditional role. A delivery vehicles for instructional lessons.

Technology serves as a teacher. Constructivist role or a partner in the learning process.

Technology is a learning tool to learn with, not from. Technology serves as a medium in representing
what the learners knows and he/she is learning.

Technology like “COMPUTERS” is seen as a productivity tool.

* Word Processing *Graphic programs


* databases *Desktop Publishing
*Spreadsheets

With the eruption of “INTERNET” in mid 90’s communications and multimedia have dominated
the role of technology inside the classroom.

Active, constructive, intentional, authentic, and cooperative learning. It provides opportunities for
technology and learner interaction for meaningful learning.

From a constructivist perspective, the following are role of technology in learning: (Jonassen, et al
1999)

Technology as tools to support knowledge construction…..

For representing learners’ ideas, understanding and beliefs for organized, multimedia knowledge bases by
learners.

Technology as information vehicles for exploring knowledge to support learning by constructing:

For accessing needed information.

For comparing perspectives, beliefs and world views.

Technology as context to support learning-by-doing:

For representing and simulating meaning real-world problems, situations and context.

For representing beliefs, perspectives, arguments, and stories of others.

For defining a safe, controllable problem space for student thinking.

Technology as a social medium to support learning by conversing:

For collaborating with others.

For discussing, arguing, and building consensus among members of a community.

For supporting discourse among knowledge-building communities.

Technology as intellectual partner (Jonassen 1996) to support learning by reflecting:

For helping learners to articulate and represent what they know.

For reflecting on what they have learned and how they came to know it.

For supporting learners internal negotiations and meaning making.


For constructing personal representations of meaning for supporting mindful thinking.

Whether used from the traditional or constructivist point of view, when USED effectively. Research
indicates that technology “increases students’ learning, understanding, and achievements but also their
motivation to learn, encourage collaborative learning and supports the development of critical thinking and
problem solving skills.”but also their motivation to learn, encourage collaborative learning and supports
the development of critical thinking and problem solving skills.”

Impact of Technology on “Education”

The era of 21st century is often regarded as an era of technology. Technology, today, plays a very
important role in our life. It is seen as a basis of growth of an economy. An economy which is poor in
technology can never grow in today’s scenario. This is because technology makes our work much easier
and less time consuming. The impact of technology can be felt in every possible field one such field is
Education.

What is technology?

Technology is a term that refers to a body of knowledge that is employed to generate tools, create
skills, and choose materials for human use. Technology includes the use of materials, tools, techniques,
and sources of power to make life easier or more pleasant and work more productive.

What is Education?

Education in its general sense is a form of learning in which the knowledge, skills, and habits of a
group of people are transferred from one generation to the next through teaching, training, or research.

Type of technology used in education

Smartboards Projectors

Classrooms pc Television

Smart board is an interactive white board that allows the teacher to project an image from a laptop to
the front of the room and the teacher can then digitally draw on that image.

Classrooms PC

They give them the option of recording their notes for long period of time .Most classes require
student to do a lot of reports and presentations. You want a computer that will get this job done better than
the rest. This allows for students to be more in tune with their learning by allowing them to have their own
personal computer.
Projectors hook up to the teacher's laptop and projects the screen from the laptop to the white board in
the front of the room. By doing this it allows students to see a larger version of what is on the laptop
screen.

Televisions can be used to show instructional DVDs or to be able to watch important current events,
such as 9-11 or presidential elections.

Impact of Technology on “Education”

Enhanced Teaching and Learning

Technological developments like digital cameras, projectors, mind training software, computers,
PowerPoint presentations, 3D visualization tools; all these have become great sources for teachers to help
students grasp a concept easily.It has to be understood that visual explanation of concepts makes learning
fun and enjoyable for students. They're able to participate more in the classroom and even teachers get a
chance to make their classes more interactive and interesting.

Globalization

No Geographical Limitations

With the introduction of online degree programs there is hardly any need of being present
physically in the classroom. Even several foreign universities have started online degree courses that
student can join. Distance learning and online education have become very important part of the
education system nowadays.

Impact -NEGATIVE

Declining Writing Skill

Due to the excessive usage of online chatting and shortcuts, the writing skills of today’s young
generation have declined quite tremendously. These days, children are relying more and more on digital
communication that they have totally forgot about improving their writing skills. They don’t know the
spelling of different words, how to use grammar properly or how to do cursive writing

Increasing Incidents of Cheating

Technological developments like graphing calculators, high tech watches, mini cameras and similar
equipment have become great sources to cheat in exams. It is easier for students to write formulas and notes
on graphing calculators, with least chances of being caught.

Lack of Focus

SMS or text messaging has become a favorite pastime of many students. Students are seen playing
with their cell phone, iPhones day and night or driving and very often even between lectures. Being ever-
connected to the online world has resulted in lack of focus and concentration in academics and to some
extent, even in sports and extra-curricular activities.
Advantages

It makes students more excited to learn help students with busy schedules, freedom to work at home
on their own time train students to learn new technology skills they can use later in the work place. Decrease
paper and photocopying costs, promoting concept of "green revolution"

Disadvantages

Many experts and experienced people say that, due to such technology in education, students
imagination is affected, their thinking ability is reduced. Also it’s sometime time-consuming from
teacher’s point of view. It is costly to install such technology. There can be health issues too when used
over limit. Some students can't afford modern computer technologies

Conclusion

Technology has a very positive impact on education and at the same time may also pose negative
effects. Teachers, and students should take advantage of this in the good light and eliminate the drawbacks
which are pulling back many of students as well as schools from achieving excellence it is thus time for
every country to introduce a more technologically equipped education sector in the future.
BRIDGING THE GENERATION GAP

Old generation often claims that they cannot understand young people while Young generation
claims that they are misunderstood by older people. So, this accumulation of differences, difficulties, and
ideas between people who are born in different time and periods causes conflict and complicates
communication, creating a “GAP”.

The older generation often feels that there is a generation gap between them and the younger
generation. This is apparent in simple things like the manner of dressing, socializing, more intimate
relationships like friendship and marrying.

In the field of education, a huge generation gap also exists and it will continue to widen unless some
changes are adopted at the proper time. In peasant third world countries where schools don’t have
technology facilities, it is understandable that the transition to digital education may take time but given the
rapid emergence of digital technology, at times referred to as Information and Communication Technology
(ICT), there is need to prepare fir bridging the digital gap in society. First, we need to understand the
potentials of ICT:

• The new network of instantaneous communication is global, overcoming borders between countries
and continents.
• Much of what elders believe may not applicable anymore to the new generation, especially along
matters of traditional value.
• Alvin Toffler’s book Future Shock, shows how the information age has begun to create many
cultural changes in the family, societies, businesses, governments such as what he calls throw-away
society, modular man, kinetic image, scientific trajectory, fractured family, surfeit of subcults,
psychological dimension etc.

Since the new generations are expected to face a future professional challenge of digital world ahead
of them, technology supported skills need to be taught in schools today or else, schools will become white
elephant. If school fails to respond to emergent changes and needs, new learners may lose appreciation of
the educational system, and drop out school, as surveys show an increasing drop-out rate every year.
Learning at home and availing digital learning systems like the open universities may save the day, but the
situation remains bleak for schools stolidly adhering to the old educational system.

.
PREFERENCES OF TECHNOLOGY GENERATION

Preferences of technology generations show's what the Old generation likes, does, activities, how
they learned and what they prefers in their life ,work and leisure into what New generations likes, does,
activities, how they learn and what they prefer in their life, work and leisure. For example old generation
were students engaged in seedbed preparation, planting and nurturing of vegetable plants in wide school
grounds but now in new generation it no longer part of the program.

So In the field of education, the critical differences in perceptions between Old and Young gen w/c
create a gap are need to be discussed. It is important that critical differences in perception between old and
young which create a generation gap need to be discussed. Old generation has availed of slow and single -
track pattern activities.

TEXT VS. VISUALS

Our parents read book texts, enriched by illustrations and photos. The technology or digital generation has
greater affinity to visuals compared with texts. In fact they have been exposed since childhood to cable
television and video images especially cartoon characters, and then to computer images, in such manner
that their visual fluency or abilities have been sharpened and enhanced.

LINEAR VS. HYPERMEDIA

The past 30 year old generation has obtained information in a linear, logical and sequential manner. The
new generation, however, follows personal random access hyperlinked digital information, less superior to
elders in focus and reflection.

INDEPENDENT VS. SOCIAL LEARNERS

The traditional education system gives priority to independent learning, prior to participative work. New
learners are acquainted with digital tools that adopt to both personal and participative work.

LEARNING TO PASS THE TEST VS. LEARNING TO DO

Old teachers teach students in order to help them to past tests and complete the course requirement. On the
other hand, the new digital learners simply wish to acquire knowledge and habits as windows of opportunity
afford them to learn.

DELAYED REWARDS VS. INSTANT GRATIFICATION

The traditional reward system in education consist in the grades, honor certificates/medals, and diplomas.
Including future jobs, the traditional school’s reward system consists of unclear rewards performance. Other
hand digital learners on their own experience more immediate gratification.

ROTE MEMORY VS. FUN LEARNING

Teachers feel obliged to delivering content content-based courses, the learning of which is measurable by
standard test. Digital learners prefer fun learning which is relevant and instantaneously useful to them.
Learning is play to new learners and not surprisingly there is much fun in the digital world outside the
school.
DEVELOPING BASIC DIGITAL SKILLS INTRODUCTION

Skills, it is the ability to do something that comes from training, experience or practice. In today's
generation, technology is the most influential source of learning of the learners and even for the teachers in
teaching. Because of this situation, learners should have knowledge and skills in using different technology.
In this lesson, developing basic digital skills, it helps the students to developed the basic skills, they should
possess in using a technology, they must be clear on what basic knowledge, skills and values need to be
developed as a digital learners.

As teachers adjust their teaching to effectively match the new digital world of Information and
Communication Technology (ICT), they must be clear on what basic knowledge, skills and values (or
literacies) need to be developed by digital learner. These basic literacies will not replace will not replace
the 3 Rs (Reading, writing, and ‘rithmetic) but they will complemented by six essential skills to equip
students for success in the millennial world. Rather than call them literacy skills, these are better referred
to as fluency skills conveying the ease and facility in acquiring and using them.

These are:

1. SOLUTION FLUENCY

- refers to the capacity and creativity in problem solving. It requires whole brain thinking executed when
students define a problem, design the appropriate solution, apply the solution and assess the process and
result.

2. INFORMATION FLUENCY

- involves 3 subsets of skills namely

a. ability to access information, access may involve not only of the internet but other sources like the CD-
ROM software.

b. an ability to retrieve information, retrieved information may include not only texts, but images, sound
and video.

c. an ability to reflect on, assess and rewrite for instructive information packages.

3. COLLABORATION FLUENCY

- refers to teamwork with virtual or real partners in the online environment. There is virtual interaction in
social networking and online gaming domains. Distance has been abridged, such that learning comes to an
exciting potential for partnership in Discover learning. Individual and school to school partnerships are now
possible for multi-cultural learning.

4. MEDIA FLUENCY

- Media refers to channels of mass communication or digital sources. There is a need for an analytical mind
to evaluate the message in a chosen media; as well as a creative ability to publish digital messages. There
as paid for and free domains, such as a blog pages, in which personal reflection or journal messages can be
published without cost sites on the educational sector especially of developed countries, published articles,
researches and lesson plans are easily accessible by researchers and learners.

5. CREATIVITY FLUENCY

- Artistic proficiency adds meaning by way of design, art and story-telling to package a message font, color,
patterns, layout are elements of creative fluency. Templates for power point presentation and blogs are
available for free access in the internet.
6. DIGITAL ETHICS

- the digital citizen is guided by principles of leadership, global responsibility, environmental awareness,
global citizenship and personal accountability. Sad to say, the digital world is not free from those who
exploit the digital space for personal selfish commercial and criminal activities.

HIGHER THINKING SKILLS

Entering the new world of information and communication technology opens the way for complex and
higher cognitive skills. While blooms taxonomy of thinking skills can serve as a general framework of
skills, a new era of creativity in the digital world has led to introducing a kind of framework that requires
information processing, idea creation and real world problem solving skills. The following taxonomy may
be proposed:

6. Creating-new production/ Point of View

5. Evaluating- Justify stand or position

4. Analyzing- Distinguish different parts

3. Applying- use information in a new way

2. Understanding explain ideas

1. Remembering- Recall Information

The structured Problem Solving Process known as 4Ds also exemplifies the Instructional shift in digital
learning:

• Define the Problem


• Design the Solution
• Do the Work
• Debrief in the outcome
EVALUATION OF TECHNOLOGY LEARNING
The standard student evaluation of learning must change. This is justified by the fact that not only
has the new generation changed into digital learners, but the traditional world has metamorphosed into a
digital world. As efforts are exerted to go in digital instruction, we need to also go in digital in learning
assessment. Assessments need to conform, not with the literacy of the past century but the new literacy of
21st century. This is a literacy that uses digital tools in preparing students to face a high-tech world.

Evaluation must be geared to assessment of essential knowledge and skills so that learners can
function effectively, productively, and creatively in a new world. It must use evaluative tools that measure
the basic skills of the 21st century digital culture, namely:

1. solution fluency 4. creative fluency

2. information fluency 5. media fluency

3. collaboration fluency 6. digital citizenship

The above six fluencies reflect process skills. In reading, for example, single text reading become
less important compared with the empowerment process of being imbibed by varied informative,
educational and recreational literature—textual, audiovisual, digital. Apart from reading, learners are asked
to engaged in the process of writing reports, essays, articles, stories, power point presentations, video
scripts, drama skits, etc.

As students engage in the problem solving process, assessment will also need to focus on the 4 Ds
(define, design, do, debrief) that empower students to solve problems using higher-level theoretical and
practical thinking.

MASS AMATEURIZATION

Today the change in evaluation approach is referred to as mass amateurization, a term which
implies a mass reach of student outputs. The personal and group creative activities in school should aim at
bridging the gap between amateur creators of outputs to professional creators of future outcomes and
products in the real world. This will entail inculcating adeptness among students over media along
publishing, visual creation, audio-video recording, internet website postings, and multimedia production.

The use of desktop publishing software can make writing both easier as well as more exciting for
learners. The internet also offers avenues for publishing creative outputs and these are web sites, blogs,
wikis, podcasts, and videos. Relevance and engagement shall be carried both in the learning process, as
well as in the evaluation schemes of new digital expressions in learning and standardized ways of evaluation
techniques to successfully cater the needs of digital learners when it comes to evaluation purposes.
COMPUTERS AS INFORMATION AND COMMUNICATION TECHNOLOGY

Computer assisted instruction (CAI) was introduced using the principle of individualized learning
through a positive climate that includes realism and appeal with drill exercises that color, music and
animation.

Instructional media consists of audio-visual aids that served to enhance and enrich teaching-learning
process.

Ex. Blackboard, photo, film, and video

Educational media comprise the media of communication to audiences including learners using the print,
film, radio, television means of communication.

Ex. Distance learning were implemented using correspondence, radio, television or the computer
satellite system.

PROGRAMS INSTALLED IN MODERN PC:

• Microsoft office - program for composing texts, graphics, photos into articles, letters,reports,etc

• Powerpoint - for preparing lecture presentations.

• Excel - for spreadsheets and similar graphics sheet.

• Internet explorer - access the internet.

• Yahoo or google - websites; email chatrooms, blog sites, news services (print/video) educational
software’s, etc.

• Adobe reader - graphs/photo composition and editing

• MSN - mail/chat messaging

• Windows media player - CD, VCD player

• Cyberlink Power- DVD player

• Windows media player - editing film/video

• Gamehouse - video games

____________________ ADD. NOTES TO FOLLOW ______________

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