Topic 1 TTL1
Topic 1 TTL1
Introduction
Many students believe that using technology in the classroom will help prepare them for the
digital future. These 21st-century skills are essential in order to be successful in this day and age.
Jobs that may not have had a digital component in the past may have one now. Education isn’t
just about memorizing facts and vocabulary words, it’s about solving complex problems and
being able to collaborate with others in the workforce. EdTech in the classroom prepares
students for their future and sets them up for this increasingly digital economy.
Learning Outcomes
3.
Differentiate the Theories and Principles in the Use and Design of Technology Driven Lea
Technology for Teaching and Learning 1
Introduction
Let us explore various resources to have a clear understanding of this lesson. Let us unpack some
concepts and terms related to technology for teaching and learning. You can further find more
explanation here as you go along with other references in the library or in the web.
Here are some terms and concepts that you need to know.
1. TECHNOLOGY- Refers to a mix of process and product used in the application of knowledge.
2. ICT LITERACY - Is the use of digital technology, communication tools and/or networks to access,
manage, integrate, evaluate, create, and communicate information to function in a knowledge society.
3. EDUCATIONAL TECHNOLOGY- Refers to the use of technology in teaching and learning. Includes
both digital and non-digital technology.
4. DIGITAL LITERACY - Is the ability to find, evaluate, utilize, share, and create contents using
information technologies and the Internet.
5. DIGITAL LEARNING- Is any type of learning that is accompanied by technology or by instructional
practice that makes effective use of technology.
6. ONLINE DIGITAL TOOLS AND APPS- Uses Internet connection to access the information needed.
7. OFF-LINE DIGITAL TOOLS AND APPS- Used without internet access.
8. INSTRUCTIONAL 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 instructions and accompanying documentation; stored on
disks or tapes when not being used in the computer.
10. MULTIMEDIA- Is a sequential or simultaneous use of a variety of media formats in each presentation
or self-study program.
11. INTERNET- Is a massive network of networks, a networking infrastructure. Global network
connecting millions of computers.
12. WORLD WIDE WEB (WWW)- A graphical environment on computer network that allows you to
access, view and maintain documentations that can include text, data, sound, and videos.
13. 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.
14. WEBQUEST-is an inquiry-oriented lesson format in which most of all information that learners work
with comes from the web. These can be created using various programs, including simple word
processing documents that include links to websites.
15. 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 activity.
16. TECHNOLOGY TOOL- It can be anything that helps you accomplish your goal with the use of
technology. These technology can be classified as:
a. Data /Calculation Tools- Examples: Spreadsheets, Excel, Sketchpad, Probability Constructor
b. Design Tools- These are used to make models and design, creating and building. Included here
are Family Tree Maker, GollyGee, and Crazy Machine among others.
c. Discussion Tools- Four different approaches utilize discussion and interaction on the internet .
These are threaded Discussion Forum, Blogging, and among others.
d. Email Tools-these are great communication tools for sending messages, photographs, videos,
and other files.
e. Handheld Devices- These include Personal Digital Assistants, Global Positioning System
(GPS),and Geograhic Information System.
17. BLOG- online journal where posted information from both teachers and students is arranged.
18. 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.
19. FLIPPED CLASSROOM- utilizes a reverse instructional delivery, where the teacher is required to use
the web resources as homework or out of the class activity as initial instruction of the lesson.
20. PODCAST- a video or audio multi-media clip about a single topic typically in the format of the radio
talk show. The two essential functions of a podcast are to retrieve information and to disseminate
information.
21. GOOGLE APPS- A suite of web-based messaging and collaboration applications that Google host on
their own servers.
22. VLOG- A personal website or social media account where a person regularly posts short videos.
23. FACEBOOK- A website which allow users, who sign-up for free profiles, to connect with friends, work
colleagues or people they do not know online.
24. VOIP- (voice over internet protocol)- is a category of hardware and software that enables people to
use the Internet as a transmission medium for telephone calls by sending voice data in packets using IP
rather than traditional circuit transmission.
Lesson Objectives
Laying Connections
TECHNOLOGY IN EDUCATION
MIND MAP- LINK DEFINITIONS TO CONCEPTS
based on its application to the classroom.c
Examining Information
Cagayan State University - Andrews Campus 3
Technology for Teaching and Learning 1
Consider the evolution of technology based on the different concepts and terms presented. Try
to explore different perspective on its practical purposes in the classroom.
Asserting Arguments
Reinforcing Learning
Present on a specific technology, explaining its purpose, features, and how it impacts society.
Noting Outcomes
Group Activity:
Technology Debate:
The class will be divided into 2 groups, assigning each group a different stance on a
technology-related topic (e.g. the impact of social media, the ethics of artificial intelligence, the role
of technology in education). Each group prepares arguments and presents their case to the class.
Reflection
Introduction
Lesson Objectives
Laying Connections
[Click and place prior learning here (Recall past experiences related to the lesson, Use a photo to describe, a m
Examining Information
[Click and place Lesson content here. Inputs to process could be reading a text, viewing a PowerPoint lesson
Asserting Arguments
[Click and type content for “Checking for understanding Students are asked to define in their own words the m
Reinforcing Learning
[Click and type application activity/ies here. Tasks challenge the students to use their knowledge of concepts,
Noting Outcomes
[Click and type evaluation here. These maybe short quiz, perform a task to demonstrate a skill or competency,
Reflection
[Click here and type reflection guide. This pertains to students introspect on the personal meaning of the learning expe
Introduction
Lesson Objectives
Laying Connections
[Click and place prior learning here (Recall past experiences related to the lesson, Use a photo to describe, a m
Examining Information
[Click and place Lesson content here. Inputs to process could be reading a text, viewing a PowerPoint lesson
Asserting Arguments
[Click and type content for “Checking for understanding Students are asked to define in their own words the m
Reinforcing Learning
[Click and type application activity/ies here. Tasks challenge the students to use their knowledge of concepts,
Noting Outcomes
[Click and type evaluation here. These maybe short quiz, perform a task to demonstrate a skill or competency,
Reflection
[Click here and type reflection guide. This pertains to students introspect on the personal meaning of the learning expe
Unit Summary/Highlights
[Click and type unit summary here.]
References
[Click and type the references used here.]
Unit Assessment
[Click and type unit assessment here. NOTE: This is optional, but important if you want your module to be mark