IV.
NON-DIGITAL AND DIGITAL SKILLS AND TOOLS IN
DELIVERING TECHNOLOGY ENHANCED LESSONS
A. Developmental in use of non-digital or conventional instructional support materials
*DIORAMA
- It will make the classroom to be creative and innovative. It is a fun way to build an exciting scene in a small
space.
*NATURE TABLE
- A table that contains object and or scenes related to the current season or upcoming festival or a symbol of an
ecosystem.
*WRITING BOARD
- Can display information everything we chalk or special pens.
*FLIP CHART
- A large tablet or pad of paper, usually on a tripod or stand.
*ZIGZAG BOARD
- A multi-board series of three or four rectangular boards.
*WALL DISPLAY
- A collection of many different types of items and materials put up on a wall to make an interesting and
informative display the display.
*ROPES AND POLE DISPLAY BOARD
- This kind of display board is invaluable where there are few solid walls for displaying information.
B. Select and use ICT for teaching and learning
*Using laptop and the infographics
1. To present survey data - presenting statistical data such as from surveys can be overwhelming, infographics can
be highly useful.
2. To simply a complex concept – Simplifying a complex idea is the core purpose of using an infographic.
3. To explain how something functions – Using infographics, you can show the intricacy of how something complex
works.
4. To compare – Presenting information by highlighting similarities and differences through a visual parallel in an
infographic can turn out more effective than sometimes expressing it in words.
5. To present interesting facts – When information or facts are presented in all words, the use of infographics can
bring life.
C. Creating e-portfolio as a technology tool
Portfolio is a collection of student work that exhibits students’ effort, progress, achievements in competencies
gained during the course.
1. Student e-portfolios can evaluate students’ academic progress.
2. Monitoring students’ progress can be highlighted in a portfolio.
3. Portfolios document students’ learning growth. They actually encourage the students’ sense of accountability for
their own learning process.
*Gibbs reflective cycle has 6 stages
Description – This initial phase in writing a reflection is very simple since you just need to describe the activity or
this variance to the reader.
Feelings – You need to discuss your emotions honestly about the experience but not to forget that this is part of
an academic discourse.
Evaluation – Recall how you reacted to the task or situation and how others reacted.
Analysis – This part of the write up includes your analysis of what works well and what have facilitated in or what
may have hindered it.
Conclusion – Now, you can write what you have learned from the experience or what you could have done.
Action Plan – You make plans on how you can address on what went wrong so that you can take the right step
to succeed in achieving the task.
D. Technology Collaborative tools in the digital world
1. Skype – a software application allowing you to do a weekly conferencing for free.
2. Wiki – a software that allows you to create a page or as election of pages designed to allow you to post or
right, edit, or upload a link quickly.
3. Blogging in Blogging – the abbreviation of weblog. 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 – an application that can be used in a collaborative documentation of ideas
contributed by members of the team.
E. Digital literacy skills in the 21st century
Digital literacies are the individual’s capability to be able to effectively and responsibly function
and perform in a digital society.
The digital literacy
Media literacy – ability to critically read information and utilize multimedia creatively producing
communications.
Information literacy – for meeting information from the web and interpreting while evaluating its validity in
order that it can be shared.
ICT literacy – knowing how to select and use digital devices, applications in order to accomplish tasks requiring
the use of the internet.
Communications and collaborations – capabilities in being able to participate in the digital networks in the
teaching and learning contexts.
Identity management – able to understand how to ensure safety and security in managing online
Learning skills – knowing how to utilize technology in addressing the need to learn efficiently.
Digital scholarship – being able to link and participate in professional and research practices.
The 4 Cs of the 21st century
1. Critical thinking – learning how to solve problems. Ability to differentiate facts from opinions and not only
just learn a set facts or figures but also discovered this for the sake of knowing what ought to be.
2. Creativity – requires students to think out of the box and to take pride in what is uniquely theirs.
3. Communication – makes students express their ideas in the clearest and organized manner.
4. Collaboration – happens when students know how to work well with others to accomplish a given task or
solve a problem at hand. This is a 21st essential.
V. FLEXIBLE LEARNING ENVIRONMENT
Teacher is no longer seen as be the dispenser of knowledge but rather as one who expertly
directs the learners to take their own track in searching for answers to questions raised inside
the classroom.
With technology, students can possibly continue to join class sessions even if they are not
physically around. The learning space becomes virtual or mediated. The library is not only a
physical structure where they can read published books but has also become virtual.
1. 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.
2. Google classroom and Edmodo Google classroom is a free service for teachers and students. An LMS
platform that is accessible Google around. In 2008, add model was created by Nic Borg, Jeff O’Hara and Crystal
Hutter.
Kinds of Blended Learning
Model 1. Face to face Driver
The teacher delivers the curricula most of the time and utilize this online learning at certain times with the
purpose to augment or provide an alternative experience.
Model 2. Rotation
The model that is in between the traditional face to face learning and online learning.
Model 3. Flex
This model uses an online platform that delivers most of the course.
Model 4. Online Lab
This model uses an online form in delivering the course but located in a physical classroom or computer
laboratory.
Model 5. Self-blend
This model is access systems provided by the school word students can choose the policies they would like to
have in addition to their typical brick and mortar classroom classes.
Model 6. Online Driver
Students remotely their work on their program most of the time.
What is Networking?
A network is defined as a group of individuals who communicate and connects on a regular
basis. Contacts for social, educational or professional purposes.
Social Networking Platform
These social networking services allowed users to construct their profile so that the contacts
may know the relevant information about them. Such as, Facebook, Twitter, Instagram,
Google+, Youtube, Tumblr and many more.
The Benefits of doing Social Networking Sites
It is an easy access to keeping in touch with family and friends. It provides opportunities for
making friends with others who share similar interests and passion. A major advantage of social
networking websites is that they provide information.
Social networking websites can support learning or augment educational activities young
learners are well acquainted with social networking sites and regard them as just a part of the
day activities and school related discussions.
The Danger of Using Social Networking Sites
One major risk in making friends with strangers who may actually be a predator or a cyber
bully. Another is their ability to socialize is incapacitated as they devote hours or days on
gaming or using the computer manifesting abuse to themselves that is why teachers and
parents or guardians are protective to the extent of disallowing youngsters to use the internet
and social networking sites without realizing that such act denies the opportunity to explore the
educational potential it can serve.
VI. THE THEORIES AND PRINCIPLES IN THE USE OF DESIGN OF
TECHNOLOGY DRIVEN LESSONS
A. Edgar Dale’s of Experience
“The phone is visual analogy, and like all analogies, it does not bear an exam in the detailed
relationship to the complex elements it represents.” - Edgar Dale
The 8M’s of Teaching
1. Milieu - learning environment
2. Matter - the content of learning
3. Method - teaching and learning activities
4. Materials - the resource of learning
5. Media - communication system
6. Motivation - arousing and sustaining interest in learning
7. Mastery - internalization of learning
8. Measurement - evidence of learning took place
B. Models in Technology – Enhance Instructional Lessons
The bands in Dale’s Cone of Experience
Direct Purposeful Experiences – These refers to the foundation of experiencing learning.
Contrived Experiences – It is in this category that representations such as models, miniatures, or mock-ups are
used.
Dramatized Experiences – They are commonly used as activities that allows students to actively participate in
a reconstructed experience through role playing or dramatization.
Demonstrations – When one decides to show how things are done, a demonstration is the most appropriate
experience.
Study Trips – These are actual visits to certain locations to observe a situation or a case when may not be
available inside the classroom.
Exhibits – These are displays of models such as pictures, artifacts, posters, among others that provide the
message of information.
Televisions and Motion pictures – This technology equipment provide a 2-dimensional reconstruction of a
reality.
Still pictures, recordings, radio – Together in this category are the audio recorded materials or information
broadcast through the radio.
Visual Symbols – These are more abstract representation of the concept or the information. Ex. Graph, chart
Verbal Symbols – Appears to be the most abstract because they may not exactly look like type or object, they
represent but symbols, words, codes or formulate.