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You are also expected to define the concepts that are related to Educational Technology.
Below are the brief descriptions of each of the domains of the educational
technology.
Domains Description
Design Establishing a framework to guide in
planning 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. It is
also known as the action phase
Evaluation Monitoring, assessing, and giving
judgement on the extent of
usefulness of the learning material in
achieving the expected outcomes
Management It is applied in the implementation of
the different domains and the effect
on the outcomes of learning
Domains of Educational Technology
Domain 1 – Design
The theory and practice of design includes instructional system design,
(ISD), instructional strategies, and learner’s characteristics.
Technology is based on a theory. Theories are results of experts’ studies.
Technology utilizes theories to build or develop tools and gadgets. 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 experiences the activities which are
familiar and real. The senses are involved in its use and the activities
designed are built on the learner’s past experience.
2. Constructivism represents the natural complexity of the real world.
Design the life cycle of a butterfly starting form a worm to a full bloom
butterfly. The students may be asked to show the stages by taking
pictures through a digital camera. Later when the cycle is complete, a
story can be written using the computer and downloading the story in a
powerpoint presentation.
3. Constructivism represents authentic tasks which focus on
contextualizing rather than abstracting. The teacher can design
evaluation tools with the use of samples from very well-made cell phone
holder made from beads, satisfactory made cell-phone holder from
beads, and poorly-made cell-phone holder out of beads. Upon finishing
the project, the student can rate their works by comparing it with the
evaluation samples. The design of the evaluation instrument is a
technology.
4. Constructivism provides real world case-based learning environments
rather than pre-determined instructional events. The constructivist
uses technology form past experiences and knowledge to come up with
something new and unique.
5. Constructivism fosters reflective practice. The teacher can request the
students to create scenarios of their learning experiences on the
teacher’s way of motivation. They can be asked to write reflective
journals about the motivation applied by the teacher and react on the
extent of its effectiveness using their own opinion. Motivation is a form
of technology.
6. Constructivism promotes context and content. Context and content are
the bases of student’s reflection and understanding about the lesson.
The teacher designs situations where the students recall the context and
content of a certain designs situations where the students recall the
context and content of certain issues or events which the students have
experiences watching or hearing.
Practice is repeated action in applying a particular theory. It promotes
continuous implementation or use of a particular gadget, tool, or activity.
Through the continuous practice, mastery eventually takes place.
Technology starts with design which includes Instructional System
Design, (ISD), Instructional strategies, and learner’s characteristics. ISD
provides a framework to guide the program designer.
Just like a tailor, a pattern is necessary in sewing well-fitted pants for the
customer. A recipe is needed to yield a good dish to be served as meals. A
teaching guide will help the teachers use a textbook effectively.
In designing technology, instructional strategies follow the identification
of the instructional design. The strategies might involve single learner of group
of learners. It may also include the teaching method like direct or indirect
teaching.
Computer games frequently involve one or two players. Usually, tutorial
programs involve one player.
Another factor in designing instructional strategies is knowledge of the
characteristics of the learner, their interest and need. A simple teaching
program design is created for beginners while a more complicated one is made
for older mature learners. Visual aids are also designed based on the age level
of the learners. Teenagers and early adolescents enjoy adventure, and adult
images rather than characters well-loved by young children.
Digital storytelling will be interesting to learners who are fond of using
digital camera, composing and documenting events, like class field trips, school
fair, and other school celebrations. Technology gadget like cell phone, i-pod,
laptops and others are specially designed for students who are found of music,
dances, movies, and films.
Domain 2 – Development
The theory and practice of development of educational technology
includes print technology, audio technologies, still visuals, audio-visual
technologies, information and communication technologies, electronic
technologies, and integrated technologies.
Development of print technologies in the computer focuses on the
senses. The varied media corresponds to the senses in the formation of
insights and perceptions. Technologies related to printed materials cater to
the sense of sight and the reading skills.
In using the computer, varied fonts, clip arts and colored figures are
available to suit the artistic skill of the user.
Audio technologies are provided to accompany presentations that
caters to the sense of hearing. Religions songs and the National Anthem are
available for the opening of the program and songs for ice breakers are
available.
Other technologies under development are still visuals and audio visuals
to make presentations interesting and appealing to the senses.
Domain 3 – Utilization
The theory and practice on utilization of educational technology includes
media utilization, implementation, institutionalization and policies and
regulation.
Technology is the phase where learning materials are considered,
implemented and used in actual teaching and learning activities. After realizing
the merit of the material, then it is institutionalized and the policies, and
regulations are set about its use, replication, and documentation.
Information and Communication Technology (ICT) and other materials
can be taken from the computer through surfing, paraphrasing, cutting and
pasting. These materials can be sent or recorded through electronic
technologies like the electronic mail and integrated technologies through
social media like facebook, twitter, and others.
Domain 4 – Management
The theory and practice on management of educational technology
includes project management, resources management, management of
delivery and diffusion of innovation. 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 teachers and staff of the school.
Domain 5 – Evaluation
The theory and practice of evaluation of educational technology
includes problem analysis, measurement, formative evaluation, and
summative evaluation.
This phase shows the different processes involved in judging the worth
of the materials produced. The teacher and students use a variety of
evaluation instruments depending on the skill or knowledge being evaluated
like paper-and-pencil test for knowledge, an attitude scale for attitude and
feelings, and performance test for skills. The teacher also uses rubrics,
checklist, rating scale, and authentic assessment.
A software is available to evaluate the finished learning materials. There
are specifications which may include organization, content, relevance,
creativity, appropriateness, and audience impact. The developer can also
device evaluation instruments that fit well to the materials produced.
Technology Focus
The focus on integration of technology will be on facilitating and
enhancing the teaching-learning episodes undertaken by both the teachers
and the students. The degree of utilization of tools and techniques to improve
student learning constitute the main concern of Educational Technology
manifested by the acquisition of the intended learning outcomes.
Technological Competencies
Technological Competence refers to the ability to use with ease and
confidence the equipment, tools or gadgets mentioned above. The correct and
careful use of these tools and gadgets will lead to satisfaction of the user.
Likewise, proper use will guarantee safety, good results and good product.
Well-used digital camera will lead to good pictures. Gadgets powered by
electricity must be used properly to avoid accidents and unsatisfactory
products. The guiding principle in technological competence is to master the
instructions first before using the equipment, tool or gadgets.
Activity 1: The teacher as a Promising Technology
This activity will show teachers as the technology itself.
As a technology, what do teachers use to facilitate learning? Classify
them as visual, verbal, sound, and manipulative.
Visual Verbal Sound Manipulative
Introducing a
new lesson
Teaching a
new lesson
Enhancing
discussions in
a new lesson
Monitoring
the students’
work
- Teachers are, without a doubt, a very promising technology. The best present
a teacher can receive is to see their pupils succeed while still enjoying learning.
The greatest way for a teacher to become a highly successful technology is to
acquire the necessary expertise in his field.
Name:____________
Activity 2: Do your research Date: ________________
This activity will give the researchers first hand answers as to the technologies used
by some students.
Activity 1: Fill with gadgets
Get a partner and interview two of your classmates, ask and find out from them the
This activity
different will list they
technologies the gadgets
used in and toolsand
studying usedlearning
to facilitate tasks or work
lessons/topics. in the
Write your
school
finding below.
In the Classroom In the Library In the School Canteen
Classmate 1:
Classmate 2:
Name:___________________________ Date:____________
EDTECH Concepts
This activity will evaluate if the concepts of Educational Technology are well
understood by the students.
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 processes and resources.