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Lesson 1: 21st-Century Literacy Skills

The Learners of the 21st Century are even more advanced than
some of the teachers. However, learners still need guidance on how to
use, regulate technology use. As there are positive and negative
effects of technology use, learners should know the difference.
Learners should not only know the benefits of technology use, but
they should not only know the benefits of technology use, but they
should also know how they can be protected from the hazard that
technology brings to their lives.
Both the Teacher and Learners should be mindful of the e-waste that is being thrown
away to the land and to the atmosphere. Thus, safety in the use of technology shall be
presented in the next lesson. ICT Competency Standards for Pre-service Teachers
One way to engage students is to give them a challenge and a chance to work together.
An example is when you give them an issue to discuss which they can continue talking about
even if they are outside of the class.

There are a lot of available tools and applications that can used to work collaboratively
with others. Some of these are Skype, wikis, blog, Google form, web conferencing, Realtime
board, among others. You need to explore each application to be familiar with the features.
1. SKYPE. Is a software application allowing you to do a
videoconferencing for free. All you need is to create an
account and can be used for a video meeting.

2. WIKI. Is software that allows you to create a page or a


selection of pages designed to allow you to post or write, edit,
or upload a link quickly.
3. BLOGGING. In blogging, it is journaling your ideas to which others can react allowing a
thread of discussion to take place and which can be used online.

4. GOOGLE GROUP OR GOOGLE FORM. Is an application that can be used in the


collaborative documentation of ideas contributed by members of the team.

Many of us are engaged in technology or in digital world. We, the


learners of this new generation should know and understand the different
uses of tools and applications and how these tools can help us in our works
or study. We need to explore the different tools and applications and be
familiar with their features.
Digital Literacy Skills
The 21st century has redefined digital literacy. It has broadened it
perspective to include other aspects of the 21st context. These literacies
include: Cyber Literacy or Digital Literacy, Media Literacy, Arts, and Creativity
Literacy, Financial Literacy, Multicultural Literacy or Global Understanding.
The students nowadays are generally tech-savvy or digital natives. They
practically know how to go about a tablet and iPad smartphones or laptops
better than anyone else. This suggests their digital skills. However, are all
student’s digital literate? Using the digital tools, accessing information, and
exhibit in ways of working in a globally competitive context together with
skills in living in the 21st century, refer to the digital literacies.
Do you feel confident when you search for information on the internet?
Do you easily locate relevant resources? Do you think you are capable of
optimizing the use of the online tools such as Facebook or google when
studying or doing schoolwork? How do you manage your digital identity?

The skills you need to be able to perform well in these situations are
known as digital literacy. In the 21st century you need to be equipped with
ICT skills to be abreast with the demands in the workplace.
What are digital literacies?

Digital literacies are the individual's capabilities to be able to effectively and responsibly
function and perform in a digital society. the term digital literacy was coined by Paul Gilster
in 1997 and it came from the discussion of the concepts on (a)visual literacy when images
and nonverbal symbols try to capture the knowledge;(b) technological literacy requiring one
to be able to use technology in addressing a need;(c) computer literacy which in the 1980s is
started to become a household item manipulated to achieve once target; and (d) information
literacy which refers to the finding evaluating using and sharing of information.
In the teaching and learning context, digital literacy is an important competence in schools
and has been a buzzword which refers to the ability to access process understand utilize
create media content using information technologies and internet.
The Digital Literacies

 Media literacy – is one’s ability to critically read information


or content and utilize multimedia in
creatively producing communications.
 Information Literacy – is locating information from the web and
interpreting while evaluating its validity in order that it can be
shared.
 ICT Literacy – is knowing how to select and use digital devices,
applications, or services to accomplish tasks requiring the use of
the internet.
 Communications and Collaboration – are one’s capabilities in
being able to participate in the digital networks in the teaching
and learning context.
 Identity Management – is being able to understand how to
ensure safety and security in managing online identity and foster
a positive digital reputation.
 Learning Skills – are ways of knowing how to study and learn
in a technology – enriched environment; this is knowing how to
utilize technology in addressing the need to learn efficiently.
 Digital Scholarship – is being able to link and participate in
professional and research practices.
The 4 Cs of the 21st Century Skills

❖ Critical Thinking – is learning how to solve problems.


❖ Creativity – requires students to think out of the box and to take
pride in what is uniquely theirs.
❖ Communication – makes students express their ideas in the
clearest and organized manner. Through varied modes – face – to –
face, technologically mediated or a blended medium, they need to know
how to convey ideas efficiently and clearly.
❖ Collaboration – happens when students know how to work well
with others to accomplish a given task or solve a problem at hand.
In addition to the 4cs, there are Citizenship and Character.
Digital Literacy Skills vs. Digital Literacy
➢Coding – is a universal language. Basic understanding of HTML, CSS and the like will create a
shared understanding of what can be done with the web pages.
➢Collaboration – the use of Google docs among others allows student to begin experimenting with
effective online collaboration
➢Cloud Software – This is essential part of document management. The cloud is used to store
everything from photos to research projects, to term papers and even music.
➢Word Processing Software – Google, Microsoft Online Drop Box are available for storage
and management solutions.
➢ Screen casting – A screencast is a video recording using the computer screen, and usually includes
an audio. On the other hand, when you take a picture on the screen of your computer, it is called a
Print screen.
➢Personal Archiving – Students should be taught the concepts of meta-data, tagging, keywords and
categories to make them aware how they are represented online.
➢Information evaluation – Critical thinking to weed out fake news is a crucial 21st century skill.
➢Use of social media – Social media serves different purposes depending on the user, the technology,
and the need.
Digital literacy has been defined in many ways that are
understandable by both digital natives and digital immigrants.
Teachers and students should not only be proficient in how to use
(digital skills) but they need to see the information and media
technology to find, evaluate, create, and communicate
information requiring both cognitive and technical skills. Digital
literacy also creates new ways to teach and learn within the
classroom.
Digital literacy skills in the 21st Century

Let us explore various resources to have a clear understanding of this


lesson. Let us unpack some concepts and terms related to technology for
teaching and learning. You can further find more explanations in this module
as you go along with your lessons and other references in the library or on the
web.

Here are some terms and concepts that you need to know and
understand:

1. Technology refers to a mix of process and product use in the application


of knowledge. it includes tools from pencil and paper to the latest electronic
gadgets and tools for practical tasks.
2. Information and Communication Technology Literacy or ICT Literacy
is the use of digital technology, communication tools and/ or networks to
access, manage, integrate, evaluate, create, and communicate information
to function in a knowledge society (Guro, 2011).

3. Educational Technology refers to the use of technology in teaching and


learning. educational technology includes both the non-digital (flip charts,
pictures, models, realia, etc.) and digital (electronic tools: hardware,
software, & collections, etc.)
4.Digital Literacy is the ability to find, evaluate, utilize, share, and create
contents using information technologies and the internet (Cornell University).
According to American Library Association (2018), digital literacy is the
ability to use information and communication, requiring both
cognitive and technical skills.

5. Digital Learning is any type of learning that is accompanied by technology


or by instructional practice that makes effective use of technology. It
encompasses the application of a wide spectrum of practices which
included blended or virtual learning. It can come as online or offline which
utilizes digital technology.
6. Online Digital Tools and Apps used an internet
connection to access the information needed. A
common example is Skype. it is a
telecommunication application software product that
specializes inproviding video chat and voice calls
between computers, tablets, mobile devices via internet to
regular telephones.
7. Offline Digital Tools and Apps can still be used even if there
is no internet access. Among these are Cannary learning , Pocket,
Evertone, ibooks, KALITE (Gupta, Prinyaka, 2017) downloaded
in ed tech review.

8. Instructional Technology is the theory and practice of


design, development, utilization, management, and evaluation of
the processes and resources for learning.
9. Software refers to program control instructions and
accompanying documentation; turn on disc or tapes
when not being used in the computer. by extension, the
term refers to any audio-visual materials (Smaldino, 2005)

10. Multimedia is a sequential or simultaneous use of a


variety of media formats in each presentation or self-study
program (Smaldino, 2005).
11. Internet is a massive network of networks,
networking infrastructure. it connects millions of
computers together globally, forming a network in
which any computer can communicate with another
computer if they are connected to the internet. it is
generally defined as a global network connecting
millions of computers.
12. World Wide Web (www) is also called the web which is
a graphical environment on computer networks that allows you
to access, view and maintain documentations that can include
text, data, sound, and videos. it is a way of accessing information
over the medium of the internet. It is an information sharing
model that is built on top of the internet.
13. Web Access is the ability of the learner to access the internet
at any point during the lesson to take advantage of the array of
available educational resources.
14. WebQuest is an inquiry-oriented lesson format in which
most or all information that learners work with comes from the
web. this can be
created using various programs, including simple word
processing documents that include links to websites.
15. Productivity Tools refers to any type of software associated with
computers and related technologies that can be used as tools for
personal, professional or classroom productivity. examples:
Microsoft office, apple works- word processing, grade and record
keeping, Webpage production, and presentation (KFIT-UNESCO,
2016).
16. Technology Tool is an instrument used for doing work. it can be
anything that help you accomplish your goal with the use of
technology. These
technology tools can be classified as:

(a.) Data/ calculation tools. Examples: spreadsheets, excels,


sketchpads, probability constructor.

(b.) Design Tools. these are used to make models and designs,
creating and building. included here are family tree maker,
Gollygee, and Crazy Machines.
(c.) Discussion Tools. there are four different approaches that
utilize discussion and interaction on the internet. this are
threaded discussion forum, Blogging, live chat video
teleconferencing, netiquette, and safety on the net.
(d.) Email Tools. emails are great communication tools for sending
messages, photographs, videos, and other files. it allows you to
reach out to others around the world. examples are google mail,
ymail, yahoo mail, and many more.

(e) Handheld Devices. handheld devices have become popular


among learners. this includes personal digital assistants, Global
Positioning System (GPS) and Geographic Information System
(GIS) in the classroom, portable electronic keyboards, digital
cameras, mobile phones, palm, handheld computers.
17. WebQuest is a teacher structured research experience for the students
that is primarily based on use of the world wide web and typically takes one or
more instructional periods (Bender & Waller, 2011).

18. Blog is an online journal where posted information from both teachers and
students are arranged. there are three kinds of blogs: blogs used for
communication, gloves used for instruction, and blogs used for both (Ferrier
& Garry, 2010).

19. Wiki an editable website usually with limited access, allows students to
collaboratively create and post written work or digital files, such as digital
photos or videos. Wikipedia is one of the most widely recognized of all the
wikis (Watters, 2011).
20. Flipped Classroom utilizes reverse instructional delivery,
where the teachers required to use the web resources as
homework or out of class activity as initial instruction of the
lesson which will be discussed during class time.

21. Podcast is a video or audio multimedia clip about a


single topic typically in the format of the radio talk show. the
two basic functions of podcast or to retrieve information and
to disseminate information (Eash, 2006).
22. Google Apps is a cloud-based teaching tool which is stored in the
google server and is available for students both at home and in school
period it includes the Gmail, a free mail for all; google calendar- a tool
used for organizational purposes; Google sites that provide
options for developing blogs and wikis; and google docs is used for
sophisticated word processing and editing of the documents.
23. Vlog is a video Blog where each entry is posted as a video instead
of the text.
24. Facebook is a popular social networking site used by
students and adults worldwide to present information on
themselves and to the world.
25. VOIP (Voice Over Internet Protocol) is a category of
hardware and software that enables people to use the internet
as the transmission medium for telephone calls by sending
voice data and pockets using IP rather than traditional circuit
transmission.
Lesson 2: Instructional
Design Models
A.Gagne’s Nine Events
Gagne’s book, The Condition of Learning, first published in 1965,
identifies the mental conditions for learning. The game created a nine-step
process called the events of instruction, which correlate to and address the
conditions of learning.

1. Gain attention. Obtain students’ attention so that they will watch and
listen while the instructor presents the learning content.

2. Inform learners of objectives. Allow students to organize their thoughts


and prioritize their attention regarding what they are about to learn and do.
3. Stimulate recall of prior learning. Encourage
students to build on previous knowledge or skills.

4. Present the content. Show and explain the material


you want student to learn.
5. Provide “learning guidance”. Provide students with instructions on how
to learn, such as guided activities or common pitfalls. With learning
guidance, the rate of learning increases because students are less likely to
lose time or become frustrated by basing performance on incorrect facts or
poorly understood concepts.

6. Elicit performance (practice). Allow students to apply knowledge and


skills learned.

7. Provide Feedback. Give students feedback on individualized tasks,


thereby correcting isolated problems rather than having little idea of where
problems and inconsistencies in learning are occurring.
8. Assess performance. Help students’ identity content
areas they have not mastered.

9. Enhance retention and transfer to the job. Prepare


students to apply information to personal contexts. This
increases retention by personalizing information .
Figure 1. Gagne’s Nine Events
A.Blooms Revised Taxonomy

Figure 2. Benjamin S. Bloom. PhD


Figure 3. Blooms Taxonomy
Benjamin Bloom is a known educationist who
provided the cognitive taxonomy which has greatly been
used in education. His students, Anderson and
Krathwohl made some revisions. This is he Revised
Bloom’s Taxonomy.

Figure 4. A Comparison between the Original and the Revised Bloom’s Taxonomy
Technology Enhanced Teaching Lesson Exemplars

1.Create and Edit Digital Audio


It is a technology that is used to record, store, manipulate, generate and
reproduce sound using audio signals that have been recorded in digital form. It
also refers to the sequence of discreet samples that are taken from an analog
audio waveform. Example. Soundcloud

2. Create and Deliver Asynchronous presentations and training session.


Asynchronous Learning is the key feature of successful online learning
programs. The word “asynchronous” means not keeping time together, which
refers to students’ ability to access information, demonstrate what they learned,
and communicate with classmates and instructors on their own time—they
don’t have to be in same classroom or even in the same time zone to participate.
Digital and Conventional
Learning Materials to Enhance
Teaching-Learning
Digital Learning Materials to Enhance Teaching-Learning:
An Introduction
Teaching becomes rewarding when learners get the most from
instruction as manifested in their performance. An important element in
engaging learners is when the strategy used in delivering the lesson uses
instructional material. When properly and appropriately used, it can
spice up a classroom activity.
Teachers need instructional materials to enhance teaching and
learning. Instructional materials are defined as print and non-print items
that are rested to impact information to students in the educational
process. Hence, this module presents digital learning resources.
Lesson 1: Digital Learning Resources
Learning is not solely a talking process where learners just
understand what the teacher discusses. Learning is a
combination of a teacher’s appropriate pedagogies,
accurate and contextualized content, and relevant and
engaging learning materials. Although it is not given much
emphasis on some teachers,
it can’t be denied that the
latter has definitely supported
experiences that learners can
not access on their own.
Learning is not solely a talking process where learners just
understand what the teacher discusses. Learning is a
combination of a teacher’s appropriate pedagogies,
accurate and contextualized content, and relevant and
engaging learning materials. Although it is not given much

emphasis on some teachers, it


can’t be denied that the latter
has definitely supported
experiences that learners
cannot access on their own.
The teaching and learning materials are grouped into two –ICT and
conventional materials. ICT materials utilize technological media in
delivering knowledge and engaging learners throughout the teaching
and learning process; while conventional materials are used by
teachers and learners for many times already, even before the
advent of technological media.
The list below presents the types of ICT teaching and
learning materials
Educational Networking
• This platform allows learners to connect to other
learners or teachers through social networking
technologies.
• Facebook and Instagram are very common samples.

Web-Based Learning
• This service or application is facilitated online
allowing learners to work together through searching,
receiving, generating, and organizing content.
• Wiki sites, blogs, and Podcasts are some common
examples of this.
Mobile Learning
• This includes mobile tools or technologies that allow learners to use
for educational purposes like instructional support or class activities.
• Smartphones, personal digital assistants, and self-made games are
some samples of this.
Classroom Equipment
• This stand-alone device is used to facilitate different activities in a
traditional classroom that helps teachers and learners in the process.
• Projectors and computers are very common samples of this.
Conventional Learning Resources
Moreover, the different conventional materials for teaching and
learning are given on the next page. The presentation of contents
follows the bands of Dale’s Cone of Experience.

Diorama
• A small scenes created of layer of materials, all depicting a similar
concept of theme.
• Usually display historical time period, a nature scene, or a fictional
situation
Nature Table
• A table contains object and/or scenes related to the current season, or
upcoming festival or a symbol of an ecosystem.
• Children love to follow the natural changes that the world offers each month
and classroom decorations reflect these.

Zigzag Board
• It is a multi-board series of three or four rectangular boards. They are joined
together along the sides y hinges so that they can be easily folded up and
carried.
• Each board can be of a different type. The size of the boards for the zigzag
multi-board depends on what you want to use them for.
Wall Display
• Displaying items on a classroom wall is a well-known, tried and tested
educational method.
• It is a collection of many different types of items and material put up on
a wall to make an interesting and informative display.

Rope and Pole Display Board


• It consists of two parallel, horizontal poles tied loosely together with
rope.
• It is invaluable where there are few solid walls for displaying
information.
GUIDELINES WHEN DESIGNING CONVENTIONAL
INSTRUCTIONAL MATERIALS
1. Unity – Use only one idea for each visual aid and include a headline.

2. Simplicity – Make ideas and relationships simple and easy to recall. Avoid
cluttering a visual with too many words, numbers, or graphics. The audience should be able
to grasp the concept in 10 to 15 seconds.
3. Legibility – make letters big and readable for all in the audience.

4. Consistency – Use the same type style and art style.

5. Clarity – Avoid type that is too small to read; avoid all caps.

6. Quality – Make it neat and professional, and remember to proofread.


DISTANCE LEARNING

Any learning that takes place when the students are not
physically present in the classroom is referred to as distance
learning. (However, in some circumstances, this might also apply
to the teacher.)
A. Online Distance Learning
It is not a new concept. Some schools, higher education institutions in the
country, and educational agencies such as Southeast Asian Ministers of Education
Innovations in Educational Technology (SEAMEO INNOTECH) provide this mode
of learning. It allows flexibility in learning to a certain extent. this mode, the course
participants are made to engage in the flow of discussion that is why, the online
tutor has a plan out the instruction guide in facilitating the discourse.
Another important feature is the Asynchronous session. This is when questions
or task are posted, and course participants answer the question or post their reply at
any time most convenient to them. They c an still participate in the discussion by
replying to the post. One advantage is that you can take your time when replying.
Both synchronous and asynchronous transmission have
their benefits and limitations. Asynchronous transmission is used
for sending a small amount of data while asynchronous
transmission is used for sending bulk amount of data. Thus, we
can say that both synchronous and asynchronous transmission
are essential for the overall process of data transmission.
Blended Learning

Blended Learning is an approach to education that combines online educational


materials and opportunities for interaction online with traditional place-based classroom
methods. Another way of handling flexible learning is by combining modalities of
instructional delivery. Kinds of Blended Learning is highly context dependent.
Therefore, a universal conception of it is hard to come by.
Blended Learning is a combination of learning activities wherein a part of the
lesson is delivered online while the other part is handled in actual physical setting of
a classroom. It requires the physical presence of both teacher and student, with some
elements of students, with some elements of students control over time, place, path, or
pace.
Blended learning is a term increasingly used to describe
the way e-learning is being combined with traditional classroom
methods and independent study to create a new, hybrid teaching
methodology. It represents a much greater change in basic
technique than simply adding computers to classrooms; it
represents, in many cases, a fundamental change in the way
teachers and students approach the learning experience.
Kinds of Blended Learning

Model 1: Face-to-Face Driver


In the face-to-face model, the teacher delivers the curricula most of the time
and utilizes online learning at certain times with the purpose to augment or provide
an alternative experience. Instruction is provided in a computer laboratory or assigned
tasks are uploaded online.
Model 2: Rotation
In a course or subject, students rotate on a fixed schedule between learning online in
a one-to-one, self-paced learning environment and being inside the classroom with a
face-to-face teacher. This is the model that is in between the traditional face-to-face
earning and online learning.
Model 3: Flex
This model uses online platform that delivers most of the course. Support to learning
provides as needed through on-site support or by an online tutor who facilitates the tutorial
or small groups sessions. Sessions can be arranged into synchronous or asynchronous.
Course participants may work on their tasks at any convenient time if it is within the
confines of the course duration.

Model 4: Online Lab


The online lab model uses an online platforms in delivering the course but located in
a physical classroom or computer laboratory. Online lab model of blended learning may
be enrolled in a traditional classroom courses at the same time and therefore have blocked
schedules.
Model 5: Self-Blend
The Self-Blend Model is a system provided by the school where the
students can choose the courses they would like to have in addition to
their typical brick-and-mortar classroom classes. This model is always
remote a major difference from the online lab.

Model 6: Online Driver


The online-driver model utilizes a platform and a teacher that
delivers all curricula. Students remotely work on their program most of
the time. If ever there is face-to-face component, it is made optional or
if ever it is required for students to go to the physical learning
environment such in a school, then it can be extracurricular activities
augmenting the curriculum.
Synchronous and Asynchronous

In programming, synchronous operations block instructions until the task is


completed, while asynchronous operations can execute without blocking other
operations.
Asynchronous operations are generally completed by firing an event or by
calling a provided callback function.
An online chat at real time is the Synchronous session. Course participants
meet in a virtual classroom and discuss in the topic of lesson. So, wherever they
are situated in the world, they agree on a scheduled session and log in to join the
live class. The LMS has this feature. The teacher called as the online tutor
facilities the
discussion. Ideas are posted in an actual live class. One cannot lecture and take
all the time in explaining.
Synchronous

An online chat at real time is a Synchronous Session.


Course participants meet in a virtual classroom and discuss a
topic in the lesson.

Examples:
Google Meet
Zoom Meeting
Skype
Asynchronous

This is when questions or tasks are posted and course


participants answer the questions or post their replies at
any time most convenient to them.

Examples:
Blog/Vlog
Google Classroom Activities
Lesson 3:
Technology Tools
And
Collaborative Projects
There are a lot of available tools and
applications that can be used to work collaboratively
with others. Some of these are Skype, wikis, blogs,
Google form, web conferencing, and Realtime
boards, among others. You need to explore each
application to be familiar with its features.
Skype. Is a software application
allowing you to do video
conferencing for free? All you
need is to create an account that
can be used for a video meeting.
Wiki. Is software that allows you
to create a page or a selection of pages
designed to allow you to post or write,
edit, or upload a link quickly.
Blogging. In blogging, it is journaling
your ideas to which others can react
allowing a thread of discussion to
take place and which
can be used online.
Google group or google form. Is an application
that can be used in the collaborative
documentation of ideas
contributed by members
of the team.
Moodle. Moodle was created by Martin Dougiamas,
founder, and CEO of Moodle. MOODLE stands for Modular
Object-Oriented Dynamic Learning Environment which is
an open-source software. It is a Learning Management
System (LMS) that supports teaching and learning. Moodle
enables you to create a
private learning space online full of
engaging activities and material. You
will always have full control of all your
data and the way your staff, students
and clients are on-boarded into the system.
Dr. Martin Dougiamas is best known as the founder of the
open-source Moodle LMS (used by over 60% of all higher
education in the world). He is now the CEO of the Moodle
project, which produces Moodle Apps, Moodle Cloud,
Moodle Educator Certifications, Moodle Workplace and
more.Martin has a mixed academic background with
multiple post-graduate degrees in Computer Science and
Education and two honorary doctorates (from Spain and
Belgium).
He continues to focus on researching
how technology can support teaching
and learning in open and human ways,
especially when it supports the UN’s
Google classroom Google Classroom is a free
service for teachers and students. It is an LMS
platform that is accessible google account. You can
create classes and perform your roles and functions
as a facilitator of learning. It
is a free web service, developed
by Google for schools, that aims
to simplify creating, distributing,
and grading assignments in a
paperless way. The primary purpose of Google Classroom is to
streamline the process of sharing files between teachers and student.
Edmodo is a social network's concepts are refined
on the educational website to make it suitable for a
classroom. Students and teachers
can engage with one another
using Edmodo by exchanging
ideas, issues, and useful advice.
Collaboration exercises are beneficial for improving student
performance in online courses. Hence, there are lots of
collaborative online tools for students can collaborate on projects
and work closely together from start to finish. They can be more
productive and conscious of one another's viewpoints,
requirements, and time constraints as a result. A team member can
still be involved and contribute even if they are on the other side of
the planet. As a result, collaborative group interactions foster
social contact, active learning, shared knowledge, and a welcoming
eLearning community.
RELEVANCE AND APPROPRIATENESS IN THE USE OF TEACHING AND
LEARNING

Appropriate technology in an educational setting should therefore be assessed for its


potential to meet educational aims. The full potential of educational technology is only
realized when it supports creatively and critical thinking.

Principles in Selecting Instructional Materials based on their:

1. Appropriate and Feasibility- instructional materials must be either basic or supplementary


to the curriculum.

2. Authenticity(dependable)- Instructional material must present accurate, up-to-date, and


dependable information.
3. Interest- It must stimulate curiosity or satisfy the learner’s need to
know. It must have the power to motivate and encourage creativity, and
imaginative responses among users.

4. Cost (economy) – The material that should be used must be


affordable or if possible, free to access by the students.

5. Organization and Balance- Instructional Material must be well


organized and well-balanced in content.

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