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Technology Based Intrative Teaching Strategy

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0% found this document useful (0 votes)
4 views10 pages

Technology Based Intrative Teaching Strategy

Uploaded by

kathleenbetoc747
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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TECHNOLOGY-based

INTERACTIVE
TEACHING STRATEGY
WHAT IS TECHNOLOGY?

● Technology is the use of scientific


knowledge for practical purposes or
applications, whether in industry or in our
everyday lives.
Dep Ed’s Kto12 Conceptual Framework
and Exit Points
ADVANTAGES OF
TECHNOLOGY
1. Using technology in the classroom allows you to experiment more in
pedagogy and get instant feedback.
2. Technology in the classroom helps ensure full participation.
3. There are countless resources for enhancing education and making
learning more fun and effective.
4. Technology can automate many of your tedious tasks.
5. With technology in the classroom, our students have instant access to
fresh information that can supplement their learning experience.
6. We live in a digital world and technology is a life skill.
DISADVANTAGES OF
TECHNOLOGY
1. Technology in the classroom can be a distraction.
2. Technology can disconnect students from social interactions.
3. Technology can foster cheating in class and on assignments.
4. Students don’t have equal access to technological resources.
5. The quality of research and sources they find may not be top-notch.
6. Lesson planning might become more labor-intensive with technology.
ADDIE MODEL
● Analysis-This phase is considered the goal-setting stage. The focus
of the designer is to target all learning competencies.
● Design- In this stage, all goals, tool, and performance are laid down,
ready for the next stage.
● Development- This stage starts with the production and testing of
various methodologies used in the plan.
● Implementation- The keyword in this stage is r designers must be
guided by various step crafted in the preceding stage.
● Evaluation- This final stage evaluates both the process and the
outcomes of the model.
LIST OF APPLICATIONS FOR TEACHING

• READING EGGS- LEARN TO READ- is a multi-awarded


application that helps children to read. Using interactive reading
games and reading lessons, the children will learn to read while
enjoying over 2000 e-books.
• CURIOUS WORLD: PLAY
LEARN GROW- this app is
packed with various type of
activities to educate and amuse
children.

• MENTAL UP EDUCATIONAL
GAME- this type of app enhances
the critical thinking skills of
children as they solve different types
of problems in various ways.
• BRAINPOP UK FEATURED
MOVIE- generates animated
educational content that adds
excitement to lessons.

• KHAN ACADEMY- is a non-


profit open source educational
website which aims to change
education for the better.
THANK
YOU!

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