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Instructional Materials: Human and Non-Human

The document discusses several digital education tools that teachers can use to enhance teaching and learning in the 21st century classroom. It describes tools such as Edmodo, Socrative, EduClipper, Storybird, Kahoot!, and Animoto that allow teachers to create interactive lessons, assess student understanding, share educational resources, promote collaboration and provide engaging content. The document emphasizes that technology changes the role of teachers to developing skills in areas like creativity, flexibility, project-based learning and ICT literacy.

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Mam Mina
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0% found this document useful (0 votes)
71 views

Instructional Materials: Human and Non-Human

The document discusses several digital education tools that teachers can use to enhance teaching and learning in the 21st century classroom. It describes tools such as Edmodo, Socrative, EduClipper, Storybird, Kahoot!, and Animoto that allow teachers to create interactive lessons, assess student understanding, share educational resources, promote collaboration and provide engaging content. The document emphasizes that technology changes the role of teachers to developing skills in areas like creativity, flexibility, project-based learning and ICT literacy.

Uploaded by

Mam Mina
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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INSTRUCTIONAL MATERIALS

• Refer to the human and non-human materials and facilities


that can be used to ease, encourage, improved and promote teaching
and learning activities. They are whatever materials used in the
process of instruction. They are a broad range of resource which can
be used to facilitate effective instruction.
FIGURE 3: REMEMBERING CURVE

YOU REMEMBER:
90%
of what
you
learn
60% with many
50% of sensory
40% learning
30% of
of what activities
of what
what what you READ
20%
you you HEAR
of what
you HEAR you DO
SEE SAY SEE
READ only only SAY
only only only DO
ICT INTEGRATION
DEFINITION
• ICT Integration in the classroom is :
  ICT integration in education is not about technology but teaching. 
 It is  the teacher’s innovativeness that makes lesson
delivery meaningful.

•   The purpose of integrating ICT  is to improve the quality of


teaching  and learning and to equip learners with 21st century
skills.
WHY ICT INTEGRATION?
GREAT TEACHING INVOLVES :
TECHNOLOGICAL PEDAGOGICAL
CONTENT KNOWLEDGE (TPCK)

TPACK contains: 
• Technological skills
• Pedagogical skills and
• Content Knowlegde
• ICTs provide an immense learning and teaching opportunity
• ICTs use has a great potential to increase learners’ motivation.
• Use of ICTs make students better understand certain concepts by
making abstract concepts clearer; 
• Use of ICTs provide opportunities for learning through simulation
thus reducing the risks involved in dangerous experiments and
operations;
• Provide learners and teachers with a reliable link to various
information sources
• Allow teachers more time for facilitation in classrooms
ICT integration
IMPACTS 21st Century
skills TO OUR LEARNERS
21ST CENTURY SKILLS

• Learning and Innovation Skills


• CRITICAL THINKING AND PROBLEM
SOLVING
• CREATIVITY AND INNOVATION
21ST CENTURY SKILLS
2.Work Creatively with Others skills
• COMMUNICATION AND COLLABORATION
• VISUAL LITERACY
• SCIENTIFIC AND NUMERICAL LITERACY
• CROSS-DISCIPLINARY THINKING
21ST CENTURY SKILLS
3.Information, Media and Technology Skills
• INFORMATION LITERACY
• MEDIA LITERACY
• ICT (INFORMATION, COMMUNICATIONS AND
TECHNOLOGY) LITERACY
ENGAGE STUDENTS IN REASONING  EFFECTIVELY

• To encourage our students develop abilities to use various reasoning


approaches ( inductive, deductive, ) when dealing with real life
issues at hand.
• Effectively analyze and evaluate evidence, arguments, claims and
beliefs
• Analyze and evaluate points of view
• Synthesize and make relations between information and arguments
• Interpret information to draw conclusions 
• Reflect critically on learning experiences and processes
AWAKEN PROBLEM SOLVING SKILLS IN STUDENTS

• Solve different kinds of non-familiar problems in


both conventional and innovative ways
• Identify and ask significant questions that clarify
various points of view and lead to better solutions
WHAT IS A 21ST CENTURY STUDENT?
• These are  students who are able to master content
while producing, synthesizing, and evaluating
information from a wide variety of subjects and
sources with an understanding of and respect for
diverse cultures.
STUDENTS DEMONSTRATE THE
 THREE CS:
• Creativity
• Communication and
• Collaboration.
21ST CENTURY STUDENT
• They demonstrate digital literacy as well as civic responsibility.
• Virtual tools and open-source software create borderless learning
territories for students of all ages, anytime and anywhere.
• Students in the 21st century learn in a global classroom and it’s
not necessarily within four walls.
• They are more inclined to find information by accessing the
Internet through cellphones and computers, or chatting with
friends on a social media site.
CHANGING ROLE OF THE TEACHER
THE ROLE OF THE TEACHER MUST
CHANGE BECAUSE:
•ICTs will cause certain teaching resources to became
obsolete e.g. chalkboard.
• •ICTs will make some forms of assessment redundant.
• •Its no longer sufficient for teachers merely to impact
content knowledge.
WHAT KIND OF COMPETENCIES AND
SKILLS DO YOU EXPECT A TEACHER TO
ACQUIRE IN ORDER TO ADOPT TO THIS
CHANGE?
NEW COMPETENCIES
•Creativity
•Flexibility
•Skills for project work
•Collaborative skills
•Administrative and organizational skills
NEW ICT SKILLS
•Operate computers and use basic software.
•Evaluate and use computers and related ICT tools for instruction.
•Evaluate educational software.
•Create effective computer based presentations
•Search internet for resources
•Integrate ICT tools into students learning activities
•Create multimedia documents to support instruction
•Demonstrate knowledge of ethics and equity issues related to
technology.
DIGITAL
EDUCATION
TOOLS
EDMODO

• Edmodo is an educational tool that connects teachers and students, and is


assimilated into a social network. In this one, teachers can create online
collaborative groups, administer and provide educational materials,
measure student performance, and communicate with parents, among
other functions. Edmodo has more than 34 million users who connect to
create a learning process that is more enriching, personalized, and aligned
with the opportunities brought by technology and the digital environment.
SOCRATIVE

•  Socrative is a system that allows teachers to create


exercises or educational games which students can solve
using mobile devices, whether smartphones, laptops, or
tablets. Teachers can see the results of the activities and,
depending on these, modify the subsequent lessons in order
to make them more personalized.
EDUCLIPPER
• This platform allows teachers and students to share and explore
references and educational material. In eduClipper, you can collect
information found on the internet and then share it with the members
of previously created groups, which offers the possibility to manage
more effectively the academic content found online, improve
research techniques, and have a digital record of what students
achieved during the course. Likewise, it provides the opportunity for
teachers to organize a virtual class with their students and create a
portfolio where all the work carried out is stored.
STORYBIRD
• Storybird aims to promote writing and reading skills in
students through storytelling. In this tool, teachers can
create interactive and artistic books online through a simple
and easy to use interface. The stories created can be
embedded in blogs, sent by email, and printed, among
other options. In Storybird, teachers can also create projects
with students, give constant feedback, and organize classes
and grades
KAHOOT!

• Kahoot! is an educational platform that is based on games


and questions. Through this tool, teachers can create
questionnaires, discussions, or surveys that complement
academic lessons. The material is projected in the
classroom and questions are answered by students while
playing and learning at the same time. Kahoot! promotes
game-based learning, which increases student engagement
and creates a dynamic, social, and fun educational
environment.
ANIMOTO
• Animoto is a digital tool that allows you to create
high-quality videos in a short time and from any
mobile device, inspiring students and helping
improve academic lessons. The Animoto interface is
friendly and practical, allowing teachers to create
audiovisual content that adapts to educational needs.
Technology, like art, is a soaring
exercise of the human
imagination.
-Daniel Bell

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