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Prof Ed - Education-Technology

The document discusses educational technology, including its definition and key concepts. It covers topics like instructional design models, principles for selecting educational tools, and different types of media that can be used for instructional purposes.

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Rosefa Rendon
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0% found this document useful (0 votes)
134 views6 pages

Prof Ed - Education-Technology

The document discusses educational technology, including its definition and key concepts. It covers topics like instructional design models, principles for selecting educational tools, and different types of media that can be used for instructional purposes.

Uploaded by

Rosefa Rendon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EDUCATIONAL TECHNOLOGY

• T – technology – planned and systematic method/ equipment/ utilization of human


discovery.
I – instructional technology - concerned with instruction theory practice Design,
development, utilization, evaluation, manager (DDUEM).
T – technology in Education - actual life/ application of technology.
E – educational technology – invention/ discoveries by experts.
E – educational media – channel and avenues.
A – audio visual
➢ FORMS of AUDIO VISUAL
1. AV MEDIA – process, means, communication and realia.
2. AV AIDS – assistance in instruction, audio visual aids.
3. AV TECHNOLOGY – capitalize the use of these learning tools (video).

➢ PROPERTIES of AUDIO VISUAL


1. FIXATIVE – preservation (use every day).
2. MANIPULATIVE – equipped (how to use)
3. DISTRIBUTIVE – effective transmissional.

• PROCESS – systematic application/ progress.


• PRODUCT – physical equipment/ output.

• 5 DOMAINS of EDTECH (DDUEM)


1. DESIGN – planning phase
2. DEVELOPMENT –production/ testing materials.
3. UTILIZATION – implementation/ application/ delivery/ actual use.
4. EVALUATION – assessment/ feedback/ judgement/ dynamic process – change/
improve.
5. MANAGER – checking/ monitoring – very well? – lynch pin – key player.

• TPACK MODEL – Technological, Pedagogical, Content Knowledge)


1. CONTENT KNOWLEDGE – own knowledge, subject matter.
2. PEDAGOGICAL KNOWLEDGE – PMATS methods and strategies.
3. TECHNOLOGICAL KNOWLEDGE – digital tools/ facilities.

• LEVELS of TECHNOLOGY INTEGRATION MATRIX


1. E – entry – teachers begins/ solo.
2. A – adoption – guide/ direct/ show demo/ conventional.
3. A – adaptation – teacher choose, independently,
4. I – infusion – freedom to use/ utilization - daily.
5. T – transformation – innovation HOTS/ think out of the box/ find new TT.
EDUCATIONAL TECHNOLOGY

• ATTRIBUTE of MEANINGFUL LEARNING


1. A – active – entry/ entertainment/ enjoyment, engagement of student.
2. C – collaborative – working together.
3. C – constructive – building within the boards of classroom.
4. A – authentic – creation and application in real life situation.
5. G – goal directed – actions mindful of the objectives.
• SAMR MODEL – Dr. RUBEN PUENTEDURA – degrees of classroom technology.
1. S – substitution – no function change/ manila paper to PPT.
2. A – argumentation – with functional change/ improvement, nag add lang ng info
pero walang binago.
3. M – modification – alter/ simplify/ redesign/ go beyond the limitation.
4. R – redefinition – repeat, reteach, synthesize, rationalization, previously
inconceivable.

• FACTORS AFFECTING the SELECTION of EDTECH


1. HUMAN FACTOR
a. Learner Factor
I – individual difference
A – attention span
N – number of students
P – physical disabilities.
b. Teacher Factors

2. INSTRUCTION METHOD – limitation/ change, enduring force of nature.


3. PHYSICAL/ PRACTICE CONSTRAINTS – cultural, social, limitation/ objectives,
availability, time, and resources.

• EDGAR DALE’s CONE of EXPERIENCE


1. DIRECT PURPOSEFUL EXPERIENCE – all senses are involved, first-hand experience.
2. CONTRIVED EXPERIENCED – representation/ mock-up/ copy paste reenact.
3. DRAMATIZED – participate in a reconstructed experience.
4. DEMONSTRATIONS – show how things are done/ visualize explanation.
5. STUDY TRIPS – excursion and visits.
6. EXHIBITS – display to be seen, for the eyes only.
7. MOTION PICTURES/ TELEVISION – made to feel we are there.
8. STILL PICTURES/ RECORDING/ RADIO
9. VISUAL SYMBOLS – no longer realistic graphs, charts, maps.
10. VERBAL SYMBOLS – do not contain visual clues to their meaning.
EDUCATIONAL TECHNOLOGY

• BANDS of EXPERIENCE
1. DIRECT PURPOSEFUL – hands on/ real things/ direct/ concrete.
2. CONTRIVED
a. Model – large or small scale/ globe
b. Mock-up – detachable parts
c. Specimen – part of an object
d. Games – math relay races
e. Replica – exact copy
f. Diorama – 30 scenes
3. DRAMATIZED
a. Play – depicts life, characters.
b. Pageants - community dramas (personality contribution)
c. Pantomime – body movement
d. Tableau – still image with their bodies.
e. Role play – unrehearsed play.
4. DEMONSTRATION – taste is too complicated and dangerous/ limited material/ not
enough with time.
5. STUDY TRIPS – changes attitudes and insights, lasting concepts.
6. MOTION PICTURES/ TELEVISION – audio visual
7. VISUAL SYMBOLS
a. Drawings – concrete visual representation
b. Cartoons – bank on symbolism/ political approach
c. Strip drawings and comics – humorous series of events
d. Diagrams
1. Affinity – group data
2. Tree – increasing in detail.
3. Fishbone – cause and effect
4. Spider – group data
e. Charts
1. Time – chronological events
2. Tree – branching steps.
3. Flow – beginning and end.
4. Hierarchy – organizational
5. Venn – compare and contrast.
6. Pareto – bar graph (decreasing in magnitude)
7. Gant – project scheduling help teams to plan.
8. KWL –
9. Sequence – order to steps.
f. Graphs – shapes and symbols.
1. Pie – parts to whole.
2. Bar – comparison of magnitude
EDUCATIONAL TECHNOLOGY

3. Picto – pictures
4. Line – progress, trends
g. Maps – surface of the earth
1. Physical – attribute
2. Relief – 3D contours
3. Commercial – economic or industrial maps
4. Political – boundaries of places
8. VERBAL SYMBOLS
a. Chalkboards
b. Book and other printed materials

• TEACHING with MEDIA TOOLS


1. Overhead projector – OHP white screen
2. Chalkboard – traditional/ instantly
3. Bulletin board – moveable/ mission, vision, values
4. Cloth boards – push pin
5. Hook and loop board – exhibit
6. Magnetic board – metal
7. Pegboard – holes
8. Simulation – technology integration
9. Attribute Wheel – characteristics/ features

• CRITERIA for SELECTION of TECHNOLOGY TOOLS (RAQOA)


1. RELEVANCE of the LESSON – suit the purpose of the lesson, help carry out the
objectives.
2. APPROPRIATENESS – suited to the learner’s background age, level, skill,
knowledge.
3. QUALITY of MATERIALS – well designed/ high quality latest edition/ durable.
4. OBJECTIVITY – free from bias/ consult experts, operate efficiently.
5. AVAILABILITY – available when need.

• PRINCIPLES in SELECTION and UTILIZATION of EdTech (RUMBA SA PICC APPC)


1. RESPONSIVENESS – get attention/ quick response to the needs and demands of
society.
2. USEFULNESS – helpful and valuable.
3. MEANINGFULNESS – purposive activities/ contributes to the growth and
development.
4. BREADTH – depth/ encompasses all.
5. ACCURACY/ APPROPRIATENESS – suits or fits to the level in terms of vocabulary/
concepts.
EDUCATIONAL TECHNOLOGY

6. SIMPLICITY – easiness but inspiring


7. AUTHENTICITY – accurate up to date
8. PURPOSE – helping learners, motivate in learning process.
9. INTEREST – catch attention/ awareness, stimulates curiously and creativity.
10. CORRECTNESS – correct facts/ information.
11. COMMUNICATION EFFECTIVENESS – relay information clearly and
effectively.
12. ASSESSMENT – appraisal further revisions and improvement
13. PRESENTATION – right time, place, ways
14. PORTABILITY – easy to carry.
15. COST of EFFECTIVENESS – sulit

• PPPF (Nagel Smith)


1. Prepare yourself.
2. Prepare your students.
3. Present the materials.
4. Follow-up – objectives

• 2 SIGNIFICANT INSTRUCTIONAL DESIGN


a. ADDIE Model – General/ ensure quality of all times thru evaluation.
1. Analyze
2. Design
3. Development
4. Implementation
5. Evaluation

b. ASSURE Model - Specific/ gives importance to the learners and improvement.


1. Analyze
2. State objective
3. Select materials.
4. Utilize
5. Require participation.
6. Evaluation

• TERMS
1. ADAPTIVE LEARNING – use computer, address unique needs.
2. COURSE MANAGEMENT SYSTEM – use for posting materials.
3. ELECTRONIC CLASSROOM – classroom integrates computer multimedia.
4. LEARNING PLATFORM – Facebook, interactive online services.
5. OPEN EDUCATION RESOURCES – research materials/ no cost.
EDUCATIONAL TECHNOLOGY

6. ONLINE LABORATORY – student no physical laboratory.


7. PERSONALIZED LEARNING – customized learning plan.
8. VIRTUAL CLASSROOM – online learning environment.
9. VIRTUAL LEARNING ENVIRONMENT – including computer and internet.
10. SYNCHRONOUS – same time
11. ASYNCHRONOUS – not same time/ place
12. BLENDED LEARNING – face to face with online education materials/ by
schedule.
13. GAMIFICATION LEARNING
14. E-BOOK
15. DIGITAL STORYTELLING
16. MOOC

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