Teaching and Learning With Technology: An: Lesson 1
Teaching and Learning With Technology: An: Lesson 1
Introduction
LESSON 1: ICT Competency Standards for Philippines Pre-Service Teacher Education
UNESCO- United Nations Educational Scientific and Cultural Organiztion
PSG- Policy, Standards and Guidelines
ICT- Information, Communication and Technology
ICT Competency Standards SEVEN DOMAINS
Table 1: ICT Competency Standards for Pre-service Teachers
Domain 1: Understanding ICT in Education
Domain 2: Curriculum and Assessment
Domain 3: Pedagogy
Domain 4: Technology Tools
Domain 5: Organization and Administration
Domain 6: Teacher Professional Learning
Domain 7: Teacher Disposition
DepEd issued Department of Education Order 42, s. 2017- mandating the use of the
PPST- Philippines Professional Standard for Teachers to start with the Beginning Teachers
who are the fresh graduates from the teacher education program.
ISTE- International Society for Technology in Education
- an international organization for educational technology who established standards for both
teachers and students.
NETS- National Education Technology Standards
NETS*T- National Education Technology Standards For Teachers
Standard 1: Technology Operations and Concepts
Standard 2: Planning and Designing Learning Environment an Experiences
Standard 3: Teaching Learning and Curriculum
Standard 4: Assessment and Evaluation
Standard 5: Productivity and Professional Practice
Standard 6: Social, Ethical, Legal and Human Issues
NETS*S- National Education Technology Standards For Students
Standard 1: Creativity and Innovative
Standard 2: Communication and Collaboration
Standard 3: Research and Information Fluency
Standard 4: Critical Thinking, Problem-solving and Decision Making
Standard 5: Digital Citizenship
Standard 6: Technology Operation and Concepts
LESSON 2: Understanding the Basic Concepts in ICT
CPD- Continuing Professional Development
1. TECHNOLOGY- refers to a mix of process and product used in the application of knowledge. It
includes tools from pencil and paper to the latest electronic gadgets and tools for practical tasks.
2. ICT Literacy- is the use of digital technology, communication tools and/or networks to access,
create and communicate information in order to function in a knowledge society.
3. EDUCATIONAL TECHNOLOGY- refers to the use of technology in teaching and learning.
4. 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.
6. ON-LINE DIGITAL TOOLS AND APPS use an internet connection to access the information
needed.
7. OFF-LINE DIGITAL TOOLS AND APPS can still be used even if there is no internet access.
8. INTRUCTIONAL 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 instruction and accompanying documentation: stored on
disks or tapes when not being used in the computer. Refers to any audiovisual materials.
10. MULTIMEDIA- is a sequential or simultaneous use of a variety of media formats in a given
presentation or self-study program.
11. INTERNET- is a massive network of networks, a networking infrastructure. Global network
12. WORLS WIDE WEB (www) – is also 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.
13. WEB ACCESS- is the ability of the learner to access the internet at any point
14. WEBQUEST- is an inquiry-oriented lesson format in which most or all information that learners
work with comes from the web.
- Is a teacher structured research experience for the students that is primarily based on use of
WWW
15. PRODUCTIVITY TOOLS- refer to any type of software associated with computers and related
technologies that can be used as tools for personal, or classroom productivity. Ex. Microsoft Office
16. TECHNOLOGY TOOL- is an instrument used for doing work. These can be classified as:
a. Data/Calculation tools- ex. excel, spreadsheet
b. Design tools- used to make models and design, creating, building. EX. Family Tree maker
c. Discussion tools-
d. Email tools- Emails are great communication tools for sending messages, photographs, and
other
e. Handheld devices- have become popular among learners. These include
PDA - Personal Digital Assistants, GPS - Global Positioning System, GIS - Geographic
information system
17. BLOG- is an online journal where posted information from both teachers and students are
arranged.
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- most recognized.
20. FLIPPED CLASSROOM- utilizes a reverse instructional delivery, where the teacher is
required to use the web resources as homework or out of class activity as initial instruction of the
lesson which will be discussed during classtime.
21. PODCAST- is a video or audio multi-media clip about a single topic typically in the format of
the radio talk show.
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.
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 transmission medium for telephone calls by sending voice data in
packets using IP rather than traditional circuit transmission.
LESSON 3: Roles of Technology for Teaching and Learning
STOSIC (2015) Technology has Three Domains;
1. Technology as a tutor
2. Technology as a teaching tool
3. Technology as a learning tool
A. For Teachers and Teaching
Here are some examples of the myriad of roles that technology can do for teachers and teaching;
1. Technology provides enormous support to the teacher as the facilitator of learning.
2. Technology has modernized the teaching-learning environment.
3. Technology improves teaching-learning process and ways of teaching.
4. Technology opens new fields in educational researches.
5. Technology adds to the competence of teachers and inculcates scientific outlook.
6. Technology supports teacher professional development.
B. For Learners and Learning
Three categories of Knowledge According to EGBERT (2009)
a. Declarative Knowledge- consists of the discrete pieces of information that answers the
questions what, who, when, and where. Is the fundamental knowledge necessary for
students to achieve more complex higher order thinking such as critical thinking and
creativity, inquiry and production.
b. Structural Knowledge- has a concept, it can be presented by concept maps, categorization
or classification.
c. Procedural Knowledge- knowledge in action or knowledge of how to do something.
Scientific
Three Basic Communication Pattern according to Shirly (2003) and Egbert (2009)
1. Point to point two-way
2. One-to-many outbound
3. Many-to-many
CRITICAL THINKING- is part of the cluster of higher order thinking skills.
- it refer to the ability to interpret, explain, analyze, evaluate, infer and self-regulate in order to
make good decisions.
CREATIVITY- is characterized as involving the ability to think flexibly, fluently, originally, and
elaborately.
What are some simple ways that teachers should do?
1. Vary the questions asked.
2. Introduce new technologies.
3. Modify the learners’ groupings.
4. Modify the critical thinking task.
5. Encourage curiosity.
SEVEN CREATIVE STRATEGIES (OSBORN, 1963 SCAMPER
1. Substitute- find something else to replace
2. Combine- blend two things
3. Adapt- look for other ways this can be used.
4. Modify/Magnify/Minify- make a change
5. Put to another use- find other uses
6. Eliminate- reduce, remove
7. Reverse- Turn upside-down
Instructional materials have several roles in teaching and learning which include the following:
(1) they promote meaningful communication and effective learning.
(2) they ensure better retention, thus making learning more permanent;
(3) they help to overcome the limited classroom by making the inaccessible accessible;
(4) they provide a common experience upon which late learning can be developed; and
(5) they encourage participation especially if students are allowed to manipulate materials used
According to Wright (1976:1) as cited in Cakir (2006) many media and many styles of visual
presentation are useful to the language learner
1. Diorama- 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.
3. Writing Board- A writing board can display information written with chalk (chalkboard or
blackboard) or special pens (whiteboard).
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.
6. Wall display- 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.
7. Rope and Pole display board- This board consists of two parallel, horizontal poles tied loosely
together with rope.
This kind of display board 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.
5. Clarity - Avoid type that is too small to read; avoid all caps.
LESSON 2 : Select and Use ICT Tools for Teaching and Learning
Step 1: Be online.
Step 2: Search for QR Code a generator
There are tons of QR code generators out there, but a few of the most popular include Kaywa,
GOQR.me, Visualead, and QR Stuff.
Step 3: Once you have identified your free online QR Code Generator, you can now encode the
text or the information that you want.
Step 4: Run it and save it as a jpeg file.
Step 5: Test the QR code using your QR Code reader or scanner.
TEN INTERESTING WAYS TO INTERGRATE QR CODES IN YOUR TEACHING
MODULE 3: -Non-digital and Digital Skits and Tools in Delivering Technology Enhanced
Lesson
LEARNING PORTFOLIO - is a collection of student work that exhibits students' effort, progress, achievements and
competencies gained during the course.
PORTFOLIOS - may come in many forms. It can look like an album or scrapbook or even a filer where the documents
and evidences are kept.
GOOGLE SITE - One of the site that can be used in creating an ePortfolio.. If you have a google account, you can start
using the which is the google site. You can also try weebly, or wix, among others.
PARTS OF AN EPORTFOLIO
> the ePortfolio has pages or sections. The organization can follow a chronological order
1. HOME PAGE - The first section is the Home or your cover page.
2. PAGES - The pages that you can add depend on how you would like to organize your ePortfolio.
3. REFLECTIONS - A major element in a portfolio whether it is online or not, is the writing of the reflection. It is
thinking-aloud, a way of documenting what they are thinking.
> There are many models that can be used as a guide in writing reflections. One is the Gibb's reflective cycle model
(1988).
4. GOOGLE GROUP OR GOOGLE FORM - is an application that can be used in a collaborative documentation of ideas
contributed by members of the team.