P5 - Technology For Teaching and Learning
P5 - Technology For Teaching and Learning
T I T E E A
AUDIO- VISUAL - using both sight and sound, typically in the form of slides or video
and recorded speech or music.
Survey Tools: -used to collect feedback from students regarding any manner.
ICT POLICIES, ISSUES, AND GUIDELINES
E-SAFETY
➢ Helps safeguard children and young people in the digital world
➢ Emphasizes learning to understand and new technologies in a positive way
➢ Educates children about the risks as well as the benefits so we can feel
confident online.
➢ Supports young learners and adults to develop safer online behaviors, both
in and out of school
NETWORK MANAGEMENT
1. Safety in the Use of Network in Schools
2. Password Policy
3. Personal mobile phones and mobile devices
4. Cameras
ICT LITERACY – knowing how to select and use digital devices, apps, and services.
2.Twitter
Twitter is a microblogging and social networking service owned by American
Twitter was created by Jack Dorsey, Noah Glass, Biz Stone, and Evan Williams
in March 2006 and launched in July of that year.
3.LinkedIn
4.Google
Google was founded on September 4, 1998, by Larry Page and Sergey Brin while
they were PhD students at Stanford University in California. Google is the “most
powerful company in the world" and one of the world's most valuable brands due to
its market dominance, data collection, and technological advantages in the area of
artificial intelligence.
5.Youtube
YouTube is an American online video sharing and social media platform
headquartered in San Bruno, California. It was launched on February 14, 2005, by
Steve Chen, Chad Hurley, and Jawed Karim. It is owned by Google, and is the second
most visited website, after Google Search.
6.Pinterest
Pinterest is an image sharing and social media service designed to enable saving
and discovery of information (specifically "ideas")on the internet using images, and
on a smaller scale, animated GIFs and videos, in the form of pinboards. The site was
created by Ben Silbermann, Paul Sciarra, and Evan Sharp, and had 433 million
global monthly active users as of July 2022. t is operated by Pinterest, Inc., based in
San Francisco.
7.Instagram
Instagram is a photo and video sharing social networking service owned by
American company Meta Platforms. The app allows users to upload media that can
be edited with filters and organized by hashtags and geographical tagging. Posts
can be shared publicly or with preapproved followers. Users can browse other users'
content by tag and location, view trending content, likephotos, and follow other users
to add their content to a personal feed.
8.Tumblr
Is a (stylized as tumblr; pronounced "tumbler") is an American microblogging and
social networking website founded by David Karp in 2007 and currently owned by
Automattic.
The service allows users to post multimedia and other content to a short-form blog.
Users can follow other users' blogs. Bloggers can also make their blogs private. For
bloggers, many of the website's features are accessed from a "dashboard" interface.
As of July 2021, Tumblr hosts more than 529 million blogs.
10. Bebo
Bebo is an American social networking website that originally operated from 2005 until
its bankruptcy in 2013 and relaunched in February 2021. The site relaunched several
times after its bankruptcy with a number of short-lived offerings, including instant
messaging and video streaming, until its acquisition by Amazon in July 2019 when it
was shut down. It was announced in January 2021 that it would be returning as a new
social media site the month after. By May 2022, it had been once again shutdown,
without having ever left beta testing.
Benefits
1. Technology Literacy
2. Breadth of Knowledge
3. Bringing people together
4. Attracts attention
5. Opportunity to widen business
Dangers
1. Distraction
2. Relationship problems
3. Health problems
4. Illegal crimes and virus attacks
5. Negatively affecting worker productivity
1. Secure password
2. Log-out every time
3. Digital footprint
4. Do not accept invites from strangers
5. Regularly check privacy settings
6. Seriously consider the effect of possible posts on others
7. Using appropriate language
8. Better be safe than sorry
9. Report button
10. Cyberbullying
LEARNING SKILLS – knowing how to study and learn in a technology–
enriched environment.
CLOUD SOFTWARE - is application software that is hosted in the cloud and that
you access and use via a web browser, a dedicated desktop client, or an
API that integrates with your desktop or mobile operating system.
WORD PROCESSING - refers to the act of using a computer to create, edit, save, and
print documents. To perform word processing, specialized software (known as a Word
Processor) is needed.
SOCIAL MEDIA - is a collective term for websites and applications that focus
on communication, community-based input, interaction, content-sharing, and
collaboration.
RA 8293
AN ACT PRESCRIBING THE INTELLECTUAL PROPERTY CODE AND ESTABLISHING
THE INTELLECTUALPROPERTY OFFICE, PROVIDING FOR ITS POWERS AND
FUNCTIONS, AND FOR OTHER PURPOSES
• Domain 3: Pedagogy
3.1.Apply relevant technology tools for classroom activities
3.2. Use ICT knowledge to solve complex problems and support students’
collaborative activities
3.3. Model collaborative knowledge construction in face to face and virtual
environment
ICT4E
Promote OER Creation – Having the technology to access learning resources.
Engaging educational content must be produced, updated, repurposed, and
distributed regularly.
ADDIE Model
Analysis
The Analysis phase can be considered as the “Goal-Setting Stage.” The focus of the
designer in this phase is on the target audience. It is also here that the program
matches the level of skill and intelligence that each student/participant shows.
Design
This stage determines all goals, tools to be used to gauge performance, various tests,
subject matter analysis, planning and resources. In the design phase, the focus is on
learning objectives, content, subject matter analysis, exercise, lesson planning,
assessment instruments used and media selection.
Development
The Development stage starts the production and testing of the methodology being
used in the project. In this stage, designers make use of the data collected from the
two previous stages and use this information to create a program that will relay what
needs to be taught to participants. If the two previous stages required planning and
brainstorming, the Development stage is all about putting it into action.
Implementation
The implementation stage reflects the continuous modification of the program to make
sure maximum efficiency and positive results are obtained. Here is where IDs strive to
redesign, update, and edit the course in order to ensure that it can be delivered
effectively.
Evaluation
The last stage of the ADDIE method is Evaluation. This is the stage in which the
project is being subjected to meticulous final testing regarding the what, how, why,
when of the things that were accomplished (or not accomplished) of the entire
project. This phase can be broken down into two parts: Formative and Summative.
ASSURE Model
Analyze Learners
The first step in the process is that the teacher should analyze the attributes of her
learners. There should be a focus on those learner characteristics which are associated
with the learning outcomes desired. The information gathered will help you in the
decisions that you make with respect to the other steps in the process.
Augmentation
The technology is again directly substituted for a traditional tool or method, but
with significant enhancements to the student experience. Ask yourself if the
technology
increases or augments a student’s productivity and potential in some way.
Modification
In this stage, you are beginning to move from enhancement to transformation using
the SAMR Model. Instead of replacement or enhancement, this is an actual change to
the
lesson’s design and its learning outcome.
Redefinition
The last stage of the SAMR model represents the pinnacle of how integrated classroom
technology can transform a student’s experience. In this case, you ask yourself if the
technology tools allow educators to redefine a traditional learning task in a way that
would not be possible without the tech, creating a novel experience.
Content Knowledge (CK) – This describes teachers’ own knowledge of the subject
matter.
Technological Knowledge (TK) – This describes teachers’ knowledge of, and ability to
use, various technologies, technological tools, and associated resources.
TECHNOLOGY-ENHANCED LESSONS
Writing Board - work surface consisting of a wide lightweight board that can be
placed across the lap and used for writing.
Nature Table - A table on which items collected from nature, such as seeds, rocks,
birds' nests, etc., are displayed to teach children about the natural world.
Flip Chart- a large pad of paper bound so that each page can be turned over at the
top to reveal the next, used on a stand at presentations.
Zigzag Board - It is a multi-board series of three or four rectangular boards. They are
joined together along the sides by hinges so that they can be easily folded up and
carried.
Board/Wall Display- students use display boards to promote clubs, recognize athletics
and display art projects. The purpose of the display board in that context is to catch
the viewer's attention and explain what was performed and what was learned.
Role And Pole Display- Display boards help children's education by assisting with
visual learning; teachers use display boards to highlight images relevant to the lesson
subject.
Mobile Phones And QR Code - A QR code is a type of barcode that can be read
easily by a digital device and which stores information as a series of pixels in a
square-shaped grid.
SKYPE - is software that enables the world's conversations. Millions of individuals and
businesses use Skype to make free videos and voice one-to-one and group calls,
send instant messages and share files with other people on Skype.
WIKI - a website that allows collaborative editing of its content and structure by its users.
BLOGGING - is the process of writing a blog, an online journal in which you share your
thoughts about a particular subject with readers.
GOOGLE GROUP/FORM - Organizations, classes, teams, and other groups can use
Google Groups to do things such as: Find people with similar hobbies or
interests and take part in online conversations.
Multimedia Learning
Reducing Extraneous Processing
1. Coherence -Delete irrelevant material
2. Signaling – Highlight essential content
3. Redundancy – Do not add captions to narrated graphics
4. Spatial contiguity – Place words near corresponding graphics
5. Temporal Contiguity – Present spoken words at the same time as graphics
Asynchronous
- Students learn at various times
- Not live
- Students work at their own pace
Blended Learning
a style of education in which students learn via electronic and online media as
well as traditional face-to-face teaching.
Options Cloud-Based
•Learning is done online
•Needs log-in access
•No installation needed
•Requires a browser to access
Desktop Application
Mobile Application
•accessible whenever, wherever via mobile devices.
•may only access limited features due to screen size and memory
Prepared by:
MARY ANN G. ABLIHAN EDUARDO LUGTO JR. EZEKIEL CALDONA
DR CARL BALITA REVIEW CE