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EDU 534: Technology in Teaching PROPER USE OF MATERIAL by: Hayden Smith

& Thomas Nagel


and Learning
Audio-visual - is defined as "training or 1. Prepare yourself
educational materials directed at both the senses of 2. Prepare your students
hearing and the sense of sight, films, recordings, 3. Present the material
photographs, etc. used in classroom instructions, 4. Follow Up
library collections or the likes".
PRINCIPLES IN THE SELECTION AND
PROPERTIES OF AUDIOVISUALS UTILIZATION OF EDUCATIONAL TECHNOLOGY

1. Fixative Property (CapPreRe) - Capture, 1. Meaningfulness – Must contribute to the growth


preserve, & reconstruct and object or event. and development of learners.
2. Manipulative/Editing Property - Rearrange 2. Purpose - Focused on helping learners to
elements to update, emphasize, & correct motivate them in the learning process.
3. Distributed Property - Present to many 3. Appropriateness - Should be appropriate to the
audiences level intended in terms of vocabulary, difficulty of
concepts, methods of development, interest.
DOMAINS OF EDUCATIONAL TECHNOLOGY 4. Breath - Should encompasses all around
(Des DUEM) development of varying group of learners.
5. Usefulness/Utility – Must be useful to a teacher
1. Design – Planning Stage, Anticipate issues, to deliver the subject matter as helping learners to
Project solutions learn.
2. Development – Production/Finalizing Stage 6. Communication Effectiveness - Clearly and
Prepare and Test out materials effectively.
3. Utilization – Application Stage 7. Authenticity – Present accurate up to date.
4. Evaluation – Asses/Appraise/Judge the 8. Responsiveness – Responsive to the needs
effectiveness of technology and demands.
5. Management – Establishing consistency in 9. Portability/Handy – Easy to handle.
following the first 4 domains 10. Correctness – Correct information for a better
learning process.
ADDIE Model 11. Simplicity – Simple but inspiring, creative and
motivating.
Analysis - In the analysis phase, the instructional 12. Assessment – Evaluating technology needed
problem is clarified, the instructional goals and for improvement.
objectives are established and the learning 13. Cost effectiveness -
environment and learner's existing knowledge and
skills are identified. FACTORS AFFECTING THE SELECTION OF
Design - The design phase deals with learning EDUCATIONAL TECHNOLOGIES
objectives, assessment instruments, exercises, HUMAN FACTORS
content, subject matter analysis, lesson planning
and media selection. The design phase should be 1. LEARNERS FACTORS- Learners differences
systematic and specific. that influence media choice. The individual
Development - The development phase is where differences, attention span, numbers of learners,
instructional designers and developers create and physical disabilities of learners
assemble the content assets that were blueprinted 2.TEACHERS FACTORS- Affect the success of
in the design phase. In this phase, storyboards are the media implementation.
created, content is written and graphics are
designed. If e-learning is involved, programmers GENERAL PRINCIPLES IN THE USE OF
work to develop and/or integrate technologies. INSTRUCTIONAL MATERIALS
Implementation - a procedure for training the
facilitators and the learners is developed. The 1. Aids to instruction
facilitators' training should cover the course 2. Suits to your instructional objectives
curriculum, learning outcomes, methods of delivery, 3. Observes Variety
and testing procedures. 4. Functional
5S OF WORKPLACE
“I hear and I forget, I see and I remember, I do and
1. Sort – categories I understand.” - Confucius
2. Set in order – arrange
3. Shine – clean TECHNOLOGY INTEGRATION MATRIX (TIM)
4. Standardized – make it rule
5. Sustain – observe consistency 5 CHARACTERISTICS 5 LEVELS

JEROME BRUNER’S COGNITIVE 1. Active 1. Entry


REPRESENTATION OF WORLD 2. Collaborative 2. Adoption
3. Constructive 3. Adaptation
1. Enactive Representation – movement; direct 4. Authentic 4. Infusion
participant 5. Goal-Directed 5. Transformation
2. Iconic Representation – images; observer
3. Symbolic Reorientation – thoughts; thinker LEVELS OF TECHNOLOGY INTEGRATION
MATRIX
EDGAR DALE’S CONE OF EXPERIENCES
D Co D De FEEMS RW A. Who decides WHAT TO USE?
B. Who decides HOW TO USE?
ABSTRACT Verbal C. WHO WILL YOU?
Visual
Radio and recording 1. Entry
Still picture
● WHAT, HOW and WHO: Teacher
Motion pictures
Educational 2. ADOPTION
television ● WHAT and HOW: Teacher
Exhibits
Field trips ● WHO: Student
Demonstration 3. ADOPTATION
Contrived
experiences ● WHAT: Teacher
CONCRETE Direct purposeful
experiences ● HOW and WHO: Student
4. INFUSION
● WHAT, HOW and WHO: Student
IN 1960’s EDGAR DALE THEORIZED THAT
AFTER 2 WEEKS WE TEND TO REMEMBER 5. TRANSFORMATION
● The teacher encourages the innovate use of
technology tools to facilitate HO learning
activities that may not be possible without
the use of technology
● Eg. Using Tiktok as platform for education
SAMR MODEL by: Dr. Ruben Puentedura

● Four different degrees of classroom


technology integration
● On one end technology is used as one-to-
one replacement for traditional tools, and on
the other end technology enables
experiences that were previously impossible
without it.
● Mouse, Keyboard, Microphone, WebCam,
Scanners, Touch Pads, Stylus, Joysticks

OUTPUT DEVICES
● Monitor, Printers, Speakers

SOFTWARE COMPONENTS

APPLICATION SOFTWARE
TECHNOLOGY: BOON or BANE
● Is a computer program commonly used in
our everyday, life
● Examples: TikTok, fb, Instagram, Spotify,
ms word, candy crush, etc.

OPERATING SYSTEMS SOFTWARE


● Managers all application programs in a
computer
● Top five Oss includes: Apple macOS,
Microsoft Windows, Google’s Android O,
Linux Operating System, and Apple iOS

DATA PROCESSING
GENERATIONS OF COMPUTERS
1. Motherboard – main circuit
● First Generation (1940-1956): Vacuum 2. Central Processing Unit – brain
Tubes 3. Memory – hold space for data and instruction

● Second Generation (1956-1963): MEMORY


Transistor
● Third Generation (1964-1971): Integrated ● RAM (Random Access Memory) – can’t
Circuits hold data without power, temporary storage
● Fourth Generation (1971-Present): ● ROM (Read Only Memory) – can hold data
Microprocessor without power, permanent storage
● Fifth Generation (Present and Beyond): BASIC TERMINOLOGIES
Artificial Intelligence
⮚ INTERNET – superhighway of information
COMPUTER SYSTEM
⮚ WWW – world wide web
⮚ Hardware – physical parts
⮚ UNIFORM RESOURCE LOCATOR – a
⮚ Software – programs location or address on the internet
⮚ Peopleware – human talent ⮚ E-MAIL – messages distributed by
electronic means
HARDWARE COMPONENTS ⮚ SEARCH DESIGN – a program that
INPUT DEVICES research from a database
Electronic Spreadsheets

DISTANCE EDUCATION
⮚ BROWSER – a computer program for ● This is a form of education in which the
navigating web pages main elements include physical separation
of teachers and students during instruction,
and the use of various technologies to
facilitate student-teacher and student-
student communication.
LEARNING MANAGEMENT SYSTEM (LMS)
● An online integrated software

● Used for creating, delivering, tracking, and


reporting educational courses and
outcomes
● Can be used to support traditional face-to-
ROLES OF COMPUTERS AS A TOOL face instruction, blended/hybrid and
distance learning environments
1. Informative Tool
● Provides vast amounts of information in
various formats
● Image files, document files, video files,
presentation files, & audio files

2. Communicative Tool
MOOC
● Categories: Synchronous and
Asynchronous
● Coined by: Dave Cormier in 2008
3. Productivity Tool
● Design for Higher Education
● Allows manipulation of information and
● No tuition fees
visualizing one’s understanding
● 3 common examples ● Exposes top-level professors

● Allows global collaboration


Word Processing
Massive Open Online Course
There Anyone, Courses Its
may be anywhere, are program is
100, 000+ can delivered similar to
students register entirely most
enrolled. for these through online
Presentation Software
courses. the college
internet. courses. 1. Comprehension – extract implicit and explicit
ideas from media.
ROLES OF ICT IN 21ST CENTURY TEACHER 2. Interdependence – how media connects with
EDUCATION another.
3. Social Factors – sharing timely and relevant
1. training aid information to networks
2. allows collaboration 4. Curation – storing and organizing data in
3. tool for preparation and feedback accessible ways.
4. links institutions
5. teaching-learning aid MEDIA LITERACY
6. promotes innovation
7. increases efficiency Access, analyze, evaluate and create media in a
8. Al booster variety of forms
9. updates content
10. prepares preservice teachers for the future FOUR CORE CONCEPTS

ISSUES IN ICT 1. All media messages are constructed.


2. Media messages are constructed using a
creative language with its own rules.
● Limited accessible and network connection
3. Different people experience the same media
● Limited technical support message differently.
4. Media have embedded values and points of
● Lack of effective training view.

● Lack of teacher’s competency INFORMATION LITERACY

TECHNOLOGICAL PEDAGOGICAL CONTENT Recognize when information is needed locate,


KNOWLEDGE evaluate, and use effectively the needed
information.
Knowledge needed by a teacher for effective
technology integration suggests that teachers need SEVEN KEY CONCEPTS OF DIGITAL
to have deep understanding of each component. CITIZENSHIP

THREE MAJOR KNOWLEDGE COMPONENTS 1. How the internet works


2. Understanding User Data
1. Content knowledge (CK) – subject-matter 3. Practicing Digital Literacy
knowledge 4. Acknowledging the digital divide
2. Pedagogical knowledge (PK) – knowledge 5. Practicing digital wellness
about art of teaching 6. Securing digital devices
3. Technology knowledge (TK) – knowledge
about traditional and new technologies INTELLECTUAL PROPERTY RIGHTS

DIGITAL LITERACY A law that helps protect creations of the mind that
include inventions, literary or artistic work, images,
It is about being able to make sense of digital symbols, etc.
media. This occurs through meaningful and
sustainable consumption and curation patterns that 1. Trademark – any name, symbol, figure, letter,
improve an individual’s potential to contribute to an word, or mark.
authentic community. This includes the ability to For example: Adidas, Nike, and Converse
analyze, prioritize, and act upon the countless 2. Trade Secrets – They are not public information.
digital media 21st century encounters on a daily Their secrecy provides an economic benefit to their
basis. holder. Their secrecy is actively protected.
3. Copyright – a normal declaration that the owner
FOUR PRINCIPLES OF DIGITAL LITERACY is the only one with the right to publish, reproduce,
or sell a particular artistic work.
4. Patient – granted to an inventor by the federal
government that permits the inventor to exclude
others from making, selling, or using the invention
for a period of time.

CYBERBULLYING

1. Flaming – online fights using electronic


messages with angry and vulgar language.
2. Harassment – repeatedly sending nasty, mean,
and insulting messages.
3. Denigration – “dissing” someone online. Sending
or posting gossip or rumors about a person to
damage his or her reputation or friendships.
4. Impersonation – pretending to be someone else
by sending or posting material to get that person in
trouble or danger or to damage that person’s
reputation or friendships.
5. Outing – sharing someone’s secrets or
embarrassing information or images online.
6. Trickey – talking someone into revealing secrets
or embarrassing information, then sharing it online
7. Exclusion – intentionally and cruelly excluding
someone
8. Cyberstalking – repeated, intense harassment
and denigration.

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