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MODULE 1 - Unit 1 – Introduction to Technology for Teaching and Learning

A. Basic Concepts to be defined:

1. Technology
- can be defined as the practical application of scientific knowledge for practical purposes, especially in an
industrial context.

- This can include tangible tools such as machines, as well as intangible products like software.

2. Information and Communication


- The concept of information encompasses various perspectives, including information as a resource, a
commodity, a perception of patterns, and a form of control and feedback
- Information is distinguished from data by its meaning and context for the receiver.

-In the context of information technology, data is transformed into information through processing and
organization, and it is a valuable resource that can lead to knowledge. The concept of information is dynamic
and has evolved over time, reflecting changes in historical and scientific contexts
- The concept of communication involves the transmission of information from one place, person, or group to
another. It encompasses the process of understanding and sharing meaning, and it consists of essential
elements such as a sender, message, channel, receiver, feedback, environment, context, and interference.

- It involves both verbal and non-verbal messages and requires a full understanding of behaviors associated
with the sender and receiver. The ultimate goal of communication is mutual understanding

3. Educational Technology

- often abbreviated as EdTech, refers to the combined use of computer hardware, software, and educational
theory and practice to facilitate learning

-It involves the integration of technology into education in a positive manner, encompassing various aspects
such as e-learning, instructional technology, information and communication technology (ICT) in education,
and other related fields

-Educational technology is important as it helps improve teaching and learning by enabling teachers to
integrate new technologies, engage students in innovative ways, and improve student engagement and
achievement with technology

4. Technology, Media, and Learning

Technology, media, and learning are interconnected concepts but have distinct meanings.
Technology - refers to the practical application of knowledge, especially in a particular area.

Media - encompasses various communication channels and tools used to transmit, store, create, share, or
exchange information.

- This includes traditional media such as print, broadcast television, and radio, as well as digital formats like the
internet, online resources, and digital broadcasting
Learning - involves the acquisition of knowledge or skills through study, experience, or teaching.
5. Instructional System and Instructional Technology

Instructional Systems and Instructional Technology are related fields within the broader domain of education
Instructional Systems - an area of specialization that focuses on improving educational and training
programs. It draws upon communications and management to enhance human performance.
- Professionals in this field may work as trainers, consultants, K-12 teachers, faculty, educational
technology coordinators, instructional designers, and in other related roles

Instructional Technology - discipline focuses on ways to improve learning and performance for students of all
ages. It involves the study of how people acquire, process, and share information to create effective learning
environments.
- Instructional technology is a broad field that includes educational technology, instructional design,
performance technology, and workplace learning and performance improvement.

Instructional Systems and Instructional Technology are both concerned with improving learning and
performance through the use of various tools, techniques, and technologies. While Instructional Systems
has a broader focus on educational and training programs, Instructional Technology encompasses a wide
range of areas, including educational technology, instructional design, and performance improvement.

6. Technology Tools - refer to various electronic, digital, or physical resources that support specific tasks or
activities.
- In the context of education, technology tools can include software, apps, platforms, and physical devices used
to develop, deliver, and support learning and teaching. These tools are designed to improve engagement,
accessibility, and the overall effectiveness of the learning process.

B. Roles of ICT in Teaching and Learning

The roles of Information and Communication Technology (ICT) in teaching and learning are diverse and
impactful. Some of the key roles include:
1. Promoting Higher-Order Thinking Skills - ICT promotes skills such as evaluating, planning,
monitoring, and reflecting, which are essential for 21st-century learning
2. Facilitating E-Learning and Online Learning - ICT enables new and innovative ways of learning for
both students and teachers, including the increasing popularity of e-learning and online learning
platforms
3. Enhancing Subject Learning - The use of ICT in education adds value to key learning areas,
contributing to a more effective and engaging learning experience
4. Accessing Course Materials Remotely - ICT allows students to access course materials through
remote devices, enabling flexible and accessible learning opportunities
5. Utilizing Digital Repositories for Learning - Online digital repositories and resources support the
storage and access of educational materials, lectures, and course content
6. Assisting Students in Research - ICT provides students and researchers with access to a wealth of
data and information, supporting research activities and academic pursuits
7. Enabling Innovative Educational Resources and Methods - ICT enables the use of innovative
educational resources and the renewal of learning methods, fostering active collaboration and student
engagement
8. Improving Teaching Effectiveness - ICT streamlines administrative tasks for educators, allowing
them to focus more on core teaching and individualized instruction, thus enhancing teaching
effectiveness
9. Impact on Student Learning - ICT can significantly impact student learning when teachers are digitally
literate and understand how to integrate ICT effectively into their teaching practices
In summary, ICT plays a crucial role in promoting higher-order thinking, facilitating flexible learning
opportunities, enhancing subject learning, supporting research activities, enabling innovative educational
resources, and improving teaching effectiveness. When integrated effectively, ICT can have a profound and
positive impact on teaching and learning processes.

Edgar Dale's Cone of Experience is a learning model that illustrates the concreteness levels of learning
experiences based on the degree of abstraction from concrete to abstract experiences. The model is
represented as a cone with different levels of learning experiences, ranging from the most concrete
(hands-on, real-life experiences) at the base to the most abstract (reading or hearing about an
experience) at the top. The levels in between represent experiences that are increasingly more abstract,
such as seeing a demonstration or watching a video, and eventually to the most abstract level of
reading about an experience. The Cone of Experience is a visual analogy that shows the progression of
learning experiences from the concrete to the abstract, with the goal of helping educators understand
the effectiveness of different learning methods and materials in conveying information to learners.

The Technological Pedagogical Content Knowledge (TPACK) framework emphasizes the integration of
technology, pedagogy, and content knowledge in teaching. TPACK recognizes the interplay between
these areas and how they influence each other in educational contexts. Teachers need to understand
how technology impacts not only what is taught but also how it is taught, making it essential for
effective teaching with technology. The TPACK framework breaks down knowledge into various
components: -

Content Knowledge (CK): Teachers' understanding of the subject matter to be taught.

Pedagogical Knowledge (PK): Knowledge of teaching practices, processes, and methods. -


Technological Knowledge (TK): Understanding and ability to use various technologies.

Pedagogical Content Knowledge (PCK): Knowledge regarding teaching practices, curriculum


development, and student assessment.

Technological Content Knowledge (TCK): Understanding of how technology and content interact. -
Technological Pedagogical Knowledge (TPK): Understanding of how technologies can change teaching
methods.

The TPACK framework serves as a guide for educators to effectively integrate technology into teaching
by considering the dynamic relationships between content, pedagogy, and technology. It allows for
adaptability to different educational settings and emphasizes the importance of aligning instructional
practices with content-driven, pedagogically-sound, and technologically-forward thinking knowledge

The ASSURE model is an instructional design framework aimed at enhancing teaching and learning
effectiveness through systematic planning and delivery of instruction. Developed by Heinich et al.,
ASSURE stands for Analyze learners, State objectives, Select methods, Utilize media and materials,
Require learner participation, and Evaluate and revise. Key points about the ASSURE model include:

Purpose: The model aims to guide educators in integrating technology effectively into their teaching
practices.
Components: It involves analyzing learners' characteristics, setting clear objectives, choosing
appropriate teaching methods, selecting relevant media and materials, ensuring active learner
participation, and evaluating the effectiveness of instruction for future improvements.

Application: The ASSURE model is particularly useful for designing training programs that incorporate
technology seamlessly into the learning process.

Overall, the ASSURE model provides a structured approach to instructional design that helps
educators create engaging and effective learning experiences by considering various elements crucial
for successful teaching and learning.

ADDIE Instructional Design (ID) method as a framework in designing and developing educational
and training programs. “ADDIE” stands for Analyze, Design, Develop, Implement, and Evaluate

ADDIE STAGES:

The five components of the Addie Model are:

The Analysis phase can be considered as the “Goal-Setting Stage.” The focus of the designer in
this phase is on the target audience.

Design
This stage determines all goals, tools to be used to gauge performance, various tests, subject
matter analysis, planning and resources

Development
The Development stage starts the production and testing of the methodology being used in the
project

Implementation
The implementation stage reflects the continuous modification of the program to make sure
maximum efficiency and positive results are obtained.

Evaluation
The last stage of the ADDIE method is Evaluation. This is the stage in which the project is being
subjected to meticulous final testing regarding the what, how, why, when of the things that were
accomplished (or not accomplished) of the entire project.

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