Prof Ed 4 Hand Outs Finals
Prof Ed 4 Hand Outs Finals
Prof Ed 4 Hand Outs Finals
Based on the definitions above, we can therefore conclude that Educational Technology is a much larger and broader term.
And, we can obliterate the misconception that Educational Technology revolves around devices, gadgets, and the internet.
Educational technology is the collective use of computer hardware, software, and educational theories and practices to
facilitate learning. It is the use of all human inventions, and discoveries to satisfy our educational needs and desires.
Technology in Education, on the other hand, is the application of technology to any of those processes involved in
operating the institutions which house the educational enterprise. It includes the application of technology to food, health,
finance, scheduling, grade, reporting, and other processes which support education in institutions.
Are the chalkboards and bulletin boards and other traditional learning equipment also included in the term educational
technology?
These two terms, Technology in Education and Educational Technology, are both broader terms than our course,
Technology for Teaching and Learning. Technology for Teaching and Learning focuses on the following terms:
Instructional Technology which is a systematic way of designing, carrying out and evaluating the entire process of teaching
and learning.
Technology integration means using learning technologies to introduce reinforce, supplement and extend skills. It is a part
of instructional technology.
And lastly, Educational Media, which are channels and avenues of communicating with each other and communication
knowledge. Examples of these are the internet, books, magazines, etc.
These are some of the terminologies you should familiarize yourself with whilst studying Technology for Teaching and
Learning.
• When using the internet do you find that you lose track of time and feel surprised when you realize the time spent
surfing the web?
• Have you been ashamed of or tried to hide how much time you spend on your internet-connected device?
• Have you made repeated efforts to spend less time using your internet-connected device (desktop, smartphone, or
tablet) but found it challenging?
• Do you use the internet to feel better when you are distressed, depressed or anxious?
• Do you have strong urges to use the internet?
• Does your use of the internet result in failures to fulfill major role obligations at work, school, or home?
• Do you continue to use the internet excessively despite having persistent or recurrent work or relationship problems
caused by your internet use?
• Have you given up important social, occupational, or recreational activities because of your internet use?
• Do you continue to use the internet even though it makes you feel sick?
• Do you use the internet for more than 6 hours a day?
If you said yes to more than 5 questions in this test, then there is a possibility that you are a CERTIFIED INTERNET
ADDICT!
Internet Addiction is one of the biggest disadvantages of Technology. Learners nowadays are quite dependent on
Technology and sometimes, they tend to misuse and abuse it.
Here are some other disadvantages of Technology in Education:
• The learner is made to accept as Gospel truth information they get from the Internet.
• The learner surfs the internet for pornography.
• TVs and computers make the learner a mere spectator, not an active participant in the drama of life
• The learner gets glued to his computer for computer-assisted instruction unmindful of the world and so fails to
develop the ability to relate to others.
• We overuse the TV and internet as a strategy to kill time.
The Oxford Dictionary has defined “policy” as a course of action adopted and pursued by a government, party, ruler,
statesman. It is any course of action adopted as expedient or advantageous. Its operational definition of policy is a plan of
action to guide decisions and achieve outcomes. Thus, ICT policies are needed to put a roadmap or course of actions to be
pursued and adopted by various governments, organizations, entities involving ICT. These include principles and guidelines
in the use of ICT which cover three main areas: telecommunications (telephone), broadcasting (radio and television) and
Internet.
The DICT Roadmap
In our country, the Department of Information and Communication Technology (DICT) has formulated a roadmap to guide
all agencies in the utilization, regulation, and enhancement of ICT. Each project has corresponding policy statements and
guidelines. The ICT for Education (ICT4E) is a program under the DICT that supports all the efforts of the education sector
in incorporating the use of ICT as well as in determining and gaining access to the infrastructure (hardware, software,
telecommunications facilities and others) which are necessary to use and deploy learning technologies at all levels of
education.
Among the policy-recommended programs that have applications to education teaching-learning are: (DICT Policy
Recommended Programs that have applications to education teaching-learning)
1. ICT in Education Masterplan for all levels, including a National Roadmap for Faculty Development in ICT in
Education. A National Framework Plan for ICTs in Basic Education was developed.
2. Content and application development through the Open Content in Education Initiative (OCEI) which converts DepED
materials into interactive multi-media content, develops applications used in schools, and conducts students and teacher’s
competitions to promote the development of education-related web content.
3. PheDNET, is “walled” garden that hosts educational learning and teaching materials and applications for use by Filipino
students, their parents and teachers. All public high schools will be part of this network with only DepEd approved multi-
media applications, materials and mirrored internet sites accessible from school‘s PCs.
4. Established Community eLearning Centers called eSkwela for out-of-school youth (OSY) providing them with ICT-
enhanced alternative education opportunities.
5. eQuality Program for tertiary education through partnerships with state universities and colleges (SUCs) to improve
quality of IT education and the use of ICT in education in the country, particularly outside of Metro Manila.
6. Digital Media Arts Program which builds digital media skills for government using Open Source technologies.
Particularly the beneficiary agencies organizations, the Cultural Center of the Philippines, National Commission and for
Culture and Arts, State Universities and local government units.
7. ICT skills strategic plan which develops an inter-agency approach to identifying strategic and policy and program
recommendations to address ICT skills demand-supply type.
Some Issues on ICT and Internet Policy and Regulation
Global Issues
Access and civil liberties are two sets of issues in ICT policy which are crucial to the modern society. The other concern is
civil liberties which refer to human rights and freedom. These include:
a. freedom of expression
b. the right to privacy
c. the right to communicate
d. intellectual property rights.
Access to the Use of Internet and ICT
Access means the possibility for everyone to use the internet and other media. In richer countries, basic access to internet is
almost available to all with faster broadband connections. There are still countries where access to internet is still a
challenge.
Here are specific internet issues on internet policy that have relationship to civil liberties or human rights:
• Indirect Surveillance – no direct contact between the agent and the subject for surveillance and but evidence
of activities can be traced.
• Dataveillance –the use of personal information to monitor a person’s activities.
• Data Retention – the storage and use of information from communication systems.
Issue No. 4: E- pollutants from E-waste
Large amount of E-waste is generated by ICT. These are in particular, terminal equipment's for computing, broadcasting,
telephony, and peripherals. Material waste can be destroyed by crushing, toxic material brought by the different equipment
requires utmost management.
Implications to Teaching and Learning
For the Teachers and Teaching
• Guide the teachers on what they should teach that relate to ICT, and how to teach it. - Technology should never
replace any human teacher.
• There are rules and regulations that govern the use of technology. Caution should be observed to protect individual
privacy.
• All the issues and many more shall be part of the teaching content as each teacher will be encouraged to
use technology in teaching.
For the Learners and Learning
• 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 also know how they can be protected from the hazards
that technology brings to their lives.
• Learners should take advantage of the potential of learning support they can derive such as the development of
higher order thinking skills, the development of learning communities through collaboration, the enhancement of
skills to manage the vast resources as 21st century learners and many more.
UNIT III – THEORIES AND MODELS IN THE USE OF TECHNOLOGY FOR TEACHING AND LEARNING
Dale’s Cone of Experience
Dale’s Cone of Experience is a visual model developed by Edgar Dale.
This is composed of eleven (11) stages starting from concrete
experiences at the bottom of the cone and as it reaches the peak, it
becomes more abstract. According to Dale, the arrangement in the cone
is not based on its difficulty but rather based on abstraction and on the
number of senses involved. The experiences in each stage can be mixed
and are interrelated which fosters more meaningful learning.
According to one of the principles in the selection and use of teaching
strategies, the more senses that are involved in learning, the more and the
better the learning will be but it does not mean that concrete experience
is the only effective experience that educators should use in transferring
knowledge to the learner. Like what was mentioned above, the
experiences in each stage can be mixed and are interrelated thus, a balance must be achieved between concrete and abstract
experiences in order to cater the and address all the needs of the learners in all the domains of development and in order to
help each learner in their holistic development,
ADDIE Model
The ADDIE model is the generic process traditionally used by instructional designers
and training developers. The five phases—Analysis, Design, Development,
Implementation, and Evaluation—represent a dynamic, flexible guideline for building
effective training and performance support tools.
Analysis Phase
In the analysis phase, instructional problem is clarified, the instructional goals and
objectives are established, and the learning environment and learner’s existing
knowledge and skills are identified
Design Phase
The design phase deals with learning objectives, assessment instruments, exercises, content, subject matter analysis, lesson
planning and media selection. The design phase should be systematic and specific. Systematic means a logical, orderly
method of identifying, developing and evaluating a set of planned strategies targeted for attaining the project’s goals.
Specific means each element of the instructional design plan needs to be executed with attention to details.
Development Phase
The development phase is where the developers create and assemble the content assets that were created in the design
phase. Programmers work to develop and/or integrate technologies. Testers perform debugging procedures. The project is
reviewed and revised according to any feedback given.
Implementation Phase
During the implementation phase, a procedure for training the facilitators and the learners is developed. The facilitators’
training should cover the course curriculum, learning outcomes, method of delivery, and testing procedures.
Evaluation Phase
The evaluation phase consists of two parts: formative and summative. Formative evaluation is present in each stage of the
ADDIE process. Summative evaluation consists of tests designed for domain specific criterion-related referenced items
and providing opportunities for feedback from the users.
ASSURE Model
ASSURE is an instructional design model that
has the goal of producing more effective teaching
and learning. “ASSURE” is an acronym that
stands for the various steps in the model.
Analyze Learners
The first step in the process is that the teacher
should analyze the attributes of her learners.
There should be a focus on those learner characteristics which are associated with the learning outcomes desired.
State Standards and Objectives
After the analysis of the learner attributes, the teacher must state standards and objectives for the learning module. This
statement consists of a specification of what the learners will be able to do as a result of the instruction.
Select Strategies, Technology, Media, and Materials
The second “s” in the acronym stands for select strategies, technology, media, and materials. Given what your learning
objectives are, it’s necessary to pick instructional strategies, technology, and media that will bring about the results that you
want.
Utilize Technology, Media, and Materials
This step in the ASSURE process concerns making a plan as to how you will utilize the technology, media, and materials
that you have selected. As with all of the instructional steps, you must make sure that your plans contribute towards
producing the objectives that you have laid down.
Require Learner Participation
This step actually belongs within earlier steps. It requires that you make plans to how you are going to actively engage your
students in the material that you are teaching. This needs to be figured out both at the class level and the individual level.
Evaluate and Revise
The final step in the ASSURE process is just as crucial as all of the others. In this step, you evaluate the impact of your
teaching on student learning. This includes an evaluation of your teaching strategies and the technology, media, and
materials that you used.
SAMR Model
The SAMR Model is a framework created by Dr. Ruben Puentedura that
categorizes four different degrees of classroom technology integration. The
letters “SAMR” stand for Substitution, Augmentation, Modification, and
Redefinition.
Substitution
At this stage, technology is directly substituted for a more traditional teaching
tool or method. It is a simple, bare-bones, direct replacement.
Augmentation
The technology is again directly substituted for a traditional tool or method, but with significant enhancements to the student
experience.
Modification
In this stage, you are beginning to move from enhancement to transformation using the SAMR Model. Instead of
replacement or enhancement, this is an actual change to the lesson’s design and its learning outcome.
Redefinition
The last stage of the SAMR model represents the pinnacle of how integrated classroom technology can transform a student’s
experience. In this case, you ask yourself if the technology tools allow educators to redefine a traditional learning task in a
way that would not be possible without the tech, creating a novel experience.
Gagne’s Nine Events of Instruction
In 1965, Robert Gagné proposed a series of events that are associated with
and address the mental conditions for learning. Each of the nine events of
instruction is highlighted below.
1. Gain attention of the students
Ensure the learners are ready to learn and participate in activities by
presenting a stimulus to capture their attention.
Learning Area:
TOPICS SAMPLE INSTRUCTIONAL MATERIALS
1. 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.
Dioramas are small scenes created of layers of materials, all depicting a similar concept or theme. They usually
display a historical time period, a nature scene, or a fictional situation. In developing diorama, you will: (1) choose
a concept or theme, (2) research the subject, (3) make a rough sketch of your ideal diorama, (4) make a list of the
items you'll need and gather your supplies, and (5) select a container or box.
2. Nature Table
This is a table that contains objects 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.
3. Writing Board
A writing board can display information written with chalk (chalkboard or blackboard) or special pens
(whiteboard). Although there are usually more effective methods of transmitting information, the writing board was
the most commonly used visual aid before the pandemic happened. Ever since the pandemic, educational platforms
exerted efforts in creating a digital version of a writing board.
4. Flip Chart
It is a large tablet or pad of paper, usually on a tripod or stand.
5. Zigzag Board
It is a multi-board series of three or four rectangular boards. They are joined together along the sides by hinges so
that they can be easily folded up and carried. Each board can be of a different type, for example, a whiteboard, a
chalkboard, a flannel board and so on. The size of the boards for the zigzag multi-board depends on what you want
to use them for.
6. Wall Display
Displaying items on a classroom wall is a well-known, tried and tested educational method. A wall display is a
collection of many different types of items and materials put up on a wall to make an interesting and informative
display. In a classroom, the display can consist of the students' own work. In development work it can be used to
convey information to the community.
7. Rope and Pole Display Board
This board consists of two parallel, horizontal poles tied loosely together with rope. Visual aids such as posters can
be pinned to the rope. This kind of display board is invaluable where there are few solid walls for displaying
information. It has no solid backing and can be made quickly for teaching, training and when working with
communities.
• User Interface
• Usability
• Integrations
• Value for Money
Examples of LMS
Google Classroom
Google Classroom is a suite of online tools that allows teachers to set assignments, have work
submitted by students, to mark, and to return graded papers
Moodle
Moodle is a learning platform designed to provide educators, administrators, and learners with a single
robust, secure and integrated system to create personalized learning environments
There are lots of other LMS that are not commonly used in the Philippines. Some because they need paid subscription and
some because the interface are not user-friendly. We have Schoology, Blackboard Learn, Canvas, D2L Brightspace,
Absorb LMS, Learndash, CertCentral, and Edmodo.
Online Meeting Platforms for Synchronous Sessions
.Google Meet
Zoom
• Easy to use
• Up to 300 attendees
• Attendance features
• Digital whiteboard
• Virtual break out rooms
• Screen sharing
• Background blur
• Secure platform for students and teachers
• Easy access to other Microsoft Office apps
Aside from these, we also have Facebook Messenger and Webex by Cisco.
DIGITAL TOOLS FOR CREATING PRESENTATIONS
• Canva
• Powtoon
• Powerpoint
• Oomfo
• Keynote
• Kahoot
• Quizizz
• Mentimeter
• Padlet
• Quizizz
• Random Group Generators
• Random Name Pickers
These are just some of the many digital tools you can use during instruction. All of these are meant to make the preparation
of instructional materials convenient for teachers and to make the class more fun and engaging. However, you should always
be mindful with the use of each digital tool. The misuse and abuse of each tool may lead to consequences.
UNIT V – SOCIAL, ETHICAL, AND LEGAL RESPONSIBILITIES IN THE USE OF TECHNOLOGY TOOLS
AND RESOURCES
Technology has become an integral part of our lives. It has created a great impact that whether we like it or not, we have
become prone to safety issues. Our privacy can be intruded; our social relationships can be affected. But it is not just enough
that we keep ourselves safe, we should also possess the skills on how we can act responsibly so as not to pose harm to
others.
Digital Citizenship vs. Global Citizenship
Since we are considered citizens of community we live in, then as users of the internet we can also call ourselves as citizens
of digital world where we live, learn, and work in an interconnected manner. Digital citizenship is an idea that all persons
using the internet have civic rights and responsibilities. It centers around safe, savvy and ethical use of technology.
A global citizen sees the world as a community in which all people live and prosper together. He/she understands that
his/her actions contribute to the values of the entire planet and he/she is concerned on how he/she participates in and
contributes to the entire world. A digital citizen, on the other hand, adheres to guidelines that govern the ethical and
responsible use of technology and acts responsibly in all relationships and interactions in the digital world.
When we mix these two together, it’s perfect recipe for the Global Digital Citizen. A global digital citizen is a responsible,
ethical citizen leveraging technology to foster community on a global scale through connection and compassion. The Global
Digital Citizen understands that we can govern technology for the benefit of both ourselves and others. It is a citizen that
views the world as an interconnected community.. Additionally, the digital citizen realizes that we simultaneously share
technological and human experiences regardless of culture, status, or political/religious beliefs (Watanabe-Crockett, 2017).
Five Tenets of Global Digital Citizenship
We define the best assets of the Global Digital Citizenship using 5 tenets: Personal Responsibility, Global Citizenship,
Altruistic Service, Environmental Stewardship, and Digital Citizenship (Ribble, 2017). These five tenets are the essence of
what it means to be a great Global Digital Citizen.
Source: Bilbao, P. et al. (2019). Technology for Teaching and Learning 1. Lorimar Publishing.