Educ 85 Reviewer
Educ 85 Reviewer
Technology
from the greek word “teknologia” meaning systematic treatment or craft (The New Book of Knowledge, 2007)
technology as the apparatus, methods, and systems to carry out an enterprise or purpose (Greenwood
Dictionary of Education, 2003)
technology is a medium of change, a toll, and a catalyzer
technology serves as a bridge between research and theoretical explorations and real-world problems (Newby,
2000)
Educational Technology
Improvement of the learning process
Study to facilitate learning and improve performances
Systematic way to design, to carry out, and to evaluate the teaching-learning process
The practice of using methods and resources in education
Iterative process to design instruction or training for the improvement or performance
Field involved in facilitating human learning through systematic identification, development, organization, and
utilization
Instructional System
Loughary (1968)
1. Defining learning objectives
2. Determining specifications for a system that would meet the objectives
3. Designing a system based on the specification
4. Developing the system
5. System debugging
6. System implementation and evaluation
Lee (1975)
1. Analysis of system requirements
2. Definition of education or training requirements
3. Development of objectives and tests
4. Planning, development, and validation and instruction
5. Conduct and evaluation of instruction
Glaser (1962)
1. Instructional Goals (system objectives)
2. Entering Behavior (system input)
3. Instructional Procedures (system operator)
4. Performance Assessments (output monitor)
5. Research and Development Logistics (analysis and evaluation)
Technology Tools
Software used to develop or support online course content
Gaming Tool
Teacher tool
Research tool
Communication tool
Training tool for repetitive tasks
Teaching tool for repetitive tasks
Teaching tool for development of thinking skills
Teaching tool for computer use in itself
Levels of Technology Integrations Ham et al. (2002) categorized levels of ICT integration into three, namely:
Curricular Integration
Spatial Integration
Pedagogical Integration
UNESCO (2002) identified approaches to applying ICT in Education These four stages describe the ICT integration
practices of school.
Digital Natives
1. Avoiders - not attracted to digital technologies and social networking, who have phones but do not use emails
and social media accounts
2. Minimalists - minimally use technology and only perceive it as necessary
3. Enthusiastic participants - enjoy technology and gadgets, have more than one social media account , thrive on
instant communication, and turn to Google when they want to know something.
Digital Immigrants
1. Avoiders - prefer a relatively minimal to technology-free lifestyle
2. Reluctant adopters - who accept and try to engage with but feel unintuitive and hard to use technology
3. Enthusiastic adopters - who have the potential to keep up with the digital natives
Digital Divide
Gap between individuals with access to modern information and communication technology and those without
access
1. Economic Divide - in the fact that some people cannot afford a computer
2. Usability Divide - some people are not literate enough to use technology
3. Empowerment Divide - lack of initiative and skill to take matters in their own hands
5 factors that affect the digital divide
1. The existence of physical infrastructure for transmission
2. The availability of connection equipment such as a computer, modem, and access line
3. Training in the use of computers and the internet
4. Intellectual capacities and the social insertion of users
5. The production and use of specific contents adapted to the needs of the diverse segments of the population
TPACK
TPACK Framework
The whole model is divided into 7 domains:
(3 main components of teachers' knowledge)
1. Content
2. Pedagogy
3. Technology
(interactions between and among the 3)
4. Pedagogical content knowledge (PCK)
5. Technological content knowledge (TCK)
6. Technological pedagogical knowledge (TPK
7. TPACK (technological, pedagogical, and content, knowledge)
Content Knowledge
Knowledge about the subject matter to be learned or taught
Pedagogical Knowledge
Knowledge about the processes and practices or teaching and learning methods
Technology Knowledge
More than the traditional notion of computer literacy
Pedagogical Content Knowledge
Knowledge of pedagogy applicable to teaching specific content
Technological Content Knowledge
Understanding if how technology and content influence and constrain one another
Technological Pedagogical Knowledge
Understanding how teaching and learning might change when specific technologies are employed in specific
ways
SAMR Model
Substitution - technology is used to substitute for traditional tool or task
Augmentation - technology acts as a direct substitute with functional improvement
Modification - technology allows for significant task
Redefinition - technology enables the creation of entirely new task
In the 1990’s, a former student of Bloom, Lorin Anderson with David Krathwohl, revised Bloom’s Taxonomy and
published Bloom’s Revised Taxonomy in 2001, with the title A Taxonomy for Teaching, Learning, and Assessment.
Terminology - The names of the six levels of cognitive domain were changed from the “noun” form to the
“verb” form.
Structure - The revised taxonomy moves the “evaluation” level down, and the highest level becomes “creating”
Emphasis - revision emphasizes using the taxonomy to align curriculum planning, instructional delivery, and
assessment. The revised version is more universal and easily applicable to secondary and adult training.
ASSURE Model
ASSURE model, developed by Heinich, Molenda, and Russel in 1993, is an instructional design guide that integrates
technology and multimedia to enhance the learning environment from a constructivist perspective
(A)Analyze learners.
(S) State objectives.
(S) Select methods, media, and materials.
(U) Utilize technology, media, and materials.
(R) Require learner participation.
(E) Evaluate and revise.
ADDIE Model
a systematic approach
Model of the Instructional System Design (1950s)
developed by the US air force
Five Principle
1. Task Learning-refers to the process of solving problems that are commonly encountered in the real world
situation
2. Activation - involves helping student to connect new information to their existing knowledge
3. Demonstration- is leading students through different representations of the same phenomena through extensive
media use, pointing out differences, and providing key information.
4. Application- use of new knowledge in a problem-solving task
5. Integration- student’s applying and adapting new knowledge