Educational Technology-1
Educational Technology-1
Educational Technology-1
TECHNOLOGY
Educational Technology
• As a process, it is the theory
and practice of design,
development, utilization,
management and evaluation of
processes and resources for
learning.(Association for
Educational Communications
and Technology, 1994)
• As a product, it includes the
product of this process such as
programmed texts, TV
programs, computer software,
audio-visual media, interactive-
multimedia, and entire courses
of instruction. (Hackbarth,
1996)
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• As a profession, it is composed
of various job categories such as
media technicians, media
specialists, instructional
developers etc. (Hackbarth,
1996)
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• As a discipline, it is an
academic specialty within the
larger discipline of education
such as graduate degree
programs, scholarly journals,
and books. (Hackbarth, 1996
Technology Integration
• It is the process of determining
where and how technology fits
into teaching and learning.
Roblyer (1997) cited in
Williams, Michael D. (2000).
Integrating Technology into
Teaching and Learning.
Five Domains of Educational
Technology (Association for
Educational Communications and
Technology, 1994)
• Design - the planning phase of
educational technology. Design
interprets reality in terms of learner
performance and negotiated
expectations of the learner. It
describes natural or existing
interrelationships that constitute a
content area.
• Development
– Instructional development is the
process of producing learning
materials from a detailed plan
(design)
– Instructional development (also
known as instructional product
development) is the process of
finalizing procedures and testing
materials intended to support
instructional episodes.
• Utilization - the actual use of
knowledge and the skills and usually
includes the practical application of
information or procedures on a
regular basis. The purpose of
utilization is to bring learners into
contact with learning resources and
instructional system components.
• Evaluation – a dynamic process
which allows people to obtain and
judge the worth of data about how
students learn specific content
information under varying
instructional conditions
• Management –the linchpin which
binds all the domains of educational
technology together.
DESIGN, DEVELOPMENT AND
UTILIZATION OF EDUCATIONAL
TECHNOLOGIES
ADDIE Model
• The ADDIE model is a systematic
instructional design model
consisting of five phases:
(1)Analysis, (2) Design, (3)
Development, (4) Implementation,
and (5) Evaluation.
• The five phases of ADDIE are as
follows:
• Analysis
During analysis, the designer identifies the
learning problem, the goals and objectives,
the audience’s needs, existing knowledge,
and any other relevant
characteristics. Analysis also considers the
learning environment, any constraints, the
delivery options, and the timeline for the
project.
• Design
A systematic process of specifying
learning objectives. Detailed
storyboards and prototypes are often
made, the look and feel, graphic
design, user-interface and content
are determined here.
• Development
The actual creation (production) of
the content and learning materials
based on the Design phase.
• Implementation
During implementation, the plan is
put into action and a procedure for
training the learner and teacher is
developed. Materials are delivered
or distributed to the student group.
After delivery, the effectiveness of
the training materials is evaluated.
• Evaluation
• This phase consists of (1) formative and (2)
summative evaluation. Formative
evaluation involves gathering
information during the early stages of the
design process with the focus on finding
out whether efforts are relating as planned,
uncovering any obstacle, barriers or
unexpected opportunities that may have
emerged, and identifying mid-project
adjustments and corrections which can
help insure the success of the project
• Summative evaluation is the
process of collecting data following
implementation of the project in
order to determine its effectiveness
and satisfy the instructional
objectives.
The ASSURE Model
• The ASSURE model is an Instructional
Systems Design (ISD) process that was
modified to be used by teachers in the
regular classroom. The ISD process is one
which teachers and trainers can use to
design and develop the most appropriate
learning environment. This was
constructed by Robert Heinich, Michael
Molenda of Indiana University and James
D. Russell of Perdue University.
• The “A” stands for Analyze the learner.
Who are your students? While this seems
to be common sense, the step is important
to mention because keeping your students
in mind will help ensure that you work
diligently to find those materials and
resources that will be most appropriate
and useful to your students. You should
know who your students are (e. g. ,
demographics, prior knowledge, learning
styles, academic abilities) on a multitude
of levels, and use this knowledge in every
lesson you plan.
• The first “S” stands for State objectives.
You will have a curriculum to teach in your
classroom, with specific objectives that will
become the focus of individual lessons.
What are these objectives? What should be
the outcomes of the lessons that your
students will know or learn? Each lesson
will probably be tied to curricular
objectives and this step reminds you to
keep these objectives as the focus of the
student learning.
• The second “S” is Select media and
materials. When choosing the media and
materials to help you teach a lesson, you
will first choose a method for delivering
your instruction. For example, you might
decide that having your students work in
small cooperative groups is most
appropriate, or you might determine that a
lesson is best taught using a tutorial.
• You then select the media that best
supplements or enhances the method of
teaching you have chosen. The media
could include technology solutions (e. g. ,
CD-ROMs, DVDs, calculators, software,
Internet resources, videos); print
resources, such as a textbook; or any
combination of the various media types.
You will have to decide which materials
and media can best help your students
master the learning objectives you have
identified.
• The “U” stands for Utilize media and
materials. In the last step you identified
specific media and materials to help meet
your learning objectives. In this step, the
lesson is actually taught and the media and
materials get implemented. This is also the
step that should have a backup plan in
place. Technology solutions can break
down, so an alternative solution should be
available. For this reason, a teacher should
always test the media first, to help prevent
disappointment
• In other words, make sure you have tried
the software or device to ensure that it is
age appropriate, grade appropriate,
usable, and valid for the lesson and
objectives being taught. Evaluating the
media will also raise any red flags (e. g. , is
any training going to be required? Is an
extension cord going to be necessary?).
• The “R” stands for Require learner
participation. Your students are going
find learning more meaningful when they
are actively involved in the learning
process and not sitting there passively. Are
there strategies you can use to get your
students practicing? Thinking? Solving?
Creating? Developing? Analyzing? More
often than not, a lecture is not going to
allow your students to move beyond
passive learning. On the other hand,
integrating technology into a lesson almost
necessitates that you use a teaching
method beyond lecturing. How can you
best facilitate the learning process?
• the “E” stands for Evaluate and revise.
This is one of the most important steps,
but is often overlooked. Becoming a good
teacher requires that you constantly
evaluate your own teaching, evaluate the
student learning, and make needed
revisions for the next lesson and for the
next time you teach the current lesson.
• Always striving to improve is the first step
to becoming a better teacher. Evaluation
occurs when you determine the worth of
your teaching methods and the media you
used. During the evaluation stage, you
should ask yourself questions such as, “Did
this lesson meet the objectives?” “Did
students gain from this lesson?” “Can this
lesson be improved?” “How so?” “Could
individual work or group work have been
more effective for parts of this lesson?”
“Was the media appropriate?” “Are there
other technology solutions that might have
worked better?”
Principles in the
Selection and
Utilization of
Educational
Technologies
• Meaningfulness
They should contain purposive
activities. They must contribute to
the growth & development of
learners
• Purpose
They must be focused on helping
learners to motivate them in the
learning process.
• Appropriateness
They should be appropriate to the
level intended in terms of:
1. vocabulary level
2. difficulty of concepts
3. methods of development
4. interest
• Breadth
They should encompass all round
development of varying group of
learners.
• Usefulness/Utility
They must be useful to a particular
teacher as s/he works for a
particular group of learners. Audio-
visual aid must help the teacher to
deliver the subject matter in a better
way as well as helping the learners to
learn the subject matter
• Communication Effectiveness
They must relay information clearly
and effectively.
• Authenticity
They must present accurate up to
date dependable information.
• Responsiveness
They must be responsive to the
needs and demands of the society
• Interest
They should catch the interest of the
users, stimulate curiosity or satisfy
the need to know and encourage
creativity and imaginative response
among users.
• Cost Effectiveness
The cost per student of media
presentation diminishes as the
number of students using it
increases.
• Presentation
They must be presented at the right
time and at the right way
• Portability (Handy)
They must be handy for the teachers
and students to handle it well
• Correctness
Correct facts or information must
be in the materials for a better
learning process
• Simplicity
They must be simple but inspiring
for the learners and should not
confuse them. They must be simple
but show creativity.
• Assessment
The purpose of evaluating the
technology is needed for further
revisions and improvements.
Factors Affecting the Selection of
Educational Technologies
• Human Factors
1.1. Learner factors – refers to learner
differences that can influence media
choice.
Factors Affecting the Selection of
Educational Technologies
Individual differences
• Research suggests that learners differ in:
their preference for learning: by observing
(visual learners) or by listening (aural
learners) their perception of a given
message: a factor of past experience, and
often a cultural difference exists
• their understanding of the conventions
used by various media: language &
technical drawings used
• Attention span
Factors that affect how long a learner can
attend to one type of task age and interest
learners’ motivation
• Number of Learners
Select media that are well suited to the
group size you have or, if this is difficult,
modify the group or structure to media you
have
• Physical disabilities of learners
(poor vision, hearing, dyslexia, color
blindness, etc).
• Teacher factors - refers to those
factors that affect the success of
media implementation.
• Instructional Method
The method of instruction dictates
or limits our choice of presentation
media. Is it self-regulated learning
method or lecture/expository?
• Practical Constraints
Administrative and economic
constraints both limit the choice of
methods and media
Objectives
Availability
Time
Resources
Text/Print (i.e. books,
periodicals, modules, etc )
• Readily Available. Printed materials
are readily available in a range of
topics and formats.
• Flexible. Printed materials may be
used in any lighted environment.
They are portable.
• Economical. Text can be used again
and again by many students.
LIMITATIONS:
• Purpose
– Memorize and recall information
– Increase proficiency in a newly learned
skill or refresh an existing one.
• Features
– Interactivity
– Immediate feedback
– Infinite practice
– Variable level of difficulty
– Motivation
Tutorial
• Purpose
– Assume the primary instructional role
of teacher or tutor.
• Features
– Embedded question
– Branching
– Dynamic presentation
– Recordkeeping
Simulation
• Purpose
– Represent or model a real system,
situation, or phenomenon.
• Features
– Control of multiple variables
– Dynamic presentation
– Time control
– Effects of chance
Instructional Game
• Purpose
– Add an element of fun in CAI.
• Features
– Motivation.
– Game structure
– Sensory appeal
Problem Solving
• Purpose
– Promote students’ higher-order
thinking skills, such as logic, reasoning,
pattern recognition, and strategies.
• Features
– Focus on specific problems types
– Quantity
– Variety
Roles of Computer as a Tool
• Informative Tools are applications
which provide vast amounts of
information in various formats (e.g., text,
sound graphics or video, Multimedia
encyclopedias).
• Communicative Tools are systems
which enable easy communication
between the teacher and the students or
among students beyond physical barrier of
the classroom. (e.g., email, electronic
bulletin boards, chat, teleconferencing and
electronic whiteboards.)
Two categories of Communicative
Tools
• Synchronous (e.g., chat or
videoconferencing) enables real time
(that is, simultaneous)
communication.
• Asynchronous (e.g, email and
electronic bulletin boards), on the
other hand, are messaging systems
in which the exchange of
information between people is not
‘live’, but is somehow delayed.
• Productivity/Constructive
Tools are general-purpose tools
that can be used for manipulating
information, constructing one’s own
knowledge or visualizing one’s
understanding. Common examples
of productivity tools are shown
below.
Word prepare prepare
Processing letters, transparencies,
memos, activity sheets,
reports, posters, study guides,
flyers, class notes
rubrics, help students prepare
lesson plans, stories, essays, group
forms, reports
newsletters use in class to
dynamically illustrate
writing and outlining
skills
Present create create class lectures
ation presentation support that features
Softwar for workshops, text, audio and
e conferences visual elements with
and meetings special effects
produce
transparency
masters
create student
worksheets to
accompany class
lectures
Electro prepare provide students
nic budgets, with method for
Spread numeric tables tracking and
sheets and analyzing data and
summaries, creating charts for it
grade and demonstrate what –if
attendance analyses visually
rosters
compute
grades
prepare
visuals
(charts) of
numeric data
Database organize organize and
Management and track provide easy
Systems student access to lists of
and other academic
profession resources
al data provide support for
prepare students tracking
inventories data
, mailing
list, reports
• Situating Tools are systems which
situate users in an environment
where they may ‘experience’ the
context and happenings. (e.g.,
Simulations, Virtual Reality). A
flight simulation program is an
example of a situating Tool because
it places the user in a simulated
flying environment.
INTEGRATION OF THE
INTERNET TO SUPPORT
TEACHING AND LEARNING
• Internet – consists of thousands of
connected computer networks
around the world that connect
millions of computers. The Internet
is also referred to s the “Net”, the
“Information Superhighway,” and
“Cyberspace”.
COMMON USES OF
INTERNET
Common Uses of Internet
Categories of Use Example Classroom Applications
1. Communication Keypals Support asynchronous
Interpersonal communication of individual
exchanges learners; exchange ideas; and to
learn from each other in two or
more locations using emails
Instant messaging (IM) Allow synchronous communication
of two users on the Internet by
typing messages back and forth to
one another in real time.
Chat
chat Allow synchronous communication
of two or many people on the
Internet at the same time.
Global classroom Using this activity structure, two or
more classrooms (located
anywhere in the world) can study a
common topic together, sharing
what they are learning about the
topic during a previously specified
time period.
Electronic appearances Email, newsgroups, and electronic boards
can also “host” special guests (e.g.
authors, musicians, etc.) with whom
students can correspond.