0% found this document useful (0 votes)
640 views17 pages

05 - Educational Technology

Uploaded by

Fiona Lozano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
640 views17 pages

05 - Educational Technology

Uploaded by

Fiona Lozano
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 17

Professional Education

COMPETENCIES:

3.1. Employ teaching strategies, methods, instructional materials and technology,


classroom management techniques appropriate to subject areas and inclusive of
learners from indigenous groups.

3.2. Demonstrate skills in developing and using a variety of conventional and non-
conventional resources including information and Communication Technology to address
learning goals and needs of various learners.

LECTURE:
1. MODULE 1: INTRODUCTION TO TECHNOLOGY IN EDUCATION

1.1 Understanding the Role of Technology in Education

Education - The academic discipline primarily concerned with the techniques of instructing and acquiring knowledge within educational institutions.

Technology - Technology refers to the utilization of scientific knowledge for the practical betterment of human existence, or, as it is occasionally
expressed, for the alteration and control of the human surroundings.

Educational Technology - The term 'technology' originates from the Greek word 'techne,' meaning craft or art. In the context of educational
technology, it pertains to the art or craft of addressing our educational requirements.
- Educational technology is a intricate, integrated process that addresses all aspects of human learning, incorporating people, procedures,
ideas, devices, and organizations (AECT, 1977, as cited in Corpus and Lucido, 2008).
- It includes designs and environments that captivate learners, employing effective techniques such as cognitive learning strategies and
critical thinking skills.

Educational technology is also associated with these terms.


 Technology in Education - this refers to the use of technological hardware in education. This also refers to the application of technology
to any processes involved in operating the institutions which house the educational enterprise.

 Instructional Technology - specifically focuses on the systematic design, implementation, and evaluation of the teaching and learning
process, distinct from the overall design and operations of educational institutions.

 Technology Integration - involves using learning technology to enhance and support the educational environment, teacher instruction,
and student learning by introducing, reinforcing, supplementing, and extending skills.

 Educational Media - encompasses all communication means, including prints, graphics, animations, audios, and audiovisuals, serving as
channels for information transfer and the necessary tools for transmitting information to learners in education.

1.2 Role of Technology in the Teaching and Learning

1. Technology as a Tool to Support Knowledge Construction - In this role, technology serves as a tool to represent and organize
learners' beliefs, knowledge, and understanding, producing multimedia aligned with their perspectives.

2. Technology as Information Vehicle for Exploring Knowledge to Support Learning-by-Constructing - Technology functions as a
medium to assist students in accessing necessary information and facilitating the comparison of diverse beliefs, perspectives, and
worldviews.

3. Technology as Context to Support Learning-by-Doing - Technology acts as a cognitive tool, simulating real-world problems and
representing diverse beliefs, perspectives, arguments, and stories. It also creates a safe and controllable problem space for student
thinking.

4. Technology as Social Medium to Support Learning by Conversing - In this role, technology facilitates collaboration, serving as a tool
for discussing, arguing, and building consensus among community members. It also supports discourse within knowledge-building
communities.
5. Technology as Intellectual Partner to Support Learning by Reflecting - In this role, technology aids learners in expressing and
representing their knowledge, assisting in reflection on their learning process. Additionally, it supports internal negotiations, meaning
making, and the construction of personal representations to foster mindful thinking.

100

Educational Technology
Professional Education

PHILOSOPHICAL FRAMEWORK BEHIND EDUCATIONAL TECHNOLOGY

BEHAVIORISM
 Is a psychological theory that focuses on observable behaviors and the environmental factors that influence them. It suggests that
behaviors can be studied scientifically without delving into internal mental processes.
 Behaviorism is often associated with classical and operant conditioning. Classical conditioning involves associating a neutral stimulus with
an involuntary response, while operant conditioning focuses on the association between voluntary behaviors and their consequences.

COGNITIVISM
 is a psychological theory that focuses on the role of mental processes, including perception, memory, problem-solving, and language, in
shaping human behavior. Unlike behaviorism, cognitivism emphasizes the internal mental processes that occur between stimulus and
response.
 Cognitivism focuses on how individuals solve problems, make decisions, and engage in critical thinking. It examines the cognitive
strategies people use to approach and resolve complex tasks.

CONSTRUCTIVISM
- is an educational theory and learning philosophy that emphasizes the active role of learners in constructing their own understanding and
knowledge of the world. It suggests that learning is a process of actively building meaning and making sense of information rather than
passively receiving knowledge.
- Social interaction and collaboration play a crucial role in constructivism. Learning is enhanced through discussions, group activities, and
interactions with peers and teachers.

MODULE 2: TOOLS AND PLATFORMS FOR TEACHING AND LEARNING

Platform refers to the system or tool used to facilitate teaching and learning, often an online space where teachers can provide resources, interact
with students, and conduct educational activities.

Conventional materials refer to traditional educational resources used in teaching and learning before the widespread adoption of digital tools.

Visual Aids are tools or materials that enhance communication and facilitate learning by appealing to the sense of sight. They are used to
supplement verbal information and make content more engaging and comprehensible. Various types of visual aids can be employed in different
contexts, such as presentations, lectures, educational settings, and training sessions.

Development and Use of Non-digital or Conventional Materials

Instructional materials are the supplementary materials, which help the teachers to make his/her presentation concrete, effective, interesting,
meaningful, and inspiring

1. Diorama, a scenic representation in which sculptured figures and lifelike details are displayed usually in miniature size, blends indistinguishably
with a realistic painted background.
2. Nature Table - This is a table that contains objects and or scenes related to the current season or upcoming festival or symbol of an
ecosystem.
3. Writing Board - can display information written with chalks (chalkboards or blackboards) or special pens. Although there are usually more
effective methods of transmitting information, the writing board is still the most used visual aids,
4. Flip Chart - 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.
6. Wall Display - it 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. 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.

Guidelines when Designing Conventional Instructional Materials:

1. Unity - Use only one idea for each visual aid and include a headline.
2. Simplicity -Makes 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 audiences.
4. Consistency - Use the same type style and art style.
5. Clarity -Avoid typing letters that are too small to read, avoid all caps.
6. Quality - Make it neat and professional and remember to proofread.

2.1 LEARNING MANAGEMENT SYSTEMS (LMS) AND THEIR FUNCTIONALITY

Learning Management Systems (LMS) - digital schools where teachers create lessons, track progress, and students learn online.

1. Moodle - created by Martin Dougiamas, founder, and CEO of Moodle. It is an LMS that supports teaching and learning. MOODLE stands for
Modular Object-Oriented Dynamic Learning Environment which is an open-source software. Enables you to create a private learning space
online full of engaging activities and material.
101

Educational Technology
Professional Education

2. Google Classroom is a free service for teachers and students. It is an LMS platform that is accessible google account. The primary
purpose of this is to streamline the process of sharing files between teachers and students.

3. Edmodo was created by Nic Borg, Jeff O’Hara, and Crystal Hutter. Martina (2015) compared Edmodo and google classroom in her blog. It
is an educational website that takes the ideas of social networks and refines them and makes it appropriate for a classroom.

4. Schoology - It is a social networking service and virtual learning environment for K-12 school academic content. Also known as a learning
management system (LMS) or course management system (CMS), the cloud-based platform provides tools needed to manage an online
classroom.

5. MOOC - stands for Massive Open Online Course (MOOC) is a model for delivering learning content online to any person who wants to take
a course, with no limit on attendance.

6. Synchronous and Asynchronous - synchronous operations block instructions until the task is completed, while asynchronous operations
can execute without blocking other operations.

7. Blended Learning - an approach to education that combines online educational materials and opportunities for interaction online with
traditional place-based classroom methods.

 Face-to-Face Driver - 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.

 Rotation - 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.

 Flex - offers courses online, providing help from tutors either in-person or online, with sessions arranged to be live or self-paced
within the course duration.

 Online Lab - mixes online lessons with in-person classes in a physical classroom or computer lab, letting students follow a set
schedule for both types of learning simultaneously.

 Self-Blend- It's a system at school where students pick extra courses online, different from the regular classes, and it's always
remote, not in a physical classroom, unlike online labs.

 Online Driver - It's an online system where a teacher shares lessons, students mostly learn from home, and any in-person parts are
either optional or considered extra to the main lessons.

 Flipped Classroom- The teacher records the lectures beforehand, shares them on Canvas for students to view ahead of class, and
supports students as they tackle assignments during the class session.

2.2 ONLINE COMMUNITIES OF LEARNING/SOCIAL NETWORKING

Networking
- Networking in education means using different tools and platforms to link students, teachers, schools, and materials together, letting them
work together, share info, and learn from each other through online places, discussions, events, and joint projects.

Social Networking Platforms - Social networking platforms are websites or apps where people can connect and interact with friends, share things
like pictures or messages, and discover new information or content.
1. Facebook - The most popular social network is Facebook, founded in 2004 and headquartered in Menlo Park, California. It's widely
used, allowing users to share profiles, blogs, photos, and videos.

2. Twitter - not only connects users through short messages (tweets) limited to 140 characters but also serves as a platform for breaking
news, founded in San Francisco on March 21, 2006.

3. LinkedIn- is a social network for professional purposes, helping people find jobs by connecting with career contacts. It started on
December 14, 2002, and launched on May 5, 2003. On LinkedIn, you can upload your education, skills, work history, and experiences
to showcase your professional profile.

4. Google + - It's a social network called Google+ designed for all kinds of communication, owned by Google since 2011, and it's better if
users stay on the browser because they can still connect even when they're not on the Google+ site.
5. YouTube - It's a big American website where people can share and watch videos for free, started in 2005, and it's the most popular
place for sharing videos online. Founded on February 14, 2005.

6. Pinterest - founded by Ben Silbermann, started as a place to collect and share project ideas. It's a platform with digital bulletin boards
where businesses can post their content, and it has around 100 million users.

7. Instagram - It's a platform where people share picture stories, post photos with captions for others to like and comment on, covering
various topics like travel, food, fashion, and art. It started on October 6, 2010.

102

Educational Technology
Professional Education

8. Tumblr - It's a social media and blogging platform where people can share photos, videos, quotes, music, and links. Started by David
Karp in February 2007.

9. MySpace- is a well-known social platform where people can connect, share blogs, photos, and videos. It's used to stay updated on
music, connect with friends, and follow favorite artists based on similar music tastes.

10. Flickr - It is an image and video hosting website that was created by Ludicorp in 2004.

11. Bebo - Acronym for “Blog Early, Blog Often”. Founded by Husband-and-wife team Michel and Xochi Birch in January 2005 at their
home in San Francisco.

Teaching and Learning with Visual Symbols

 Drawing - A drawing may not be the real thing, but it's better to have a concrete visual aid than nothing.

 Cartoons - A first cartoon tells it story metaphorically. The perfect cartoon need no caption. The less the artist depends on words, the more
effective the symbolism, for the symbolism conveys the message.

 Strip drawings - these are commonly called comics or comic strips. According to dale the more accurate term is "strip drawings." Make use of
strips that are educational and at same time entertaining.

 Diagrams - it is any line drawing that shows arrangements and relations as a part of the whole, relative values, origins and development,
chronological functions, distribution, etc.

Types of diagrams:
1. Affinity Diagrams - use to cluster complex, apparently unrelated data into natural and meaningful groups.

2. Tree Diagram - use to chart out, in increasing detail, the various tasks that must be accomplished to complete a project or
achieve a specific objective.

3. Fishbone Diagram - it is called "cause-and-effect diagram. It is a structured form of brainstorming that graphically shows the
relationship of possible causes and sub-causes directly related to and identifies effect/ problem. It is commonly used to analyze
work- related problems.

 Charts - is a diagrammatic representation of relationships among individuals with organization it includes the following:
1. Time chart - is a tabular time chart that represents data in ordinal sequence

2. Tree or stream chart - depicts development, growth and change by beginning with a single course (the trunk) which spreads out into
many branches; or by beginning with the many tributaries which then converge into a single channel.

3. Flow chart - is a visual way of charting or showing a process from beginning to end. It is a means of analyzing a process. By outlining
every step in a process, you can begin to find inefficiencies or problems.

4. Organizational chart - shows how one part of the organization relates to the other parts

5. Comparison and contrast chart - used to show similarities and differences between tow thins, (people, places, events, ideas, etc)

6. Pareto chart is a type of bar chat, prioritized in descending order of magnitude or importance from left to right. It shows at a glance which
factors are occurring most.

7. Gantt chart - it is an activity time chart

 Graphs - visual representations of data, showing relationships, trends, or comparisons between different variables or sets of information.
1. Circle or Pie graph - recommended for a showing a part of a whole.

2. Bar graph - used in comparing the magnitude of similar items at a different entity of seeing relative sizes of the parts of a whole

3. Pictorial graph - makes use of picture symbols

 Graphic organizer
1. Maps - it is a representation of the surface of the earth or some apart of it Kinds of Maps
2. Physical map -combines in a single projection data like altitude, temperature, rainfall, precipitation, vegetation, and soil.

3. Relief map - has three dimensional representations and shows contours of the physical data of the earth or part of the earth.

4. Commercial or economic map - also called product or industrial map since it shows land areas in relation to the economy.

5. Political map - give detailed information about country, provinces, cities and towns, roads and highways. Oceans, rivers and lakes
are the main features of most political maps.

2.3 MULTIMEDIA AND INTERACTIVE RESOURCES FOR EFFECTIVE TEACHING

103

Educational Technology
Professional Education

1. Computer in the classroom - allows access to educational software, digital resources, the internet, and aids in presentations,
research, and interactive lessons, enhancing the educational experience for students and teachers.

2. Class website - Enhance collaboration and access to educational materials.

3. Class blogs - Online platforms where teachers, students, or both can post and interact by sharing information, assignments,
discussions, and resources related to a particular class or course.

4. Wikis - are more group-focused to allow multiple members of the group to edit a single document and create a truly collaborative and
carefully edited finished product.

5. Wireless classroom microphones - an audio device that allows teachers or presenters to amplify their voice without being tethered
by cables.

6. Mobile devices - such as clickers or smartphones can be used to enhance the experience in the classroom by providing the possibility
for professors to get feedback

7. Interactive Whiteboard - provides touch control of computer applications and enhances the experience in the classroom by showing
anything that can be on a computer screen.

8. Digital video-on-demand - eliminates the need for in-classroom hardware (player) and allows teachers and students to access video
clips immediately but not utilizing the public internet.

9. Streamed video websites - online platform that hosts and delivers video content over the internet.

10. Online study tools - These are tools that motivate studying by making studying more fun and individualized for the student

11. Digital games - provided as tools for the classroom and have a lot positive effects, including higher motivation for the students

12. Podcasts - It enables teachers to reach a student in a way that is both "cool" and a part of their lives.

13. 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

14. Google Group or Google Form - Is an application that can be used in a collaborative documentation of ideas contributed by members
of the team

MODULE 3: IMPLEMENTING TECHNOLOGY IN DIFFERENT LEARNING ENVIRONMENTS

3.1 Adapting Technology for Different Learning Styles

Distance Learning - an education method without in-person interaction, often using correspondence courses. Initially, communication was through
mail, enabling universities to enroll more students.

Technological evolution - led us to online learning or e-learning, eliminating geographical constraints. This allows flexible study, and web 2.0 tools
enhance collaboration.

Tailoring Technology to Preferences


- Customize technology to align with diverse learning preferences. Recognize that learners have varied approaches; for instance, use
interactive multimedia for visual learners and podcasts for auditory learners.

Strategies for Diverse Modalities


- Implement technology with strategies addressing varied learning modalities. Visual learners benefit from simulations, diagrams, or
infographics. Auditory learners engage with podcasts, lectures, or audio resources. Kinesthetic learners find interactive simulations or
hands-on activities effective. Providing this mix ensures a comprehensive and inclusive learning experience.

Inclusive and Effective Tech Learning


- Achieve an inclusive and effective technological learning environment by offering a diverse array of tech tools that cater to different
learning styles. This approach fosters engagement and comprehension across a broad spectrum of students. Incorporating flexible
learning pathways, interactive content, and hands-on opportunities contributes to an effective technological learning experience meeting
varied learner needs.

Synchronous and Asynchronous

Synchronous Asynchronous

 Participants join a real-time online chat, like in a virtual  Flexibility in posting questions or tasks and responding at
classroom, where they discuss topics at a scheduled time. one’s convenience
 Online chat platforms, virtual classrooms, or video  Platforms allows participants to post questions or tasks and
conferencing tools where participants engage in discussions engage in discussions without the constraint of a specific
facilitated by a teacher. time.
 Facilitated by a teacher or moderator guiding the discussion  Participants are responsible for managing their own
to maintain structure and focus. contributions, and there might be less guidance or immediate
104

Educational Technology
Professional Education

facilitation.
.
I. LEARNING ENVIRONMENTS

Traditional Classroom
- A physical space where a teacher instructs students face-to-face, often using textbooks, whiteboards, and other conventional teaching
aids.

Online Learning
- Education is delivered entirely through digital platforms, allowing students to access materials, complete assignments, and interact with
instructors remotely.

Informal Learning Environments


- Places outside formal education settings where learning happens naturally, such as museums, libraries, community centers, or through
hobbies and experiences.

Workplace Learning
- Learning that occurs within a professional setting, often through on-the-job training, workshops, seminars, or online corporate training
programs.

Peer Learning Environments


- Settings where learners interact and learn from each other, such as study groups, collaborative projects, or peer tutoring sessions.

Specialized Learning Environments


- These cater to specific needs or populations, like special education classrooms, language learning centers, or vocational training facilities.

A. ONLINE DISTANCE EDUCATION AND COMMUNITIES OF LEARNERS

A. Flexible Learning Environment- an approach where students have easy access to information, and teachers guide them to explore and
find answers independently. It shifts from traditional teaching to a more interactive and adaptable model, leveraging technology and
encouraging self-directed learning.

B. Online Distance learning - a well-established concept, utilized by schools, higher education institutions, and organizations like SEAMO-
INNOTECH for its flexibility. It relies on internet-based tools, often termed "cloud-based," facilitating learning from any location, including
students' homes or designated satellite areas.

C. Blended Learning- in the context, online tools play a pivotal role during class time, complementing discussions, skills practice, lectures,
or projects. Instructors employ diverse methods, such as webinars, videos, audio recordings, email, and textbooks, to effectively engage
and educate students.

D. Online Distance Learning as Worldwide - enables global access to education through digital platforms, breaking geographical barriers
and allowing individuals worldwide to pursue learning remotely.

4.2 TECHNOLOGY INTEGRATION IN REMOTE AND HYBRID LEARNING ENVIRONMENTS

I. Technology Integration- an education involves incorporating digital tools into teaching and learning to enhance engagement and support
diverse learning styles, preparing students for the demands of the modern world.

II. Remote Learning- delivers education outside traditional classrooms through online platforms, utilizing technology for virtual classrooms,
digital content delivery, collaboration, and assessments, requiring effective infrastructure and digital literacy.
a. Virtual Collaboration- Technology enables real-time collaboration through video conferencing, chat platforms, and
collaborative documents, fostering student interaction.
b. Digital Content Delivery- Educators use online resources, multimedia, and interactive content to deliver engaging lessons,
accommodating diverse learning styles.
c. Assessment Tools- Digital assessment platforms allow for efficient and timely evaluation of student progress, providing
valuable feedback.

III. Hybrid Learning - Hybrid learning blends traditional face-to-face instruction with online elements, providing flexibility for students to
engage in both physical classrooms and remote environments. It aims to optimize the advantages of both approaches, requiring
thoughtful curriculum design and ongoing assessment.
a. Blended Approaches- Combining in-person and online elements, technology supports a seamless transition between
classroom and virtual experiences.
b. Flexible Access-Digital tools facilitate continuity, allowing students to access resources and assignments whether in the
physical classroom or remotely.
c. Interactive Learning-Technology enhances in-person lessons with interactive presentations, simulations, and multimedia,
enriching the learning experience.

ADAPTIVE LEARNING PLATFORMS-TECHNOLOGY ADAPTS TO INDIVIDUAL STUDENT NEEDS, PROVIDING PERSONALIZED LEARNING
EXPERIENCES.

105

Educational Technology
Professional Education

 Schoology- a virtual learning platform designed for K-12 school subjects. It's often called a learning management system or course
management system. This cloud-based service offers tools to handle online classrooms.

 Microsoft Teams -a powerful tool for educators, facilitates seamless engagement and enhanced learning. It offers video chat, interactive
documents, assignments, auto grading, and more for efficient online classes and collaboration.

 Electronic Journals- also referred to as e-journals or electric serials, are scholarly publications accessible through electronic transmission.

 E-book - a digital version of a traditional print book that can be read on a personal computer or an E-book reader.

 Online Database - a database accessible over a network or the Internet, differing from one stored locally on an individual computer.

 Websites - compilations of interconnected web resources, including web pages and multimedia content, identified by a common domain name
and hosted on at least one web server.

 Portal - a designed website that consolidates information from various sources uniformly. It acts as a digital interface for organizations,
ensuring controlled access. Educational portals provide specialized resources for instructional activities, and to corporate resource portals.

MODULE 4: PEDAGOGICAL FRAMEWORKS FOR INTEGRATING TECHNOLOGY

4.1 Applying Pedagogical Models to Technology - Enhanced Learning

a. Technological Pedagogical And Content Knowledge Framework (TPACK) - A technology integration framework that identifies three types
of knowledge instructors need to combine for successful edtech integration—technological, pedagogical, and content knowledge (a.k.a.
TPACK). Represents a full understanding of how to teach with technology.

The center of the diagram, otherwise known as TPACK, represents a full understanding of
how to teach with technology. Keep in mind that this is not the same as having knowledge of each of the three primary concepts individually. Instead,
the point of TPACK is to understand how to use technology to teach concepts in a way that enhances student learning experiences.

 Content Knowledge (CK) – this describes teachers’ own knowledge of the subject matter. CK may include knowledge of concepts, theories,
evidence, and organizational frameworks within a particular subject matter.

 Pedagogical Knowledge (PK) – refers to teachers' understanding of the practices, processes, and methods related to teaching and learning. It
encompasses a broad range of aspects, including the purposes, values, and aims of education.
 Technological Knowledge (TK) – the ability to assess the potential of educational technology for specific subjects or classrooms, recognizing
when it can enhance or hinder learning.

 Pedagogical Content Knowledge (PCK) – focuses on promoting learning and on tracing the links among pedagogy and its supportive
practices , including curricula development, student assessment, and reporting results.

 Technological Content Knowledge (TCK) – It entails evaluating diverse edtech options to effectively convey subject matter, identifying the
most suitable tools for specific subjects or classrooms.

 Technological Pedagogical Knowledge (TPK) – involves recognizing how specific technologies can impact teaching and learning by
introducing new opportunities and limitations, emphasizing the importance of deploying these tools appropriately within the discipline and
lesson development.

b. SAMR Model (Substitution, Augmentation, Modification, and Redefinition) - Is a framework created by Dr. Ruben Puentedura that
categorizes four different degrees of classroom technology integration. It was created to share a common language across disciplines as
teachers strive to help students visualize complex concepts.

Substitution - Directly replacing traditional methods with technology tools without significant changes in the learning process.
- Example: Using a computer word processor instead of paper and pen for writing assignments.

Augmentation - Enhancing traditional teaching methods with technology tools to provide a more efficient and effective learning experience.
106

Educational Technology
Professional Education

- Example: Using a computer-based simulation to reinforce concepts taught in a traditional science class.

Modification - Adapting and redesigning traditional learning tasks with technology to enhance the learning experience.
- Example: Collaborative online projects that allow students to work together, share ideas, and provide feedback.

Redefinition - Creating new learning experiences that were previously inconceivable without the use of technology.
- Example: Students collaborating globally on a project through video conferencing and online platforms, breaking down geographical
barriers.

c. ASSURE Model (Analyze, State , Select , Utilize , Require , Evaluate )


A six-step Instructional Systems Design (ISD) model, drawing from Robert Gagne's "Events of Instruction," aims to aid educators in effectively
integrating technology and media within the classroom. Grounded in constructivism, this framework operates on the belief that learners who are
passive may not achieve optimal learning outcomes.

STEPS IN ASSURE MODEL


1. Analyze learners - it is important to first think of your students and their general characteristics, academic levels, skills, and styles.

2. State Objectives - looking ahead at your learning outcomes is very important.

3. Select instructional methods, media, and materials - selecting methods and materials that align with the stated objectives necessitates
thorough planning and preparation by the teacher, including the readiness of the materials to be used.

4. Utilize media and materials - it is very important to preview or use media and materials before your lesson, especially when using
technology (smartboard, document camera, streaming video), to make sure everything works appropriately.

5. Require learner participation - active student involvement in lessons, facilitated through cooperative learning, questioning, discussions,
and hands-on activities, not only enhances engagement but also promotes effective retention of the learning material.

6. Evaluate and revise - while this step is often skipped over, it is actually the most vital piece. This helps the teachers determine if the lesson
was effective or if any changes are needed for the next time.

4.2 Designing Curriculum with Technology Integration


Technology integration in curriculum design involves incorporating various types of technology tools and resources to enhance the teaching and
learning process. Here are different types of technology integration in curriculum designing:

1. Augmented Reality (AR) - AR overlays digital content onto the real-world environment, providing an enhanced and interactive experience.
In curriculum design, AR can be used to create immersive learning experiences, such as interactive simulations or 3D models.

2. Virtual Reality (VR) - VR in curriculum design enables students to engage in educational simulations, virtual field trips, and hands-on
experiences within a simulated environment, overcoming real-world impracticalities.

3. Learning Management Systems (LMS) - LMS platforms streamline education by offering a centralized online space for managing and
delivering content, enabling teachers to organize resources, assignments, assessments, and communication with students for a more
efficient learning process.

4. Mobile Learning (mLearning) - mLearning involves the use of mobile devices (smartphones, tablets) to facilitate learning. It allows for
anytime, anywhere access to educational materials, making learning more flexible and responsive to individual needs.

5. Gamification - It incorporates game elements and principles into non-game contexts, such as education. In curriculum design, gamification
can make learning more engaging and motivate students through challenges, rewards, and competition.

6. Social Media Integration - Leveraging social media in education fosters communication, collaboration, and knowledge sharing, extending
learning beyond the classroom through enhanced interaction among students and educators.

7. Adaptive Learning Systems - It employs technology to customize educational content and experiences for individual students, adapting to
their pace and learning styles to offer personalized instruction and support.

4.3 Assessing Learning Outcomes with Technological Tools


Assessing learning outcomes is a critical aspect of education, and various technological tools have been developed to facilitate this process. Here
are some types of technological tools used for assessing learning outcomes:
1. e-Portfolios - Electronic portfolios allow students to showcase their work, skills, and achievements in a digital format. Assessment is often
based on the compilation of artifacts, reflections, and evidence of learning within the portfolio.

2. Simulations and Virtual Labs - These tools provide realistic, interactive environments for students to apply theoretical knowledge.
Assessment is often integrated into these simulations to evaluate problem-solving skills.

3. Peer Assessment Tools - Platforms like Peer grade and Turnitin facilitate peer assessment, allowing students to evaluate and provide
feedback on their peers' work. This promotes collaborative learning and diverse perspectives in assessment

4. Online Collaboration Tools - Platforms like Google Workspace or Microsoft 365 enable collaborative projects, document sharing, and real-
time editing, which can be assessed for teamwork and communication skills.

107

Educational Technology
Professional Education

5. Online Assessments - Platforms like Google Forms, Quizlet, and Kahoot enable educators to create quizzes, tests, and assessments that
can be administered online. These tools often provide instant feedback to students.

PRACTICE TEST:
1. What is the primary benefit of integrating technology into the classroom?
A. Increased workload for teachers C. Enhanced learning experiences
B. Limited student engagement D. Decreased accessibility

The correct answer is C. The primary benefit of integrating technology into the classroom is typically associated with option C) Enhanced
learning experiences. This is because technology can provide interactive and dynamic tools that cater to various learning styles, making the
educational process more engaging and effective. Options A) Increased workload for teachers and D) Decreased accessibility are not correct, as
the proper integration of technology should ideally streamline tasks for teachers and enhance accessibility to educational resources. Option B)
Limited student engagement is also not correct, as the effective use of technology in the classroom is aimed at increasing, rather than limiting,
student engagement.

2. A teacher wants to encourage collaboration among students using technology. Which tool would be most suitable for this purpose?
A. Spreadsheet software C. Graphing calculator
B. Video conferencing D. Word processing software

The correct answer is B. The correct answer for encouraging collaboration among students using technology is B) Video conferencing. This
tool allows students to interact in real-time, fostering communication, teamwork, and collaboration. In contrast, the other options (A) Spreadsheet
software, (C) Graphing calculator, and (D) Word processing software are more focused on individual tasks and may not provide the same level
of interactive and collaborative features needed to enhance teamwork among students.

3. How can teachers ensure digital resources are accessible to all students?
A. Providing resources in only one format C. Limiting access to specific devices
B. Using a variety of multimedia formats D. Avoiding online resources altogether

108

Educational Technology
Professional Education

The correct answer is B. Using a variety of multimedia formats. This approach promotes inclusivity by catering to diverse learning styles and
needs. Option A, providing resources in only one format, may restrict access for some students. Option C, limiting access to specific devices,
could create barriers for those without the designated devices. Option D, avoiding online resources altogether, limits the potential benefits of
digital tools for education. Therefore, the best practice is to embrace a range of multimedia formats to accommodate the diverse needs of
students.

4. In a classroom where not all students have access to personal devices, what strategy best promotes equitable use of technology?
A. Assigning extra work to students without devices
B. Allowing only students with devices to participate in tech-related activities
C. Providing school-owned devices for in-class use
D. Ignoring technology-based learning activities

The correct answer is C. Providing school-owned devices for in-class use. This strategy ensures that all students have equal access to
technology, fostering a more inclusive learning environment. Options A, B, and D are not correct as they either disadvantage students without
devices (A and B), or completely disregard the potential benefits of technology in the learning process (D).

5. When should teachers consider integrating digital citizenship lessons into their curriculum?
A. Only in high school grades C. At the beginning of the school year
B. Never, as it's the parents' responsibility D. Throughout the academic year across all grades

The correct answer is D. Throughout the academic year across all grades. Teachers should consider integrating digital citizenship lessons
consistently and across all grades throughout the academic year. This approach ensures that students receive ongoing guidance on responsible
and ethical use of digital technologies. Options A and B are not correct as digital citizenship education is not limited to high school grades, and it
is not solely the parents' responsibility. Option C, while better than A and B, does not capture the importance of continuous integration
throughout the academic year.

6. A teacher notices that a student consistently struggles to navigate online resources. What is the most appropriate action?
A. Ignore the issue as it's the student's responsibility. C. Provide additional support and guidance.
B. Assign more online tasks to improve their skills. D. Remove all online components from the curriculum.

The correct answer is C. Provide additional support and guidance. This approach recognizes the teacher's role in facilitating the student's
learning and addresses the specific challenge the student is facing. Ignoring the issue (Option A) neglects the teacher's responsibility, while
assigning more online tasks (Option B) may exacerbate the student's difficulties without targeted assistance. Removing all online components
from the curriculum (Option D) is an extreme measure that doesn't address the underlying problem and may hinder the student's preparedness
for the digital age.

7. Which scenario best exemplifies the concept of blended learning?


A. A class using textbooks only for all lessons
B. A class where students have occasional access to computers
C. A class where traditional teaching methods are combined with online resources
D. A class that entirely relies on digital materials without any face-to-face interaction

The correct answer is C. A class where traditional teaching methods are combined with online resources. Blended learning involves integrating
traditional face-to-face instruction with online or digital resources to enhance the overall learning experience. Option C aligns with this definition
by combining traditional teaching methods with the use of online resources. On the contrary, options A and D do not represent blended learning
as they focus exclusively on either traditional methods or digital materials without the necessary integration. Option B, while involving occasional
computer use, does not capture the essence of blending both traditional and online elements for a comprehensive learning approach.

8. What is the primary purpose of using educational apps in the classroom?


A. To replace traditional teaching methods entirely C. To engage students and support learning objectives
B. To limit students' exposure to technology D. To create additional workload for teachers

The correct answer is C. To engage students and support learning objectives. This option aligns with the widely accepted rationale for
integrating educational apps into the classroom setting. Educational apps are designed to enhance learning experiences, promote student
engagement, and align with specific educational goals and objectives. A) To replace traditional teaching methods entirely: This is not the primary
purpose of educational apps. They are intended to complement traditional teaching methods, not replace them entirely. B) To limit students'
exposure to technology: This is not a valid purpose for using educational apps. The goal is generally to leverage technology to enhance
educational experiences, not limit exposure to it. D) To create additional workload for teachers: This is not a valid purpose and contradicts the
idea of using educational apps to streamline and enhance the teaching process, rather than creating unnecessary burdens for teachers.

9. How can technology support differentiated instruction in a classroom?


A. By providing the same resources to all students
B. By offering personalized learning experiences
C. By restricting access to certain digital tools
109

Educational Technology
Professional Education

D. By avoiding technology-based activities altogether

The correct answer is B) By offering personalized learning experiences. Differentiated instruction involves tailoring teaching methods to meet
individual students' needs. Personalized learning, facilitated by technology, allows customization of content and pace, ensuring students receive
targeted support. Option A is not correct, as providing the same resources to all students does not address diverse learning styles. Option C is
also incorrect, as restricting access to digital tools limits opportunities for personalized learning. Option D is not correct, as avoiding technology-
based activities altogether hinders the potential benefits of tech-supported differentiated instruction.

10. What should a teacher prioritize when selecting online resources for classroom use?
A. Popularity among educators C. Alignment with curriculum goals and student needs
B. Free availability only D. Eye-catching design and graphics

The correct answer is C. Alignment with curriculum goals and student needs. This is because prioritizing resources that directly support the
curriculum and meet the needs of students ensures effective learning. Popularity among educators (option A) may not guarantee relevance to
specific teaching objectives. Free availability (option B) is beneficial but should not be the sole criterion, as quality and appropriateness are
crucial. Eye-catching design and graphics (option D) are secondary considerations; while they can enhance engagement, they should not
overshadow the primary focus on educational content and alignment with curriculum objectives.

11. Which of the following is an example of asynchronous learning?


A. Live video lectures C. Real-time interactive quizzes
B. Discussion forums D. Simulated laboratory experiments

12. What does the acronym LMS stand for in educational technology?
A. Learning Methodology System C. Long-term Memory Synthesis
B. Learning Management System D. Learning Mastery Structure

13. Which technology tool is commonly used for collaborative document editing in educational settings?
A. Google Docs C. Microsoft Word
B. PowerPoint D. Adobe Acrobat

14. What is the purpose of a flipped classroom model?


A. Students teach themselves without any guidance from instructors.
B. Instructors provide traditional lectures without any digital tools.
C. Lecture content is delivered outside of class, and in-class time is utilized for activities and discussions.
D. Instructors assign more homework to cover additional content.

15. Which technology allows for personalized learning experiences based on individual student needs?
A. Learning Analytics C. Augmented Reality
B. Virtual Reality D. Adaptive Learning Systems

16. What is the primary purpose of Learning Analytics in education?


A. To track student attendance C. To manage classroom resources
B. To analyze student learning patterns and behaviors D. To design lesson plans

17. Which technology tool enables teachers to create interactive quizzes and assessments?
A. Learning Management System (LMS) C. Educational Gaming
B. Virtual Reality (VR) D. Quiz-making Software

18. Which technology trend focuses on making educational content more accessible to learners with disabilities?
A. Gamification C. Mobile Learning
B. Universal Design for Learning (UDL) D. Blended Learning

19. What is the purpose of a MOOC (Massive Open Online Course)?


A. To limit access to course materials
B. To provide free access to course materials to a large number of learners
C. To deliver courses only in person
D. To charge high fees for course enrollment

20. Which technology is commonly used to simulate real-life environments for training purposes?
A. Learning Management System (LMS)
B. Virtual Reality (VR)
C. Augmented Reality (AR)
D. Learning Analytics Software

PRACTICE TEST - ANSWER KEY


1 C 6 C 11 B 16 B

110

Educational Technology
Professional Education

2 B 7 C 12 B 17 A
3 B 8 C 13 A 18 B
4 C 9 B 14 C 19 B
5 D 10 C 15 D 20 B

111

Educational Technology
Professional Education

TEST:
1. What does the term 'technology' derive from in the context of educational technology?
A. Latin word 'technicus' C. Sanskrit word 'teknologi'
B. Greek word 'techne' D. German word 'technologie'

2. According to AECT (1977, as cited in Corpus and Lucido, 2008), what aspects does educational technology encompass?
A. Only devices and procedures C. Ideas and cognitive strategies
B. People and organizations exclusively D. People, procedures, ideas, devices, and organizations

3. What is the primary focus of educational technology?


A. Technological advancements alone C. Addressing all aspects of human learning
B. Captivating learners through designs and environments D. Enhancing critical thinking skills exclusively

4. Which effective techniques are employed within educational technology based on the provided information?
A. Creative arts and crafts C. Cognitive learning strategies and critical thinking skills
B. Rote memorization D. .Physical education techniques

5. What does educational technology aim to do regarding learners?


A. Enforce rigid learning structures C. Engage and captivate learners
B. Implement traditional teaching methods D. Discourage independent learning

6.What does CK refer to in teaching?


A. Understanding of teaching methods C. Teachers' own subject matter knowledge
B. Knowledge of educational technology D. Understanding of pedagogical practices

7. Which domain focuses on the relationship between teaching practices and subject matter?
A. Pedagogical Knowledge (PK) C. Content Knowledge (CK)
B. Technological Knowledge (TK) D. Pedagogical Content Knowledge (PCK)

8. What does TCK involve in teaching?


A. Understanding the purpose of education C. Evaluating edtech options for specific subjects
B. Assessing the potential of educational technology D. Tracing links between pedagogy and practices

9. Which domain assesses how technology impacts teaching and learning?


A. Technological Knowledge (TK) C. Technological Pedagogical Knowledge (TPK)
B. Technological Content Knowledge (TCK) D. Pedagogical Content Knowledge (PCK)

10.What does PK primarily encompass?


A. Teachers' subject matter knowledge C. Methods related to teaching and learning
B. Understanding educational technology D. Tracing links between pedagogy and practices

11. Which domain involves recognizing the potential of edtech for specific classrooms?
A. Content Knowledge (CK) C. Technological Content Knowledge (TCK)
B. Pedagogical Knowledge (PK) D. Pedagogical Content Knowledge (PCK)

12. What does TPK emphasize?


A. Deploying technologies appropriately within disciplines C. Assessing subject matter knowledge
B. Understanding teaching methods D. Tracing links between pedagogy and practices

13. Which domain includes curricula development and student assessment?


A. Pedagogical Knowledge (PK) C. Pedagogical Content Knowledge (PCK)
B. Content Knowledge (CK) D. Technological Knowledge (TK)

14. What does CK primarily involve?


A. Understanding educational technology C. Methods related to teaching and learning
B. Teachers' subject matter knowledge D. Assessing the potential of edtech

15. Which domain emphasizes understanding the values and aims of education?
A. Content Knowledge (CK) C. Technological Knowledge (TK)
B. Pedagogical Knowledge (PK) D. Pedagogical Content Knowledge (PCK)

16. What is Schoology primarily designed for?


A. Business collaboration C. Scholarly publications
B. K-12 school subjects D. Traditional print books

17. What features does Microsoft Teams offer for educators?


A. Cloud-based service for online classrooms C. Video chat, interactive documents, assignments, and
B. Scholarly publications and e-journals auto grading
112

Educational Technology
Professional Education

D. Digital versions of traditional print books

18. What is the key aspect of Blended Learning?


A. Exclusively using webinars and videos for instruction C. Online tools complementing various in-class activities
B. Traditional teaching without online tools D. Restricting access to cloud-based learning tools

19. How does Online Distance Learning contribute to worldwide education?


A. Restricting access to education based on geography C. Focusing on learning in physical classrooms only
B. Breaking geographical barriers through global access to D. Relying on traditional teaching methods globally
digital platforms

20. How is a Flexible Learning Environment defined?


A. Traditional teaching methods C. Cloud-based tools facilitating learning in designated
B. Students exploring independently with easy access to areas only
information D. Relying on textbooks for self-directed learning

21. What is the purpose of a Class website?


A. Restricting collaboration among students C. Allowing collaborative access to educational materials
B. Enhancing the classroom experience with digital games D. Eliminating the need for in-classroom hardware

22. How do Class blogs contribute to educational interactions?


A. Restricting information sharing to teachers only C. Providing access to video clips without internet usage
B. Allowing multiple members to edit a single document D. Creating online platforms for information, assignments,
collaboratively and discussions

23. What characterizes Wikis in a classroom setting?


A. Strictly individualized study tools C. Eliminating the need for hardware in classrooms
B. Collaborative group editing of a single document D. Enhancing classroom experience with touch control

24. What is the primary function of Wireless classroom microphones?


A. Providing touch control of computer applications
B. Enabling cable-free voice amplification for teachers
C. Allowing access to educational software and digital resources
D. Enhancing classroom experience with interactive whiteboards

25. What is the main purpose of a flipped classroom approach in educational technology?
A. Enhancing classroom experience with digital games C. Restricting access to online learning tools
B. Shifting traditional lecture and homework elements D. Eliminating the need for in-classroom collaboration

26. In the context of educational technology, what does the term "mLearning" refer to?
A. Motivating students through fun and individualization C. Eliminating the need for traditional textbooks
B. Mobile learning using portable devices D. Providing touch control of computer applications

27. How does Virtual Reality (VR) enhance educational experiences?


A. Restricting access to traditional classroom settings C. Focusing solely on rote memorization techniques
B. Creating immersive, simulated environments for learning D. Eliminating the need for teacher-student interaction

28. What is the primary goal of Personalized Learning in educational technology?


A. Enforcing rigid learning structures C. Tailoring education to individual student needs
B. Implementing one-size-fits-all teaching methods D. Discouraging independent learning

29. Which domain focuses on understanding the ethical considerations of technology use in education?
A. Ethical Knowledge (EK)
B. Pedagogical Ethical Knowledge (PEK)
C. Technological Ethical Knowledge (TEK)
D. Content Ethical Knowledge (CEK)

30. What is the role of a Learning Analytics System in educational technology?


A. Providing touch control of computer applications C. Eliminating the need for traditional assessments
B. Analyzing data to enhance understanding of student D. Focusing exclusively on teacher performance evaluation
learning

31. How do Open Educational Resources (OER) contribute to education?


A. Creating exclusive content for specific institutions C. Eliminating the need for digital platforms in learning
B. Allowing free access to educational materials for D. Restricting collaboration among educators
widespread use

32. What characterizes a Massive Open Online Course (MOOC) in educational technology?
A. Restricting access to a limited number of participants C. Allowing free and open participation from a large number
B. Providing touch control of computer applications of learners
D. Focusing on traditional classroom settings only
113

Educational Technology
Professional Education

33. In the context of educational technology, what does the term "Digital Citizenship" refer to?
A. Using technology exclusively for entertainment purposes C. Educating students about responsible and ethical
B. Integrating digital tools into teaching practices technology use
D. Eliminating the need for online collaboration platforms

34. How does Artificial Intelligence impact personalized learning?


A. Restricting access to individualized study tools C. Eliminating the need for traditional textbooks
B. Enhancing adaptive learning experiences based on D. Focusing solely on teacher-directed instruction
student performance

35. What is the term for technology that tracks eye movements and gaze patterns in educational research?
A. Eye-tracking technology C. Sight-monitoring systems
B. Gaze-capturing devices D. Visionary sensors

36. In the realm of educational technology, what does the acronym LMS stand for?
A. Learning Methodology System C. Long-term Memory Support
B. Learning Management System D. Lesson Mapping Software

37. What is the primary focus of Gamification in education?


A. Eliminating the need for traditional assessments C. Restricting access to educational resources
B. Incorporating game elements to enhance learning D. Promoting competition among students

38. Which technology facilitates real-time, online communication and collaboration among users?
A. Augmented Reality (AR) C. Asynchronous Communication
B. Virtual Reality (VR) D. Synchronous Communication

39. What does the term "Blended Learning" refer to in educational technology?
A. Mixing various teaching methods in a single lesson C. Restricting access to digital resources
B. Eliminating face-to-face interactions entirely D. Focusing solely on traditional classroom instruction

40. In the context of educational technology, what is Natural Language Processing (NLP) used for?
A. Enhancing virtual reality experiences C. Eliminating language barriers in classrooms
B. Analyzing and understanding human language D. Restricting access to written content

41. What is the purpose of a Learning Record Store (LRS) in the context of e-learning?
A. Storing physical learning materials C. Eliminating the need for learning management systems
B. Tracking and storing learning experiences and D. Focusing exclusively on classroom assessments
achievements

42. How does Augmented Reality (AR) differ from Virtual Reality (VR) in educational applications?
A. AR provides an immersive virtual environment, while VR overlays digital content on the real world.
B. AR and VR are interchangeable terms in education.
C. AR focuses on real-world enhancements, while VR creates entirely simulated environments.
D. AR and VR have identical uses and benefits in educational settings.

43. What is the main advantage of using Open-Source Software (OSS) in educational institutions?
A. Restricting access to specific software features C. Eliminating the need for digital platforms
B. Promoting collaboration and community-driven D. Focusing exclusively on proprietary solutions
development

44. In educational technology, what does the term "Synchronous Learning" refer to?
A. Learning at one's own pace C. Restricting access to collaborative tools
B. Real-time, live interaction and instruction D. Eliminating traditional classroom activities

45. What is the primary function of Wireless classroom microphones?


A. Providing touch control of computer applications
B. Enabling cable-free voice amplification for teachers
C. Allowing access to educational software and digital resources
D. Enhancing classroom experience with interactive whiteboards

46. How does Digital video-on-demand contribute to education?


A. Restricting access to in-classroom hardware C. Providing touch control of computer applications
B. Allowing immediate access to video clips without internet D. Creating collaborative online platforms for discussions
usage

47. What characterizes Streamed video websites in education?


A. Eliminating the need for in-classroom hardware C. Allowing access to educational software and digital
B. Hosting and delivering video content over the internet resources

114

Educational Technology
Professional Education

D. Enhancing classroom experience with interactive


whiteboards

48. What are Online study tools in the context of education?


A. Tools motivating studying through fun and C. Strictly individualized study tools
individualization D. Providing touch control of computer applications
B. Eliminating the need for in-classroom hardware

49. How are Digital games provided as tools for the classroom?
A. Eliminating the need for in-classroom hardware C. Motivating students through fun with positive effects
B. Providing touch control of computer applications D. Restricting access to cloud-based learning tools

50. What is the role of Podcasts in education?


A. Eliminating the need for in-classroom hardware
B. Providing touch control of computer applications
C. Enabling teachers to reach students in a cool and integrated way
D. Hosting and delivering video content over the internet

115

Educational Technology
Professional Education

REFERENCES:
A. BOOKS / E-BOOKS

Bilbao, et al. (2019). Technology for Teaching and Learning 1. Quezon City, PH: Lorimar Publishing, Inc.

B. JOURNALS & ARTICLES

Mishra, P., & Koehler, M. J. (2006). Technological pedagogical content knowledge: A framework for integrating technology in teachers’ knowledge.
Teachers College Record, 108 (6), 1017–1054. https://educationaltechnology.net/technological-pedagogical-content-knowledge-tpack-framework/

Gupta, D. (2023, December 7). What is blended learning? (+types, benefits, examples): Whatfix. The Whatfix Blog | Drive Digital Adoption.
https://whatfix.com/blog/blended-learning-types-benefits-examples/

Research and Evaluation in Educational Technology. (n.d.). https://www.edtechxglobal.com/module-6-research-and-evaluation-in-educational-


technology

Miles, J. (2021, April 21). In-Class, Remote, or Hybrid Learning? How Technology in Education Can Help. Retrieved from
https://www.openaccessgovernment.org/in-class-remote-or-hybrid-learning-how-technology-in-education-can-help/108964/

C. INTERNET SITES

Kurt, Dr. S. (2019, September 16). TPACK: Technological Pedagogical Content Knowledge Framework. Educational Technology. Retrieved from:
https://educationaltechnology.net/technological-pedagogical-content-knowledge-tpack-framework/

Scribd. (n.d.). TTL1 - module 3 - 40points. Scribd. https://www.scribd.com/document/533581105/Ttl1-Module-3-40points .

Complete - module technology for teaching and learning 1 (TTL1) - technology for teaching and. Studocu. (n.d.).
https://www.studocu.com/ph/document/davao-del-norte-state-college/education/complete-module-technology-for-teaching-and-learning-1-
ttl1/21703649

116

Educational Technology

You might also like