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PROFESSIONAL EDUCATION

PrEd 129n & 153c: Scavenger Hunt


Technology for Teaching and Learning - A recreational activity where participants search for specific items or
complete tasks based on clues within a designated area.
TERMINOLOGIES PhedNET
Technology - Walled garden that hosts educational and teaching materials and applications
- refers to a combination of processes and items that are used in knowledge for use by Filipino students.
application. It involves tools for everyday tasks from the pencil and paper to
the new technological devices and equipment. Productivity tools
Instructional Technology - refer to any type of software associated with computers and related
- the theory and practice of design, development, utilization, management, and technologies that can be used as tools for personal, professional, or
evaluation of the processes and resources for Learning. classroom productivity.
- refers to the use of technological tools and resources to enhance teaching and Google Apps
learning, such as interactive whiteboards, educational software, and online - a cloud-based teaching tool which is stored in the Google server. It includes
learning platforms. Example: Using virtual reality simulations to teach the Google sites that provide options for developing blogs and wikis Gmail.
complex scientific concepts.
Educational Technology Vlog
- the use of Technology in teaching and Learning. It involves non-digital (flip - a video blog where each entry is posted as a video instead of the text.
charts, pictures, Model, etc.) and digital (electronic tools, software, etc.). Blog
- encompasses the broader use of technology in education, including - Blogs used for communication, blogs used for instruction, and blogs used for
instructional methods, materials, and systems for learning. Example: both these different kinds of blogs can be an excellent opportunity to create a
Implementing a flipped classroom approach with online lectures and in- harmonious environment to express our taught and to read from others
person discussions. perspectives as well.
Instructional Media Podcast
- refers to various forms of visual or auditory aids used to facilitate learning, - a video or audio multimedia clip about a single topic typically in the format
such as videos, slideshows, and podcasts. Example: Showing a documentary of the radio talk show. Its primary functions are to retrieve information and
film to illustrate historical events. to disseminate information.
Instructional Materials
- are tangible resources designed to support teaching and learning, including Flipped classroom
textbooks, workbooks, and laboratory equipment. Example: Distributing - utilizes a reverse instructional delivery, the teacher is required to use the web
worksheets for students to practice mathematical equations. resources as homework or out of class activity as initial instruction of the
Instructional Aid lesson, which can be applied during class.
- are supplementary tools or resources utilized to assist in the instructional Eskwela
process, including charts, graphs, and models. Example: Using flashcards to - For out of school youth
reinforce vocabulary learning in language classes. - The initiative responds directly to a national development priority to bring
elearning opportunities and Information Communication Technology (ICT)
Information and Communication Technology Literacy or ICT Literacy for learning resources to mobile teachers / instructional managers and out-of-
- the use of digital technologies, communication devices, and, or networks to school learners in the Philippines.
access, control, incorporate, evaluate, build and communicate information to eQuality Programs
function in a knowledge society - for tertiary education through partnerships with state universities and
Digital Literacy colleges (SUCs) to improve the quality of IT education and the use of ICT in
- the ability to utilize, share, and create content using information technologies education in the country, particularly outside of Metro Manila.
and the internet. It is also the ability to use information and communication, VOIP (voice over internet protocol)
requiring both cognitive and technical skills. - a category of hardware and software that enables people to use the internet
- The ability to effectively navigate, evaluate, and utilize digital information as a transmission medium for telephone calls by sending voice data in
and communication technologies; for example, understanding how to verify packets using IP rather than traditional circuit transmission.
the credibility of online sources before sharing them. Technology tools
Media Literacy - an instrument used for doing work. With the use of Technology, it can be
- The capacity to critically analyze and interpret various forms of media, something that helps you achieve your goal. These methods can be graded
including news, advertisements, and social media content, to comprehend as:
their messages and biases; for instance, recognizing the manipulation a. Data/Calculation tools.
techniques used in a political campaign advertisement.  Examples: Spreadsheets, Sketchpads, Probability constructor.
Digital Security b. Design tools.
- The practice of protecting digital devices, networks, and data from  These are used to constructing and creating models. Examples are
unauthorized access, cyber threats, and breaches; such as using strong Family Tree Maker, and Crazy Machines, among others.
passwords and encryption to safeguard personal information online. c. Discussion tools.
Digital Law  There are four different approaches that can utilize discussion and
- The legal regulations and guidelines governing digital behavior, including interaction in the internet. These are threaded discussion forum,
issues related to copyright, privacy, and cybercrime; for instance, Blogging, Live chat, and Video Teleconferencing, Netiquette,
understanding intellectual property laws when sharing content online. and Safety on the Net.
Digital Etiquette d. Email tools.
- The appropriate and respectful conduct when interacting with others in  Emails are great communication tools for sending photographs,
digital environments, encompassing aspects like online communication messages, videos, and other files.
manners, netiquette, and respecting privacy; for example, refraining from e. Handheld devices.
cyberbullying and being mindful of others' time when scheduling online  These include Personal Digital Assistants, global positioning
meetings. system, (GPS) and geographic information system (GIS) in the
Computer Assisted Learning classroom, Portable electronic keyboards, Digital Cameras,
- Educational approaches that integrate computer technology to enhance Mobile phones, Palm, Handheld computers.
teaching and learning processes, such as interactive simulations and online
tutorials. Philippine Strategic Roadmap (2006)
Distance Learning - A comprehensive plan outlining the long-term goals and strategies for
- A mode of education where students and instructors are separated by national development, such as the Philippine Development Plan.
physical distance, often facilitated through online platforms and digital 1987 Constitution
resources; for instance, attending virtual lectures and completing - The fundamental law of the Republic of the Philippines, enacted after the
assignments remotely. ousting of Ferdinand Marcos, which establishes the structure of government
and guarantees basic rights and freedoms to Filipino citizens.
Online digital tools and apps RA 10533 (2013)
- use an Internet connection to access the information needed. A typical - The Enhanced Basic Education Act of 2013, also known as the K-12
example is Skype. program, which restructures the Philippine educational system by adding two
Offline digital tools and apps additional years to the basic education cycle.
- can still be used even if there is no internet access. Among these are Canary RA 10650 (2014)
Learning, Pocket, Evertone, Offline application software. - the “Open Distance Learning Act” that seeks to expand access to educational
Software services through open distance learning or the use of technology to enable
- refers to program control instructions and accompanying documentation, students to develop competencies and earn a degree.
stored on disks or tapes when not being used in the computer. This also RA 10844 (2016)
refers to any audiovisual material. - The law establishing the Department of Information and Communications
Multimedia Technology (DICT), aimed at promoting the development and efficient use
- a sequential or simultaneous use of a variety of media formats in given of information and communications technology in the Philippines.
presentation or self-study program.
Internet International Society for Technology in Education (ISTE)
- a massive network, a networking infrastructure. It links millions of - A global organization dedicated to promoting the use of technology to
computers worldwide, creating a network through which any computer can improve teaching and learning.
communicate with any other computer so long as it is linked to the internet. (SEAMEO INNOTECH)
World Wide Web (www) - The Southeast Asian Ministers of Education Organization Regional Center
- also called the web, which is a graphical environment on computer networks for Educational Innovation and Technology, which provides training,
that allows you to access, view and maintain documentations that can research, and consultancy services to improve educational systems in
include text, data, sound and videos. It is primarily called as an information- Southeast Asia.
sharing model that is built on top of the internet. (PAFTE)
Hyperlink - The Philippine Association for Teachers Education, an organization
- a clickable element on a webpage or electronic document that, when committed to the professional growth and development of Filipino educators.
selected, directs the user to another location, typically another webpage or (BESTRA)
resource, and is often highlighted through text or images. - The Basic Education Sector Transformation Agenda, a comprehensive plan
Webquest aimed at improving the quality and accessibility of basic education in the
- an inquiry-oriented lesson format in which most or all information that Philippines.
learners work with comes from the Web. It can be done using various
programs, including simple word processing documents that include links to 窗体顶端
websites.
education (ICT4E). It typically includes goals, objectives, strategies, and action
plans aimed at integrating ICT into educational systems to improve teaching,
learning, administration, and overall educational outcomes.
The FOUR Cs of the 21st Century Skills CLASSIFICATION OF INTRUCTIONAL MEDIA

1. Critical thinking 1. NON-PRINT


 is learning how to solve a problem. It teaches students not to embrace  PROJECTED
statements automatically without seeking the facts.  Media that require a projection device to display content, such as
2. Creativity slides, transparencies, and films.
 requires students to think outside the box and be proud of what is  NON-PROJECTED
unique to them. This means that they will be able to look at the  Media that can be viewed directly without the need for projection,
problem from multiple perspectives – including multiple perspectives including posters, charts, and diagrams.
– including the possibility of using multiple options and alternatives 2. PRINT
to address the problem.  Media that are produced in a printed format, such as textbooks,
3. Communication workbooks, handouts, and manuals.
 makes students express their ideas in a most transparent and 3. ELECTRONIC
organized manner. They need to know how to efficiently and convey  AUDIO
ideas through varied modes- face-to-face, technologically mediated,  Media that deliver content primarily through sound, including audio
or blended. recordings, podcasts, and radio broadcasts.
4. Collaboration  VISUAL
 occurs when students know how to work well with others to  Media that convey information primarily through images, such as
accomplish a given task or solve a problem at hand. This is the 21st photographs, illustrations, maps, and diagrams.
essential.  AUDIO-VISUAL
 Media that combine both audio and visual elements to communicate
Other 21st Century Skills: information effectively, including videos, multimedia presentations,
 Accountability And Adaptability animations, and simulations.
 Exercising personal responsibility and flexibility in personal,
workplace, and community contexts; setting and meeting high
standards and goals for one’s self and others; tolerating ambiguity. TECHNOLOGY HAS THREE DOMAINS
Demonstrate diligence and positive work ethics: flexibility and
adaptability Technology as a tutor
 Communication And Collaboration Skills - With the help of the teacher, Technology can support the teacher to teach
 Understanding, managing, and creating effective oral, written, and another person or Technology when programmed by the teacher can be a
multimedia communication in a variety of forms and contexts. tutor on its own. The teacher will simply switch on or switch off radio
 Research And Information Fluency programs, television, and programs or play DVDs, or CDS that contain
 Students use digital tools to collect, analyze, and utilize information. educational programs. There are online tutorial educational programs.
 Critical Thinking, Problem-Solving And Decision Making Technology as a teaching tool
 Students use critical thinking skills to prepare and conduct research, - Technology is a teaching tool, but can never replace a teacher. This is like a
execute tasks, solve problems and use relevant digital tools and handyman, which is just there to be reached. Like any other tool, it is used to
resources. facilitate and lighten the work of the teacher.
Technology as a learning tool
- while the teacher uses Technology as the tool for teaching, likewise, it is a
ROLES OF COMPUTER useful tool for Learning. As a learning tool, it makes learning easy and
effective. It can yield learning outcomes that call for Technology-assisted
INFORMATIVE TOOLS teaching.
 Computers serve as powerful platforms for accessing and disseminating
information, providing users with vast amounts of data and knowledge For learners and Learning
through various mediums such as the internet, databases, and digital 1. Support learners to learn how to learn on their own
libraries. a. Declarative knowledge – Consists of the discrete pieces of
CONSTRUCTIVE TOOLS information that answer the question of what, who, when, and where.
 Computers enable users to create and manipulate digital content, allowing Often it is learned by memorizing facts, drills, and practice. It can be
for the development of multimedia presentations, documents, graphics, and learned by simple mnemonics or conceptual maps.
other forms of creative output. b. Structural knowledge – Consists of facts pieces of declarative
CO-CONSTRUCTIVE TOOLS knowledge put together to attain some form of meaning.
 Computers facilitate collaborative work and communication among c. Procedural knowledge – Is knowledge in action or the knowledge of
individuals or groups, enabling them to collaborate on projects, share ideas, how to do something. It is purely based on facts but learned through
and collectively create and edit documents or multimedia content in real- the process of procedural knowledge
time. 2. Technology enhances learners’ communication skills through social
SITUATING TOOLS interaction
 Computers help situate users within their environments by providing a. Point to point two- way or one- to one- like internet chat, phone
location-based information, mapping services, and context-aware conversation, or even face to face conversation.
applications that enhance navigation, decision-making, and interaction with b. One too many outbound like a lecture or television. There is no social
the physical world. interaction.
c. Many to many, for example, like group discussion, buzz session,
heads together. This kind of interaction provides opportunities for
Types of Virtual Classroom social interaction.
3. Technology upgrades higher-order thinking skills of a learner: Critical
A virtual classroom, by comparison, links people. Teachers can Thinking, Problem Solving, and Creativity
collaborate in real-time with their students. Students should work with peers in a. Critical Thinking. Is part of the cluster of higher-order thinking skills.
cooperation. And to educate an ever-growing number of digital natives who may It refers to the ability to interpret, explain, analyze, assess, infer, and
want to complement or substitute conventional learning paradigms, the scheme is self-regulate to make good choices.
still scalable. b. Creativity. It is characterized as involving the ability to think flexibly,
A. Virtual Enriched fluently, originally, and elaborately. Creativity is not merely a set of
 an enhanced virtual curriculum is often taught to complement the technical skills, but also involves feelings, knowledge, and motivation.
lessons online with occasional offline components. In certain c. Flexibility. means able to take advantage of many points of view
instances, the in-person aspect takes the form of one-on-one meetings d. Fluently. means able to generate ideas
for face-to-face assistance and personal interaction with teachers or e. Originally. Implies being able to generate new ideas.
instructors. f. Elaborately. means able to add details
B. Rotating
 the virtual classroom rotation model blends virtual learning with live, Seven Creative Strategies (Osborn, 1963)
in-person lessons within a set schedule. The rotation model is usually Substitute. find something else to substitute for doing what it does
for higher levels of single-subject classes, such as high school or Combine. blend two things that do not usually go together
university. It also acts as part of a flipped classroom where students Adapt. look for other ways this can be used
at home do their primary studying, usually online, and time is for Modify/ Magnify/ Minify. make a change, enlarge, decrease
analysis and reinforcement in the classroom. Put to another use. find other uses
C. Classroom Completely Online Eliminate. reduce, remove
 a virtual classroom that only exists on the Internet and does not have Reverse. turn upside down, inside out, front side back
a real-life version is an entirely online classroom. The VC is the only
time students, and teachers can communicate directly. Many fully
online courses are asynchronous and have no real-time interactions at 5 LEVELS OF TECHNOLOGY INTEGRATION
all.
D. The Flex 1. ENTRY (only the teacher knows)
 a versatile model for distance learning generally includes a virtual  Technology is used sporadically and serves as a supplementary tool in the
classroom that is open and usable for students to visit at their own classroom, with limited impact on teaching and learning.
time. Students are encouraged, on their own or in small groups, to 2. ADOPTION (teacher and the student knows)
work online. Depending on the needs of a specific course, the  Technology is consistently used to support existing instructional practices,
instructor will be available regularly, either online or in person. enhancing teaching and learning experiences but not fundamentally
E. The Model À La Carte changing them.
 an à la carte model incorporates a range of interactive teaching styles 3. ADAPTATION (students fully knows without guidance)
and makes students open to various platforms. This mix-and-match  echnology is modified and customized to meet specific instructional needs,
design of these virtual classrooms can be up to or maybe student- allowing for more flexible and personalized learning experiences.
driven, the individual or organization running the course. 4. INFUSION (+ freedom to choose the technology)
 Technology is seamlessly integrated into all aspects of teaching and
learning, becoming an integral part of the educational process and
ICT4E Strategic Plan enhancing student engagement, collaboration, and creativity.
An ICT4E Strategic Plan is a comprehensive roadmap that outlines the 5. TRANSFORMATION (+ to create something on their own)
use of Information and Communication Technologies (ICT) for enhancing
 Technology fundamentally transforms teaching and learning practices, 6. Motion pictures and other audiovisual works. Movies, documentaries,
leading to innovative approaches that redefine traditional educational travelogues, training films and videos, television shows, television ads, and
paradigms and empower students to become critical thinkers, problem- interactive multimedia works. 
solvers, and lifelong learners in a digital age. 7. Sound recordings. Recordings of music, sounds, or words. 
DIGITAL DIVIDE 8. Architectural works. Building designs, whether in the form of architectural plans,
1. SOCIOECONOMIC STATUS drawings, or the constructed building itself.
 Disparities in access to ICT resources, such as computers, internet Nature of Problem-based and Project-based Approaches
connectivity, and digital devices, often correlate with socioeconomic factors
such as income level, education, and geographical location. Those with PBL vs PrBL
higher socioeconomic status are more likely to have access to and afford Problem-based learning
technology, exacerbating the digital divide.  focuses on the process
2. EMPOWERMENT SKILLS  uses scenarios and cases that may be less real-life related
 Disparities exist in digital literacy and proficiency, with some individuals Project-based learning
possessing the necessary skills to effectively utilize ICT for learning,  focuses on the product and problem-solving
employment, communication, and civic engagement, while others lack such  involves authentic tasks that solve problems in the real world
competencies. Access to training and education in digital skills is essential
for bridging this aspect of the digital divide. Eight Essential Project Design Elements
3. USABILITY 1. Key knowledge, understanding, and success skills
 The usability of ICT tools and platforms can influence digital inclusion. 2. Challenging problem or question
Factors such as language barriers, interface design, accessibility features for 3. Sustained inquiry
individuals with disabilities, and user support resources can impact the 4. Authenticity
ability of people to utilize technology effectively. Improving the usability of 5. Student voice and choice
ICT can help reduce barriers to access and promote digital equity. 6. Reflection
7. Critique and revision
8. Public product

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.

This taxonomy expands on the original one and focuses on how


technology and digital tools are used in education, created by Andrew
Churches. It emphasises the incorporation of technology into teaching and
learning by matching the cognitive levels of Bloom's Taxonomy with digital
competencies and activities.
Remembering - To recall facts, basic concepts, or retrieval of material.
Tools – Bookmarking, copying, googling, bullet-pointing, highlighting, group
networking, searching
Understanding - To explain ideas, concepts, or construct meaning from written
material or graphics. Tools – Advanced searching, annotating, blog journaling, ADDIE Model
tweeting, tagging, commenting, subscribing
Applying - To use information in new situations such as models, diagrams, or
presentations. Tools – Calculating, Charting, editing, hacking, presenting,
uploading, operating, sharing with a group
Analyzing - To draw connections among ideas, concepts, or determining how
each part interrelate to an overall structure or purpose. Tools – Mashing, mind
mapping, surveying, linking, validating
Evaluating - To justify a stand or decision; to make judgements based on criteria
and standards through checking and critiquing. Tools – Grading, networking,
rating, testing, reflecting, reviewing, blog commenting, posting, moderating
Creating - To produce new or original work. Tools – Animating, blogging,
filming, podcasting, publishing, simulating, wiki building, video blogging,
programming, directing

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.

THE BANDS IN DALE’S CONE OF EXPERIENCE

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.

Brunner’s three-tiered Model of Learning points out that very area of


knowledge can be presented and learned in three distinct steps.
1. Enactive - a series of actions
2. Iconic - a series of illustrations or icons
3. Symbolic - a series of symbols

ASSURE MODEL

The ASSURE model provides a structured approach to designing


technology-enhanced instruction, guiding educators through the process of Merrill's Principles of Instruction is a framework developed by David
integrating technology effectively to support teaching and learning goals. Merrill, a prominent figure in the field of instructional design. Merrill's principles are
Analyze learners: based on research in educational psychology and aim to guide the design and
 This step involves understanding the characteristics, needs, and preferences implementation of effective instructional materials and activities. There are five main
of the learners who will be engaged with the technology-enhanced principles in Merrill's framework:
instruction. 1. Task-Centered Principle:
State objectives:  Learning should be centered around authentic tasks or problems that
 Clearly define the learning objectives that the technology-enhanced learners are likely to encounter in real-world situations. By engaging
instruction aims to achieve. learners in meaningful tasks, instruction becomes more relevant and
Select methods, media, and materials: promotes deeper understanding and transfer of knowledge.
 Choose appropriate instructional methods, media, and materials that align 2. Activation Principle:
 Prior knowledge and experiences of learners should be activated and
with the identified learning objectives and the characteristics of the learners. connected to new information. This helps learners build on what they
Utilize technology, media, and materials: already know and create meaningful connections between old and new
 Implement the selected technologies, media, and materials in the knowledge, facilitating learning and retention.
instructional process. 3. Demonstration Principle:
Require learner participation:  New knowledge and skills should be demonstrated to learners through
 Engage learners actively in the instructional activities facilitated by examples, models, or expert demonstrations. This provides learners with
technology. Encourage interaction, collaboration, and hands-on learning clear and concrete examples of desired outcomes and helps them
experiences to enhance engagement and understanding. understand how to perform the task or solve the problem effectively.
Evaluate and revise: 4. Application Principle:
 Assess the effectiveness of the technology-enhanced instruction in meeting  Learners should be provided with opportunities to apply new knowledge
the learning objectives. Gather feedback from learners and stakeholders, and skills in authentic contexts. By engaging in hands-on practice and
analyze the instructional outcomes, and make necessary revisions to problem-solving activities, learners can reinforce their understanding and
improve future implementations. develop competence in applying the concepts and skills they have learned.
5. Integration Principle:
LEARNERS CAN BECOME...  Instruction should be integrated with real-world contexts and activities
that are relevant to learners' goals and interests. By connecting learning to
Contributors authentic tasks and experiences, instruction becomes more meaningful
Creators and motivating for learners, leading to deeper engagement and enhanced
Communicators learning outcomes.
Collaborators
GAGNE’S NINE EVENT TYPES OF ASSESSMENT

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.

ELEMENTS OF DIGITAL CITIZENSHIP

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