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Lesson 1.1 - Material

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0% found this document useful (0 votes)
24 views

Lesson 1.1 - Material

Material for Ed Tech

Uploaded by

Gelsa G. Dragon
Copyright
© © All Rights Reserved
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Lesson 1: Basic Concept of ICT

Learning Objectives

At the end of the lesson, the students will be able to:

A. define basic concepts in understanding ICT in education.

B. Understand what Information and Communication Technology (ICT) is and give examples of
its practical applications in everyday life.

C. Understand health and safety and environmental issues in relation to using computers.

Introduction

Information and Communication Technology (ICT) in education is the mode of


education that use information and communications technology to support, enhance, and
optimize the delivery of information.
Worldwide research has shown that ICT can lead to improved student learning and better
teaching methods. A report made by the National Institute of Multimedia Education in Japan,
proved that an increase in the use of ICT in education by integrating technology to the
curriculum has a significant and positive impact on students’ achievements. The results
specifically showed that the students who are continuously exposed to technology through
education have better ‘knowledge’, presentation skills, innovative capabilities, and are ready to
take more effort into learning as compared to their counterparts.

When teachers are digitally literate and trained to use ICT, these approaches can lead to
higher-order thinking skills, provide creative and individualized options for students to express
their understandings, and leave students better prepared to deal with ongoing technological
change in society and the workplace.
ICT issues planners must consider include: considering the total cost-benefit equation,
supplying and maintaining the requisite infrastructure, and ensuring investments are matched
with teacher support and other policies aimed at effective ICT use.

Terminologies in ICT

Technology - refers to methods, processes, and devices used for practical purposes. It
includes instruments from pencil and paper to modern electronic gadgets and tools for the
practical task.

Information and Communication Technology Literacy or ICT Literacy - the use of


digital technology, communication tools and networks to access, manage, integrate, evaluate,
create and communicate information
Educational Technology - refers to the utilization of technology in teaching and learning,
which includes both the non-digital (flip charts, pictures, models, realia, etc.). And digital
(electronic tools: hardware, software, and connections, etc.).

Digital Literacy - refers to the ability to discover, assess, utilize, share, and generate content
with the use of information technologies and the internet (Cornell University).

Online Digital Tools and Applications - use an Internet connection to access the
information needed. It is a telecommunication application software product that focuses on
providing video chat and video calls between computers, tablets, mobile devices via the
Internet and to regular telephones. (zoom, gmeet, skype, MS teams, Canva, video conferencing
and etc.)

Offline Digital Tools - can still be used even if there is no internet access. (MS word, digital
cam, white board, Excel)

Instructional Technology - refers to the theory and practice of design, development,


utilization, management, and evaluation of the processes and resources for learning (interactive
collab, embedded questions in videos, active learning, social learning,

Software - refers to program control instructions and accompanying documentation stored on


disks or tapes when not being used in the computer.

Multimedia - is a sequential or simultaneous use of a variety of media formats in a given


presentation or self-study program (TV, radio, internet, film, music, entertainment, games)

Internet - is a massive network of networks, a networking infrastructure. It connects millions


of computers globally, forming a network in which any computer can communicate with any
other computer as long as they are connected to the internet. It is generally defined as a global
network connecting millions of computers

World Wide Web - is a graphical environment on computer networks that allows you to
access, view, and maintain documentation 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.

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.

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.

(Dropbox, google drive, google docs, spreadsheet, evernote, excel, google calendar)

Technology Tools - is an instrument used for doing work. It can be anything that helps you
accomplish your goal with the use of technology. These technology tools can be classified as:
a. Data/Calculation Tools – are software and programs that collect and analyze data
in order to improve processes and help uncover insights to make data-driven
decisions.

b. Design Tools. Programs such as 2D design, ProDesktop and Google SketchUp are
all examples
c. Discussion Tools – google meet, zoom, MS teams, Trello, Blackboard
d. Email Tools – gmail, yahoo mail, sender, benchmark mail,
e. Handheld Devices – mobile phones,tablets, digi cam, smartwatch, calculator watch,
laptop

Blog - is an online journal where posted information from both teachers and students is
arranged. There are three kinds of blogs: blogs used for communication, blogs used for
instruction, and blogs used for both

Vlog - is a video blog where each entry is posted as a video instead of the text.

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 wiki.

E-learning consists of all forms of learning and/or knowledge transfer that are based on
electronic technologies. This term will mostly be used to describe learning and/or dissemination
of knowledge without direct teacher-student contact, while using ICT technology.

E-mail is the transmission of text messages via Internet. Using attachment, users can
exchange files like images, multimedia, documents, etc.

IM (Instant Messaging) service is used for instant message exchange and real time
communication. Besides textual communication and video conferencing, they allow file transfer
as well. Some of the popular IM services are: WindowsLiveMessenger, Skype, and GoogleTalk.

VoIP (Voice over Internet Protocol) is a term for technology that enables digitalization and
transfer of sound (and multimedia sessions) over the Internet. Therefore, it enables sound
communication much like the telephone call. In short, VoIP protocol enables audio/video
communication between users.
• RSS (Really Simple Syndication) Real Simple Syndication (RSS) is the term used to
refer the collection of Web feed formats that provide updated or shared information in a
standardized way. The information could be website or blog entries, news headlines, or
audio or video files. RSS documents usually contain complete or summarized text,
metadata, and author and publishing information.

Podcast (POD - Personal On Demand+ Broadcast) is a digital file containing audio or


video content. It is distributed over the Internet using RSS technology.

Virtual Communities

The term "virtual community" encompasses a group of people who communicate via social
networks, forums, IM service, blogs. We call it a community, since they are a collection of
people who participate in a group of their interests, thus forming a virtual community, because
it does not involve physical contact, but is carried out by means of ICT technologies.

Social Networks are free online services that provide users with various forms of presentation
and communication. Some of the more popular social networks are: MySpace, Facebook,
Twitter, Google+.

Forum is a service that allows users to exchange opinions. It can be compared to bulletin
boards on which participants leave their messages, while others leave their comments.
Examples of forums are: Reddit, TED Conversations.

MMO (Massive Multiplayer Online) are network games, played by a large number of
players via the Internet. One of the sub-genres of MMO is a MMORPG (Massive Multiplayer
Online Role-Playing Game), and its most popular representative is a game called 'World of
Warcraft'. Chatroom is a webpage or part of a webpage which allows a real-time information
exchange. Unlike the instant messaging writing software, it does not require computer
installation, only a web browser and Internet connection.

Influence on Health

Ergonomics is a scientific discipline that studies people and objects that surround them, in order
to provide solutions and guidance on how to adapt those items to humans. Most common
health problems associated with computer use:

 sprains (dislocation) / RSI - injuries related to working with keyboard and mouse
(Repetitive Strain Injury)
 flickering screen or improper distance from a monitor- vision impairment
 improper seating and inappropriate use of chairs - problems with the spine (due to
position of a computer, desk and chair, which affect posture)
 improper use of artificial light, light amount, light direction etc. also has a significant
impact on health, as it may also lead to vision impairment
It is important to properly illuminate the places of work. In poor lighting conditions, a person
gets tired easily (eyes hurt and tear, headache from unnecessary strain, etc.) and thus a
noticeable drop in productivity occurs. Also, it can result in permanent visual impairment. For
that reason, it is very important to have an adequate lighting, whether at home or in school.
Lighting is just one of the factors affecting health, as well as productivity. Proper arrangement
of equipment, table and chair significantly affect the body posture when working on a
computer, and also has bearing on fatigue. Prolonged improper posture can often cause long
lasting health problems with the spine and joints.

Regular equipment arrangement:

 monitor must be kept away from the eyes approx. 50cm (cca: 20 inches)
 keyboard must be placed in front-wrists are in a straight position
 mouse must be located next to the keyboard-the forearm parallel with a desk
 chair should be adjustable (seat and backrest), with armrests
Recommendations:

 take regular breaks from work, get up and walk, often change position (5- 10) minutes
every hour)
 exercise regularly
 relax eyes by looking into the distance(every 20min)

 rest arms (every 15min)


Common Educational Applications of ICT

 One laptop/computer per child: Less expensive laptops/computers have been


designed for use in school on a one on one basis with features like lower power
consumption, a low cost operating system, and special re-programming and mesh
network functions. Despite efforts to reduce costs, however, providing one
laptop/computer per child may be too costly for some developing countries.
 Tablets/iPad: Tablet/iPads are small personal computers with a touch screen, allowing
input without a keyboard or mouse. Inexpensive learning software (“apps”) can be
downloaded onto tablets/iPad, making them a versatile tool for learning
 Interactive White Boards or Smart Boards: Interactive white boards allow
projected computer images to be displayed, manipulated, dragged, clicked, or copied.
Simultaneously, handwritten notes can be taken on the board and saved for later use.
Interactive white boards are associated with whole-class instruction rather than student-
centred activities. Student engagement is generally higher when ICT is available for
student use throughout the classroom.
 E-readers: E-readers are electronic devices that can hold hundreds of books in digital
form, and they are increasingly utilized in the delivery of reading material. Students—
both skilled readers and reluctant readers—have had positive responses to the use of e-
readers for independent reading. Features of e-readers that can contribute to positive
use include their portability and long battery life, response to text, and the ability to
define unknown words. Additionally, many classic book titles are available for free in e-
book form.
 Flipped Classrooms: The flipped classroom model, involving lecture and practice at
home via computer-guided instruction and interactive learning activities in class, can
allow for an expanded curriculum. There is little investigation on the student learning
outcomes of flipped classrooms. Student perceptions about flipped classrooms are
mixed, but generally positive, as they prefer the cooperative learning activities in class
over lecture.

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