Educational Technology 1
Educational Technology 1
Prepared by :
MONASALAM M. DISANGCOPAN,
MPA, MAEDGC, LPT, Ph.D. ( CAR)
Meaning of Educational Technology
Technology – come from the Greek word techne craft
or art
-all the ways people use their inventions and
discoveries to satisfy their needs and desires
-Technology education - A study of technology, which
provides an opportunity for students to learn about
the processes and knowledge related to technology
that are needed to solve problems and extend human
capabilities.
Competencies in Educational Technology (Professional Education)
View Images
30% of what they See Demonstrate
Watch Videos
Apply
Attend Exhibits/Sites
50% of what they Practice
Hear and See Watch A Demonstration
Behaviorism: skinner
Information – processing: Atkinson & Shiffrin
Teaching guidelines: Gagne
Instructional Design System Approaches
Characteristics of Directed Instruction:
Microword: Paper
Inert Knowledge, Situated Cognition &
Collaborative Learning
Multiple Intelligence: Gardner
Characteristics of constructivism
Increase motivation
Optimize learning resources
Remove logistic hurdles to learning
Foster communication skills and
information & visual literacy
IV INSTRUCTIONAL SOFTWARE
INTEGRATION
Instructional Software Materials are
programs created for the sole purpose of
assisting teaching and learning in either:
Delivering instruction using directed
methods
Supporting learning using directed methods
Drill and practice
Tutorial
Simulation
Instructional game
Problem solving
INSTRUCTIO SAMPLE SAMPLE
NAL INSTRUCTIONAL CLASSROOM
SOFTWARE BENEFITS USES
Gives immediate Supplement or
feedback on replace
correction of assigned
Drill and answers worksheets
Practice Increases and homework
motivation for Prepare
students to students for
practice tests
Saves teacher time
on grading student
work
Supplements or A provides self –
replaces paced review of
teacher topic after
presentations students have
Tutoria Presents received
l instruction in classroom
more visual, instruction
self – paced, Supplies
motivating way alternative way
than teacher – of learning
delivered when usual
presentations strategies do not
work.
Compresses time or Suppliers instruction on
slows down processes so topics for which teachers
they can be studied are not available
Makes demonstration Replaces or supplements
interactive lab experiments, role
Allows safe playing, field trips
Simulati experimentation Introduces new topics
on Saves money on Foster exploration and
consumable resources process learning
Slows experiments to be Provides format that
repeated with variations encourages cooperative
Makes situation group work
controllable so they can
be studied.
Instructional Provides highly Replaces
Games motivating worksheets and
format for exercises
practice Encourages
cooperative group
work
Directed Rewards good work
benefits: Allow concentrated
focuses practice of key
Proble attention on problem solving
m required skills
Solving problem Fosters exploration
solving skills and process
Constructivist: learning
allows self – Provides formal that
discovery of encourages
principles cooperative group
work.
V. SOFTWARE TOOLS INTEGRATION
1) Motivation
2)Flexibility
3) Development of Creative and Critical
Thinking Skills
4)Improved Writing and Process Skills
Impact of Multimedia and Hypermedia System
1. Roblyer (1999) found that multimedia’s
benefits seem to center on its ability to
offer students multiple channels
through which to process information.
2. Swan and Meskil (1996) argued that
hypermedia’s primary advantages
accrue to students doing rapid
searches through lengthy or multiple
information resources, for other
purposes, hypermedia and
nonhypermedia resources seem
equally useful.
3. Dillion (1998) says that
multimedia/hypermedia increased
learner control that is more useful to
higher ability of students.
4.Gabbard (1998) says learning style helps
determine whether or not certain
hypermedia features are effective in
various learning situations. Passive learners
may profit more from the cueing offered by
hypermedia, while more capable learners
who are more willing to explore may be
more capable of exploiting other
hypermedia features.
Design of Multimedia and Hypermedia Systems
Stemler (1997) reviewed findings on various
multimedia/hypermedia that could have an
impact on the potential effectiveness of these
systems:
Instructional design Animation
Screen design Audio
Interaction and feedback Video
Navigation
Learner control
Color
Graphics
Types of Sample Classroom Uses
Multi/hypermedia
Interaction Uses for classroom applications as
Instructional instructional software
Software
Use to supplement or replace
Interactive children’s traditional book reading
Storybooks to promote reading comprehension
and encourage critical thinking and
about story structure
Reference Materials Support student research
(atlases, and information gathering
encyclopedias, etc.)
Interactive videodisc Illustrates concepts and
system make learning more visual
Multimedia/ For presentations and
Hypermedia demonstrations
authoring systems
(e.g. PowerPoint)
Video production/editing Visual communication,
(e.g. movie, moviemaker, video clips for web page
Adobe Premiere)
Hypermedia software (e.g. Presentations, portfolio
hyper studio, macromedia
director
VII. INTEGRATING THE INTERNET AND OTHER DISTANCE
RESOURCES
Many authors used to differentiate between
distance education and distance learning,
referring to the former as the role of the
instructor and the alter as the role of the learner.
The United States Distance Learning Association
(USDLA) defines distance learning as “the
acquisition of knowledge and skills through
mediated information and instruction. Distance
learning encompasses all technologies and
supports the pursuit of lifelong learning for all.”
Distance learning had the following key components:
•Wireless Networking
•Visualization
•Interfaces
•Hand – Held Systems
Impact of the four Trends for
Educational Methods
TERMS MEANINGS
Avatar Graphic representation of a real person in
cyberspace
3 – D image that a person can choose to
represent himself in virtual reality