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