Units-4-6TTL1
Units-4-6TTL1
Units-4-6TTL1
CONTENT
AREAS
REYMAR L. MADEJA
21STCENTURY
LITERACY SKILLS
Digital
• Media Literacy Literacy
• Information Literacy Skills
• ICT Literacy Digital Literacy – individual’s
capabilities to be able to
effectively and responsibly
function and perform in a digital
soviety
- coined by Paul Gilster in
1997
3
INSTRUCTIONAL
DESIGN MODELS
Gagne’s 9
Events
An instructional design model
proposed by Robert Gagne, a
renowned educational
psychologist. This model provides
framework for designing effective
instruction by outlining a
sequence of events that enhance
learning and promote the
acquisition of knowledge and
skills
5
Bloom’s
Taxonomy
emphasizes students’ learning
outcomes through the use of refined
terms. The revised taxonomy is a
refreshed take on Bloom’s Taxonomy
from 1956, which examined
cognitive skills and learning
behavior. The original framework
was proposed by Benjamin Bloom
who believed, “education must be
increasingly concerned about the
fullest development of all children
and youth.”
6
ADDIE
Model
A framework for instructional design
that create effective training
programs.
7
Merill’s
Principles of
Action
A model for instructional design that
outlines 5 key principles for building
a learning experience
Education researcher David Merrill
developed the MPI in 2002. The
model is based on research about
how people learn most
effectively. It's designed to be
applied in a cyclical and iterative
manner.
8
ICT & CONVENTIONAL
LEARNING MATERIALS TO
ENHANCE TEACHING &
LEARNING
• Online educational resources
Digital
(OERs) Learning
• Apps Resources
• Presentation Resources Digital Learning Resources are
instructional materials that are
• Instructional Multimedia available in digital format, such
as online, and can be used by
teachers and students.
10
• Google Docs
• Survey Monkey (online surveys, forms, and market research)
• Edmodo (teachers can create online collaborative groups,
administer and provide educational materials, measure Digital
student performance, and communicate with parents)
• Socrative (a system that allows teachers create exercises or Learning
educational games which students can solve using mobile
devices, whether smartphones, laptops, or tablets) Resources
• TED-Ed (an educational platform that allows creating
educational lessons with the collaboration of teachers,
students, animators—generally people who want to expand
knowledge and good ideas)
11
• Textbooks and Workbooks
• Flipcharts Conventional
• Realia (real-world objects used to illustrate
concepts) Learning
• Models or Mockups (replicas used to represent
objects being taught)
Resources
• Graphic Organizers (visual representations of Conventional Learning Resources
information) are traditional materials and
• Blackboards and pencils (commonly used in a methods used in in-person
classrooms where students
traditional classroom) interacts directly with teachers.
12
DISTANCE
LEARNING
• Asynchronous (do not take place
Online
in real-time) Distance
• Synchronous (requires the Learning
teacher and students to interact
online simultaneously)
14
RELEVANCE AND
APPROPRIATENESS IN THE
USE OF TECHNOLOGY IN
TEACHING & LEARNING
• Appropriateness and Feasibility
• Appropriateness (Target Learners
and Instruction)
Principles
• Authenticity (Dependable) in Selecting
• Interest
• Cost
• Organization and Balance
16
SOCIAL, ETHICAL &
LEGAL RESPONSIBILITIES
IN THE USE OF
TECHNOLOGY TOOLS &
RESOURCES
UNIT 6
DIGITAL
CITIZENSHIP
• Digital Access
• Digital Commerce
•
•
Digital Communication
Digital Literacy
Nine
• Digital Etiquette Elements
• Digital Law
• Digital Rights & Responsibilities
• Digital Health and Wellness
• Digital Security
19
SOCIAL, ETHICAL &
LEGAL RESPONSIBILITIES
IN THE USE OF
TECHNOLOGY TOOLS &
RESOURCES BY TEACHERS
• Cost Effective and Affordable Education
• Student-Teacher and –Peer Interaction
•
•
Effective Teaching and Learning Tool
Easy Access to Quality Education
Internet &
• Interaction with Digital media Education
• Keeping you updated with Latest Information
• Learning with Multimedia
• Bridging Communication Gaps
21
INTELLECTUAL
PROPERTY RGHTS
(IPR)
• Legal claims that give people the right to their
intellectual creations, such as interventions, IPR
artistic works, and trade secrets
• Two areas: Copyright and rights related to
copyright, and Industrial property
• Examples: Patents, Domain names, Industrial
design, Confidential information, inventions,
moral rights, database rights, works of
authorship, service marks, and logos.
23
DIGITAL SAFETY
RULES
• Research before you register. Safety
• Discriminate. Rules
• Think before typing.
• Require ID.
• Trust your gut.
25
CYBER
BULLYING
• Refers to the use of digital Definition
platforms, such as social media,
text messages, emails, or
websites, to harass, intimidate,
or harm others
27
• It involves the use of technology Definition
to repeatedly and intentionally
target an individual, often in a
way that causes emotional
distress or psychological harm.
28
• Harassment Forms
• Doxxing (publicly sharing
personal, private information
about someone to harm or
embarrass them)
• Impersonation
29
• Exclusion Forms
• Cyberstalking
• Trolling (posting inflammatory,
upsetting, or offensive content
to provoke emotional reactions
and distress
30
NETIZENS IN
CYBERSPACE
• In digital age, the concept of Active
active citizenship extends
beyond traditional forms of civic
Citizenship
engagement to include
participation in cyberspace.
32
• As active citizens, netizens play Active
a crucial role in shaping public
discourse, advocating for social
Citizenship
change, and holding both
governments and corporations
accountable in the online world.
33
• A netizen refers to a citizen of Netizen
the internet who actively
engages with online
communities, digital platforms,
and global conversations.
34
• Cyberspace refers to the virtual Cyberspace
world created by the internet
and digital technologies.
35
• Promoting Positive Online Roles &
Behavior Responsibilities
• Protecting Privacy and Security
• Ethical Consumption and
Advocacy
• Democratic Participation
36
NETIQUETTE
• Netiquette refers to the set of Definition
informal but widely accepted
rules and guidelines for
behavior when communicating
online.
38
• It’s a blend of the words Definition
“network” and “etiquette”, and it
encompasses the principles of
respect, kindness, and appropriate
conduct that people should follow
when interacting in cyberspace.
39
• Be Respectful. Key Principles
• Think before you post.
• Use proper language.
• Be concise and clear.
• Respect privacy and
confidentiality
40
• Avoid spam and unsolicited
Key Principles
messages
• Be responsible with humor.
• Acknowledge sources and give credit.
• Engage responsibly online.
• Use emojis and abbreviations
thoughtfully
41
Thank you