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PrEd 129n & 152c - Technology For Teaching and Learning
PrEd 129n & 152c - Technology For Teaching and Learning
DIGITAL LAW
Project Based Multimedia Learning
Intellectual Property Rights on the Development and Use of Digital Materials A Project-based multimedia learning is a teaching method in which
Intellectual property, according to World Intellectual Property students “Acquire new knowledge and skills in the course of designing, planning,
Organization (WIPO), refers to creations of the mind such as inventions; literary and producing multimedia product” (Simkins, et al, 2002.) The name project-
and artistic works; designs; and symbols, names and images used in commerce. based multimedia learning implies the use of multimedia and the learning activity
Intellectual property protection is important in fostering innovation. includes a project.
Without protection of ideas, individuals will not be able to enjoy the full benefit of
their inventions and they would not be compensated for their creations. This Dimensions of Project-Based Multimedia Learning has seven key dimensions
encourages innovation without the fear that a competitor will steal the idea and/or 1. Core curriculum
take the credit for it. At the foundation of any unit of this type is a clear set-off learning goal
An intellectual property right is a right held by a person or by a drawn from whatever curriculum or set of standards in use.
company to have exclusive rights over these. Internationally, these intellectual 2. Real-world connection
properties are protected by the World Intellectual property Organization to which The project seeks to connect student” work in school with the wider world
the Philippines is one of the 191 member states. in which students live.
Patent 3. Extended time frame
A government-granted exclusive right to an invention for a specified period, A good project is not a one-shot lesson. It extends over a significant period
such as a new product or process, giving the inventor the right to prevent of time.
others from making, using, or selling the invention without permission; 4. Student decision making
examples include pharmaceutical formulas, technological innovations, and In a protect-based multimedia learning, students have a say. But it is clear
design patents for consumer products. to them that the teacher is in charge and so the students understand that
Fair Use there are decisions which only the teacher can make.
A legal doctrine that allows limited use of copyrighted material without 5. Collaboration
permission from the copyright holder for purposes such as criticism, Collaboration is working together jointly to accomplish a common
commentary, news reporting, teaching, scholarship, or research; examples intellectual purpose in a manner superior to what might have been
include quoting excerpts from a book in a review, using a segment of a song accomplished working alone.
in a parody, or displaying copyrighted artwork in an educational 6. Assessment
presentation. There are three (3) assessment concerns in protect-based multimedia
Creative Common learning, namely:
A licensing framework that allows creators to retain copyright while a. activities or developing expectations;
granting permission for others to use their work with conditions, such as b. activities for improving the media products; and
requiring attribution or restricting commercial use; examples include c. activities for compiling and disseminating evidences of learning.
photographs shared with a Creative Commons license on websites like 7. Multimedia
Flickr, music available for remixing on platforms like SoundCloud, or In multimedia projects, students do not learn simply by “using” multimedia
educational materials distributed with open licenses for reuse and produced by others; they learn by creating it themselves.
adaptation.
Copyright
refers to the legal right given to the owner of the original work or GUIDELINES IN DESIGNING INSTRUCTIONAL MATERIALS
intellectual property.
These "works" are original intellectual creations in the literary and artistic UNITY
domain protected from the moment of their creation. Ensure coherence and cohesion throughout the instructional materials to
create a harmonious learning experience, aligning content, visuals, and
Plagiarism
an act of fraud; it involves both stealing someone else’s work and lying activities towards common learning objectives.
about it afterward. SIMPLICITY
refers to copying the work of another and claiming it as one's ideas or Present information in a clear, straightforward manner to minimize
without proper attribution while copyright infringement is copying one's cognitive load and facilitate understanding, avoiding unnecessary
work without obtaining permission. complexity or jargon that may hinder comprehension.
Copyright Infringement LEGIBILITY
a Violation Of the' right of the copyright holder while plagiarism is a Use fonts, colors, and layout designs that enhance readability, ensuring text
violation of the right of the author. and visuals are easily discernible and accessible to all learners, regardless of
In addition, copyright infringement is a legal violation while plagiarism is their background or abilities.
an ethical violation. CONSISTENCY
Maintain uniformity in design elements, formatting, and instructional
approaches to provide learners with a predictable and structured learning
Publication Requirements in the Light of the Digital Age environment, fostering familiarity and ease of navigation.
CLARITY
Anti-Bullying Act of 2013 Communicate ideas and instructions with precision and accuracy, using
Republic Act No. 10627 otherwise known as the Anti-Bullying Act of concise language, relevant examples, and appropriate multimedia aids to
2013 of the Philippines directs all elementary and secondary schools to adopt convey information effectively and minimize ambiguity.
policies to address the existence of bullying in their respective institutions. QUALITY
Republic Act 110175 Strive for excellence in content creation, instructional design, and
This is known as Cybercrime Prevention Act of 2012 declaring a production standards to deliver instructional materials that are accurate,
policy that states that the State recognizes the vital role of information and engaging, and pedagogically sound, meeting the needs and expectations of
communications industries such as content production, telecommunications, learners and educators alike.
broadcasting electronic commerce, and data processing, in the nation's overall
social and economic development.
Copyright Laws
According to FindLaw (2020), the Copyright Act states that works of
authorship include the following types of works:
1. Literary works. Novels, nonfiction prose, poetry, newspaper articles and
newspapers, magazine articles and magazines, computer software, software
documentation and manuals, training manuals, manuals, catalogs, brochures, ads
(text), and compilations such as business directories.
2. Musical works. Songs, advertising jingles, and instrumentals.
3. Dramatic works. Plays, operas, and skits.
4. Pantomimes and choreographic works. Ballets, modern dance, jazz dance, and
mime works.
5. Pictorial, graphic, and sculptural works. Photographs, posters, maps, paintings,
drawings, graphic art, display ads, cartoon strips and cartoon characters, stuffed
animals, statues, paintings, and works of fine art.
SAMR is a model designed to help educators infuse Technology into
teaching and learning Developed by Dr. Ruben Puentedura, the model supports
and enables teachers to design, develop, and infuse digital learning experiences
that utilize Technology.
THEORIES AND DESIGNS IN TECHNOLOGICALLY DRIVEN S stands for Substitution.
LESSONS It is literally using Technology as an alternate for the regular item that is employed
in augmenting or assisting instruction. Instead of suing a map or a globe in
teaching geopgraphy, teachers can use Google Map or Google Earth instead.
A is Augmentation.
In this part of Technology integration, there is a functional improvement in the use
of a Technology tool. With the google map, you can use the features available
such as measuring the distance from one point to another. You can provide a task
by making students utilize this.
M means Modification.
In this level, Technology is used to redesign a lesson. When studying geography
for example, google applications have panoramio. Using this you can guide
students to start uploading their own poctures of places they may have visited
online. A brief description of these places can also be added.
R is Redefinition.
Represents the idea of creating something from the regular item. This is
Redefinition. Technology allows the creation of a new concept that has not been
previously conceptualized.
TPACK
TPACK, Punya Mishra and Matthew J. Koehler of Michigan State The ADDIE model is a widely used instructional design framework
University in 2006, is a framework that combines the teacher’s three knowledge that stands for Analysis, Design, Development, Implementation, and Evaluation. It
areas: technological knowledge, content knowledge, and pedagogical knowledge. provides a systematic approach to designing and developing effective instructional
This framework shows the interconnectedness of content knowledge with materials and courses. Here's a breakdown of each phase:
pedagogical knowledge and the integration of technology in making more Analysis:
engaging, relevant, and useful. In this phase, the instructional designer identifies the learning needs, goals,
Content Knowledge (CK) is content knowledge. It is the ‘what’- understanding and objectives of the course or training program. They also analyze the
of the content such as language arts, math, science, history, among others. characteristics of the learners, the context of the learning environment, and
Pedagogical Knowledge (PK) is the ‘How.’ It is the expert’s knowledge in the any constraints or limitations that may affect the design and development
science of teaching from educational and learning theories to individual process.
differences to strategies and techniques as well as the assessment of Learning. Design:
Technological Knowledge (TK) is the e incorporation of technology knowledge During the design phase, the instructional designer outlines the overall
into PCK. This is the teachers’ knowledge on how to select, use, and integrate structure and organization of the instructional materials. This includes
these tools in the teaching and learning context. defining the learning objectives, selecting appropriate instructional
strategies and methods, designing assessments and evaluation criteria, and
creating a detailed instructional plan or blueprint.
Development:
In the development phase, the instructional materials are created based on
the design specifications established in the previous phase. This may
involve creating multimedia resources, writing content, developing
interactive activities, and producing any other instructional materials
needed for the course or training program.
Implementation:
The implementation phase involves delivering the instructional materials to
the learners according to the established plan. This could involve
conducting face-to-face training sessions, delivering online courses,
distributing printed materials, or using other delivery methods depending on
the nature of the learning environment.
Evaluation:
The evaluation phase focuses on assessing the effectiveness of the
instruction and its impact on the learners. Evaluation may occur at multiple
levels, including assessing learner satisfaction, measuring learning
outcomes, evaluating the effectiveness of instructional materials and
delivery methods, and identifying areas for improvement. The results of the
evaluation are used to make revisions and improvements to the instructional
materials and to inform future iterations of the instructional design process.
SAMR
Gagne's Nine Events of Instruction is a framework developed by Robert
Gagne, a pioneer in the field of instructional design and educational psychology. This
framework outlines a series of steps or events that are believed to enhance learning and
promote effective instruction.
1. Gain Attention (Reception):
The instructor captures the learners' attention and stimulates their interest
in the upcoming material. This could be done through various means such
Direct Purposeful Experiences. as presenting a problem, asking a question, using multimedia, or telling a
- These refer to the foundation of experiencing Learning. Using the senses, story.
meaningful knowledge, and understanding are established. This is 2. Inform Learner of Objectives (Expectancy):
experiential Learning, where one learns by doing. The instructor communicates clear learning objectives or goals to the
Contrived Experiences. learners. This helps them understand what they are expected to achieve by
- It is in this category that representations such as models, miniatures, or the end of the instruction and provides them with a sense of direction.
mock-ups are used. There are things or events that may be beyond the 3. Stimulate Recall of Prior Learning (Retrieval):
learners’ grasp, and so contrived experiences can provide a substitute. The instructor activates relevant existing knowledge or experiences that
Dramatized Experiences. learners already possess related to the topic. This helps create connections
- These are commonly used as activities that allow students to actively to between prior knowledge and new information, aiding in the learning
participate in a reconstructed experience through role-playing or process.
dramatization actively. 4. Present Stimulus Material (Selective Perception):
Demonstrations. The main content or information is presented to the learners in a clear and
- When one decides to show how things are done, a demonstration is the most organized manner. This could involve lectures, demonstrations, reading
materials, videos, or other instructional resources.
appropriate experience. It is actual execution of a procedure or a process. A 5. Provide Learning Guidance (Semantic Encoding):
demonstration of bake a cake or how to execute the dance step is an The instructor provides guidance and support to help learners understand
appropriate way of making the learning experience meaningful. the presented material. This may include providing explanations,
Study trips. examples, demonstrations, and feedback to clarify concepts and reinforce
- These are actual visits to specific locations to observe a situation or a case learning.
that may not be available inside the classroom. 6. Elicit Performance (Responding):
Exhibits. Learners are given opportunities to actively demonstrate their
- These are displays of models such as pictures, artifacts, posters, among understanding and apply the newly acquired knowledge or skills. This
others that provide the message or information. These are viewed; however, could involve exercises, activities, discussions, or simulations designed to
there are currently exhibits that allow the viewers to manipulate or interact reinforce learning through practice.
with the display, and as a result, the exhibit becomes more engaging and fun. 7. Provide Feedback (Reinforcement):
Television and motion pictures. Feedback is provided to learners on their performance, highlighting areas
- This Technology equipment provides a two-dimensional reconstruction of of strength and areas for improvement. Constructive feedback helps
reality. These allow learners to experience the situation being communicated learners assess their progress and adjust their learning strategies
accordingly.
through mediated tools. They provide a feeling of realism as viewers try to 8. Assess Performance (Retrieval):
understand the message portrayed by actors in the films. Learners' performance is formally assessed to evaluate their mastery of
Still pictures, Recording, Radio. the learning objectives. This could involve quizzes, tests, projects, or
- Still are pictures or images. Together in this category are the audio-recorded other assessments designed to measure learning outcomes.
materials or information broadcast through the radio. 9. Enhance Retention and Transfer (Generalization):
Visual Symbols. Finally, the instructor helps learners transfer their newly acquired
- These are more abstract representations of the concept or the information. knowledge or skills to real-world situations and contexts. This may
Examples of these are information presented through a graph or a chart. For involve providing opportunities for application, practice, and reflection to
example, a process can be presented using a flow chart. reinforce long-term retention and transferability of learning.
Verbal Symbols.
- This category appears to be the most abstract because they may not exactly
look like the concept or object they represent but are symbols, words, codes, Merrill’s Principle s of Instruction
or formulae.
ASSURE MODEL
Formative Assessment
provides feedback and information during the instructional process while Digital citizenship is now a component of digital citizenship, and is in
learning is taking place and while learning is occurring. fact on of the facets of Global Digital Citizenship. Under digital citizenship, there
Summative Assessment are nine elements:
is carried out after the learning has been completed and provides 1. Digital Access
information and feedback summarizing the process of teaching and Digital access is supposed to be available to all in the same manner
learning. that education is made sure by the Philippine government to be
Diagnostic Assessment available to all citizens.
can help you identify your students' current knowledge of a subject, their 2. Digital Commerce
skill sets, and capabilities, and to clarify misconceptions before teaching Users of technology need to understand that a large share of the
takes place. Knowing students' strengths and weaknesses can help you market is carried out electronically. Nowadays people shop through
better plan what to teach and how to teach it. different websites and even do online transactions for banking.
Authentic Assessment 3. Digital Communication
Describes the various forms of evaluation that reflect student learning, Digital communication is an electronic communication exchange that
accomplishment, motivation, and attitudes in classroom activities that are involves email, text, instant messaging, cell phone usage, etc.
educationally relevant. 4. Digital Literacy
As digital citizens, it is our responsibility to develop and continually
enhance our technological knowledge. We should model the positive
ROLE OF ICT IN ASSESSMENT and proactive use of technology for good causes, Personal and
professional growth and education.
New technologies aim to develop higher-level thinking skills, creativity, 5. Digital Etiquette
and critical thinking among students. This refers to the electronic standards of conduct or procedure. It is
ICT facilitates recording, storing, and retrieving students' information and not enough however to create rules and policies, everyone must be
results, enabling teachers to provide feedback effectively. taught to become responsible digital citizens.
Feedback during test-taking with ICT improves student performance and 6. Digital Law
learning outcomes. Digital law refers to the electronic responsibility for actions and
Technology serves as innovation and support for teaching and learning, deeds. As digital citizens, we must be aware of these illegal
enhancing instruction and performance. behaviors so that we can avoid them and report those who illegally
Tests are essential in both traditional and e-learning settings for measuring engage in them.
learning outcomes. 7. Digital Rights And Responsibilities
"For every right, there is a corresponding duty and for every
Benefits of ICT in Assessment: privilege, there is a corresponding responsibility." The privileges of
Freeware allows teachers to create quizzes and evaluate learning digital access come along with responsibility.
electronically. 8. Digital Health And Wellness
Online examination systems efficiently evaluate test takers, provide quick Our physical and psychological well-being in a digital technology
results, and eliminate the need for monitoring during exams. world should be a priority. Technology has also posed an inherent
Web-Based Online Examination Software ensures transparency and reduces danger of addiction and threat from online predators. Thus, children
the risk of compromising assessment integrity. and adults alike must learn how to protect themselves as digital
Instant result generation and accessibility are advantages of online citizens through education and training.
evaluation. 9. Digital Securities
Other benefits include flexibility, time management, cost-saving, and How to keep oneself secure in any community is a major concern. As
statistical analysis. responsible digital citizens, we must know how to keep our data, our
money, and our identity from all hazards in the digital world.
Considerations for Security and Confidentiality:
Security is a top priority when adding data to any website.
Some schools utilize examination security and privacy software to ensure NETIZENSHIP AND NETIQUETTE IN ONLINE COMMUNITIES
security and confidentiality.
NETIZEN
Merriam Webster Dictionary (26 April 2018) is an active participant in the
online community of the internet.
DIGITAL CITIZENSHIP VS. GLOBAL CITIZENSHIP The medical dictionary refers to it as an internet citizen who uses networked
resources, which connotes civic responsibility and participation.
Global Citizen Thus, netizenship means citizenship in the internet or in the virtual world.
sees the world as a community where all people live and prosper together.
He/she understands that his/her actions contribute to the entire planet's Below are some netiquette guidelines:
values and he/she is concerned on how he/she participates and contributes 1. Protect your reputation. Whether in real or in virtual world, you are the
to the entire world. same person. Do only what is appropriate and share information that does
Digital Citizen not harm you as a person.
adheres to guidelines that govern the ethical and responsible use of 2. Respect others. Respect begets respect. Treat everyone with respect even if
technology and acts responsibly in all relationships and interactions in the you have not seen him/her in person. Be judicious about what you say on
digital world. your own and other's pages.
Global Digital Citizen 3. Express yourself clearly and use emoticons. Communication online is
a responsible, ethical citizen leveraging technology to foster community on difficult because emotions are not evident during communication.
a global scale through connection and compassion. Miscommunication usually takes place because your facial expression and
understands that we can govern technology for the benefit of both ourselves your body language cannot be seen and the tone of your voice cannot be
and others. heard. Thus, emoticons are readily available to show your emotions.
a citizen that views the world as an interconnected community. 4. Remember the intellectual property. Ideas online are products of
realizes that we simultaneously share technological and human experiences intelligence of others. If you need to cite them, acknowledge the authors.
regardless of culture, status, or political/ religious beliefs. You definitely do not want to steal properties of others.
5. Check spelling, grammar and punctuation. Since your face cannot be seen
Five Tenets of Global Digital Citizenship online, you will be judged according to your posts. Good writing means
1. Personal responsibility good manners. We do not want to waste other people's time reading our
Personal responsibility includes demonstrating how we manage post which is incomprehensible.
ourselves in matters such as personal finance, ethical and moral 6. Pause before you post. Take note that whatever you post become permanent
boundaries, personal health and wellness, and relationships of every therefore think twice or thrice before you click send.
kind, both online or offline. 7. Do not share your personal information. Sharing ' your personal information
2. Global citizenship online is like going around the streets wearing a shirt printed with your
The Global Digital Citizen understands that technology has dissolved name, birthday, address, name of parents, etc. You definitely do not want to
boundaries between all the world's people. reveal all these to many people. Besides, providing all these publicly will
3. Digital citizenship make you prone to identity theft.
Digital citizenship covers appropriate and exemplary behavior in our 8. Think about who or what you are representing. As a son/daughter, you
online environments. represent your family. As a student, you represent your school. You do not
4. Altruistic service want your family or school to be put to shame by what you do.
Altruism is defined as "having a selfless concern for the well-being
of others."
5. Environmental stewardship
This practice is all about common-sense values and an appreciation
for the beauty and majesty that surround us every day.