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Reviewer For EDUC 109

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0% found this document useful (0 votes)
31 views6 pages

Reviewer For EDUC 109

Reviewer

Uploaded by

Aileen Dellava15
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Educ 109 FINALS

Lesson 2

ZOOM
Cloud-based video communications app that allows you to set up virtual video and audio
conferencing, webinars, live chats, screen- sharing, and other collaborative capabilities.

MUTE OPTION – An option for everyone to choose whether they can be heard ornot
VIDEO OPTION – the participant may opt to not be virtually seen
PARTICIPANTS – Under this option, you may check who among your students are present. You can
also
identify in this section who among your students are making unnecessary noise.
CHAT – the discussion need not be interrupted audibly because questions may be raised through
chats. Chat
messages are also optional. It may be seen by everyoneor privately.
SHARE SCREEN – If you wish to share some notes or a website, you may share the following through
your screen.
WEBSITE
POWERPOINT PRESENTATION
DOCUMENT
WHITEBOARD
RECORD – If you want your discussion to still be available, you may record it and have it uploaded in
your learning platform
REACTIONS – Under reaction button, the participants has the choice to raise hand or express
agreement through a like sign
GOOGLE MEET
Also known as Google Hangout Meets, it is an application designed for virtual meetings.

Learning Management System or LMS is software application serving as an online repository of


students’ information.

SCHOOLOGY
A social networking service and virtual learning environment for K-12 school and higher education
institutions that allows users to create, manage, and share academic content.

EDMODO
An educational technology website offering a communication, collaboration, and coaching platform to
K-12 schools and teachers. The Edmodo network enables teachers to share content, distribute
quizzes, assignments, and manage communicationwith students, colleagues, and parents.

PODCASTS
A digital audio file made available on the Internet for downloading to a computer or mobile device,
typically available as a series, new installments of which can be received by subscribers automatically.

Duolingo is an American platform that includes a language-learning website and mobile app, as well
as a digital language-proficiency assessment exam. The company uses the freemium model; the app
and the website are accessible without charge, although Duolingo also offers a premium service for a
fee

Coursera is a world-wide online learning platform that offers massive open online courses,
specializations, degrees, professional and master track courses

MODULE 4 L1

Instructional Materials, also referred to as Teaching/Learning Materials (TLM),are any collection of


materials including animate and inanimate objects and human and non-human resources that an
educator may use in teaching and learning situations to assist achieve desired learning objectives.

Human Learning Resources (Ofoegbu, 2009)


✓ These are individuals who provide various services within the teaching and learning process – both
professional and non-professional.

Non-Human Learning Resources


✓ They include physical facilities and instructional materials, function tools and devices through which
stimuli are often passed or obtained.

Non- Projected Displays. These are visual displays which will be shown to a small group or individual
student without the utilization of an optical or electronic projector of any sort.

Printed and Duplicated Material. They're textual and handout materials to be employed by students
or trainees which maybe reproduced in large numbers by printing machines, photocopiers and
duplicators.

Audio Materials. All the varied systems whereby simple audio material is often played

Linked Audio and Still-Visual Materials. These are combination of audio and visual materials to make
an excellent instructional system and include several media that are particularly suitable to be used
for individualized instruction.

Film and Video Materials. These are media materials capable of audio signals to be combined with
moving visual sequences, thus enabling an extra dimension to be added to integrated audio-visual
presentations.

Computer-Mediated Materials. These comprise all the varied materials that need a computer of some
sort to enable them to be displayed, studied or used.

LESSON 2

Defining Technology Integration


Seamless integration is when students aren't only using technology in their daily lives but have access
to a spread of tools that match the task at hand and supply them the chance to create a deeper
understanding of content.

Types of Technology Integration


Online Learning and Blended Classrooms. While K-12 online learning gains traction around the world,
many teachers are also exploring blended learning -- a combination of both online and face-to-face
education.

Project-Based Activities Incorporating Technology. Many of the for emostrigorous projects are infused
with technology from start to end.

Game-Based Learning and Assessment. There has been a ton of buzz about the advantages of
incorporating simulations and game-based learning activities into classroom instruction.

Learning with Mobile/ and Handheld Devices. Once it is already dismissed as distractions, devices like
mobile devices, mp3 players, and computers are now being used as learning tools in forward-thinking
schools.

Instructional Tools like Interactive Whiteboards and Student Response Systems. In many schools, the
times of green chalkboards are over.

Web-Based Projects, Explorations, and Research. One of the primary and most simple, ways in which
teachers can encourage kids to use technology is through online research, virtual field trips, and web
quests.

Student-Created Media like Podcasts, Videos, or Slideshows. One of the main ideas of a media literacy
or digital literacy is that students will become creators and critics, not just consumers of media.
Collaborative Online Tools like Wikis or Google Docs. Connecting with others online is often a strong
experience, both for teachers and students.

Using Social Media to Interact Students. Though social media tools are still blocked in many schools,
students around the world spend vast amounts of their time on social networks outside of school.

Framework for Technology Integration. One of the commonly used models for technology integration
is the SAMR.

What is SAMR?
The SAMR is a model designed to help educators infuse technology in to teaching and learning.

SAMR stands for: Substitution; Augmentation; Modification; Redefinition.

Classcraft. Class craft uses the same gaming principles to interact students within the educational
process and makes a more harmonized learning environment.

Nearpod VR. Virtual reality (VR) is an exciting develop world and helps bring concepts to life through
its immersive approach.

Venngage. Through the Venngage app, they can create an in for graphic to present information, data
or knowledge.

Kidblog. Even within the digital world, writing skill is any student. However, not everyone loves the
written word. So Kidblog makes it fun by allowing kids to make their own journal-like entries in a very
safe space.

Science360Video.Access the foremost up-to-date discoveries and inventions within the STEM are with
Science360videos. The clips on the website are free to embed on the other sites, blogs, or social
network platforms, making them a perfect addition to projects.

Canva.For the creative-minded within the classroom, Canva offers tools for teachers and students
tousetoreinforcethelearningprocess.Kidscancreatemodern-
lookingposters,presentations,anddocumentswith
the convenience of the click-and-drop method.

LESSON 3

The SECTIONS model developed by Tony Bates (2015), is a pedagogical framework for determining
what and how technology will be appropriate for instructional approaches.

Checklist: Selecting Technology for Learning based from the SECTIONS model
STUDENTS
• Review accessibility mandate or policy of your institution, department or program.
• Determine demographics of the students and appropriateness of technology.

EASE OF USE
• Select the technology for ease of use by instructor and students.
• Identify technology that is reliable for teaching and learning.

COST & YOUR TIME


• Consider media selection by the length of time and ease of use during course development.
• Factor the time it takes to prepare lectures, and determine if development of digital learning
materials will save time and encourage interaction with students (online and/or face-to-face).

TEACHING & LEARNING FACTORS


• Determine the desired learning outcomes from the teaching in terms of content and skills.
• Design instructional strategies to facilitate the learning outcomes.

INTERACTION
• Identify the skills for development and interactions that are most to determine the best type of
media or technology to facilitate this learning.
• Determine the kinds of kinds of interaction to produce a good balance between student
comprehension and student skills development.

ORGANIZATIONAL ISSUES
Determine institutional support in choosing and using media or technology for teaching.
Identify if the institutional support is easily accessible, helpful, and will meet the needs for the
learning technologies for the course.

NETWORKING & NOVELTY


Outline the importance for learners to network beyond a course, i.e. with subject specialists,
professionals in the field, and relevant people in the community.
Identify how the course or student learning can benefit from networking and learning from external
connections.

SECURITY AND PRIVACY


Determine the student information you are obliged to keep private and secure.
Identify the institutional policies for security and privacy for teaching &learning.
Outline potential risks and challenges of using a particular technology where institutional policies
concerning privacy could easily be breached.

LESSON 4

Universal Design for Learning (UDL)


It is a way of considering teaching and learning that gives all students the right to succeed.

Posted Lesson Goals


One example of this is often posting goals for specific lessons within the classroom. Students may
additionally write down or insert lesson goals in their notebooks.

Assignment Options
In a traditional classroom, there is also just one way for a student to finish an assignment. This could
be an essay or a worksheet. With UDL, there are multiple options. As an example, students could also
be ready to create a podcast or a video to point out what they know.

Flexible Work Spaces


UDL promotes flexibility in the learning environment. That’s why in a UDL classroom, there are
flexible workspaces for students.

Regular Feedback
With UDL, students get feedback—often a day —on how they’re doing. At the top of a lesson,
teachers may talk with individual students about lesson goals. Students are encouraged to reflect on
the alternatives they made in school and whether or not they met the goals

Digital and Audio Text


UDL notice that if students cannot access information, they cannot learn on it. That’s why during a
UDL classroom, materials should be accessible for all kinds of learning. They have a lot of options for
reading, including the digital, prints, text-speech and audiobooks.

Three Principles of UDL


There are three principles that guide the UDL framework that are supported on neuroscience
research. These are the multiple means of representation, provide multiple means of expression, and
provide multiple means of engagement.

Representation: UDL recommends offering information in addition to just one format. For instance,
textbooks are primarily visual.

Action and Expression: UDL suggest giving student over a technique to interact with the material and
to point out what they’ve learned.

Engagement: UDL encourages teachers to see multiple ways to motivate students.

LESSON 5

1. Authoring System. This facilitates teachers to develop their own instructional software and build
their own multimedia content – lessons, reviews and tutorials, that eventually, could be used as a
website.
2. Graphic Software. This aids in building online presentations – capturing, creating, and changing
images that ate available on the web, or on the program itself.
3. Reference Software. This could be included in research projects for this software permits students
access to thesaurus, encyclopedia, atlases, and dictionaries.
4. Desktop Publishing. This is a must-have-to-learn software for new graduates for it is used for
creating and designing newsletters, handouts, and flyers.
5. Tutorial Software. Through this software, students could be given lessons and platforms so they
could learn at their own pace. This software provides learners new information, time to practice and
assess their performance.
6. Educational Games Software. This is a software that combines gaming and education motivating
young children and even adults to learn.
7. Simulations Software. This makes the teacher engage the learners through virtual experience.
8. Drill And Practice Software. This is quite beneficial to prepare the students for tests and exams to
strengthen the current skill set of students.
9. Math Problem Solving Software. This is good for Math and Science teachers to strengthen the
mathematical and scientific skills of their students.
10. Utility Software. This is an easy to learn and use software to help teachers create a test bank and a
grading book.
11. Special Needs Software. The system is combined with assistive software that provide students
with special needs an effective learning platform – including speech synthesizers, computers that read
text aloud, and multimedia software that targets certain learning disabilities.

Eight qualities/criteria to look for in educational software

1. Plain and simple interface. Why complicate things when it is easier to learn in simple ways – simple
features are designed in a way students can easily proceed from one activity to another.
2. Meaningful, but not fancy, graphics. Graphics should be supportive of the learning intent,
otherwise, they’re a distraction.
3. Easy exits. The easier the learn can exit a specific task or the entire program itself, the better. If not,
frustration may set in, thus, affecting the students’ motivation to learn.
4. Intelligent interactivity. Anything that requires a student to do something can enhance interaction,
retention, and more motivation to go on learning.
5. Speed. Ensure fast-paced video games and television shows so students may retain their
enthusiasm. So keep track of superfast internet connections.
6. Feedback loops. A good and easy-to-understand format of feedback like bar graphs, pie graphs,
percentages, etc., is a way for students to keep informedon the topic with which they have a problem
with.
7. Personalization. A good software could do some pre-screening of a student’s level of achievement
so that every time a student may log in and retrieve his/her score, the subsequent result may already
be at an appropriate level of the student.
8. Information vs. instruction. The prime goal here is to facilitate instruction.

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