Module 5
Theories and Principles in the Use and Design of Technology-
Driven Lessons
Overview
How teachers integrate technology in the teaching and learning depends very much
on their beliefs on how people learn. Specifically, they need to know who their
learners are and how to approach instruction. As educators, their role is to provide
learning experiences that will help achieve and defined outcomes. In this Module,
you will be acquainted with different theories and learning principles such as Dale’s
Cone of Experience, the TPACK Framework, SAMR and ASSURE model.
Content
Lesson 1: Edgar Dale’s Cone of Experience
Learning Outcomes
1. Familiarized with Dale’s Cone of Experience and provided classroom
processes or practices that exemplify each strata of the Cone of Experience.
2. Provided examples of the various instructional materials appropriate for given
instructional contexts.
Consider exploring makebeliefscomis. This is a free application that you in use to
create a comic strip. There are figures and characters that you can choose from and
write the dialogues that you can put in the bubble thoughts Search this application in
the internet.
If you will use this as a tool in teaching a particular content, what would it be? With
what grade level will this work? Using Edgar Dale's Cone of Learning, to which band
would you categorize the use of this material?
The Cone of Experience
"The come is a visual analogy, and like all analogies, it does not bear an exact and
detailed relationship to the complex elements it represents- Edgar Dale
In preparing to become a teacher, there are elements that should be taken into
consideration. One way of putting it is the &M's of teaching and each element
contributes to ensuring effective instruction.
The Fight M's of Teaching
1. Milieu-the learning environment
2. Maner-the content of learning
3. Method- teaching and learning
4. Material- the resources of learning
5. Media- communication system
6. Motivation- arousing and sustaining interest in learning
7. Mastery- internalization of learning
8. Measurement- evidence that learning took place
With reference to the 8 M’s of instruction, one element is media. Another is material.
These two M’s (media, material) are the elements of the Cone of Experience. Edar
Dale’s Cone of Experience relates well with various instructional media which form
part of the system’s approach to instruction.
Figure 1. Dale’s Cone of Experience
The Cone of Experience is a visual model that shows a continuum of learning a
pictorial device that presents bands of experience. It does not strictly define the
bands to be mutually exclusive but allows the fluid movement across the levels, In
ICT, the sensory aids may overlap and even blend into one another For example,
viewing a play is far different from being a part of it. It is far different listening to
somebody explaining the architectural design from executing the plan.
The version of Dale's Cone of Experience with percentages as to which band will
hone higher order thinking skills and engage learners more may be confusing
because it may not necessarily mean that learning better takes place, she’s
materials or activities belong to the upper level of the cone or that the nature of
involvement is more active if it is in the bottom. For all the descriptive categorization
of learning experiences, other elements such as students" motivation to be engaged
and learn must be factored in as well.
Dale (1969) asserts that:
the pattern of arrangement of the bands experience is not difficulty but degree of
abstraction the amount of immediate sensory participation that is involved. A still
photograph of a tree is not more difficult to understand than a dramatization of
Hamlet. It is simply in itself a less concrete Hacking material than the
dramatization....
In our teaching, then, we do not always begin with direct experience at the base of
the Cone. Rather we begin with the kind of experience that is most appropriate to the
needs and abilities of learning situation. Then, of course, we vary this experience
with many other types of learning activities (Dale, 1969 at cited in B. Corpuz & P.
Lucido, 2012).
The Bands in Dale's Cone of Experience
Direct purposeful experiences -These refer to foundation of experiencing learning.
Using the senses, meaningful knowledge and understanding are established. This is
experiential learning where one learns by doing.
Contrived experiences- It is in this category that representations such as models,
miniatures, or mockups are used. There are things or events that may be beyond the
learners grasp and so contrived experiences can provide a substitute.
Dramatized experiences- These are commonly used as activities that allow
students to actively participate in a reconstructed experience through role playing or
dramatization.
Demonstrations- When one decides to show how things are done, a demonstration
is the most appropriate experience. It is an actual execution of a procedure or a
process. A demonstration of how to bake a cake or how to execute the dance step is
an appropriate way of making the learning experience meaningful.
Study trips- These are actual visits to certain locations to observe a situation or a
case which may not be available inside the classroom.
Exhibits-These are displays of models such as pictures, artifacts, posters, among
others that provide the message or information. These are basically viewed,
however, there are currently exhibits that allow the viewers to manipulate or interact
with the display and as a result, the exhibit becomes more engaging and fun.
Television and motion pictures- This technology equipment provide a two-
dimensional reconstruction of a reality. These allow learners to experience the
situation being communicated through the mediated tools. They provide a feeling of
realism as viewers try to understand the message portrayed by actors in the films.
Still pictures, Recordings, Radio-Still are pictures or images. Together in this
category are the audio-recorded materials or information broadcast through the
radio.
Visual symbols These are more abstract representations of the concept or the
information. Examples of these are information presented through a graph or a chart.
For example, a process can be presented using a flow chart.
Herbal symbols- This category appears to be the most abstract because they may
not exactly look like the concept or object, they represent but are symbols, words,
codes or formulae.
In addition, Brunner's three-tiered model of learning points out that every area of
knowledge can be presented and learned in three distinct steps.
1. Enactive a series of actions
2. Iconic series of illustrations or icons
3. Symbolic series of symbols
With young learners, it is highly recommended that a learner proceeds from the
ENACTIVE ICONIC and lastly to the SYMBOLIC. A young learner would not he
rushed to move in immediate abstraction at the highest level without the benefit of a
gradual unfolding. However, when the learner is matured and capable to direct his
own learning, it may move fluidly across the cone of experience.
Lesson 2: TPACK as a Framework for Technology Driven Teaching and
Learning
Learning Outcomes
1. Familiarized oneself with TPACK and SAMR model as framework in
integrating technology in the practice of teaching.
2. Selected and employed an appropriate technology (tool or application) in an
instructional plan.
3. Evaluated one’s capability in integrating technology in his lesson.
The technological pedagogical content knowledge -TPACK
T- technological
P- Pedagogical
A-And
C-content
K- knowledge
The TPACK framework was introduced by Puny Mishra and Matthew J. Koehler of
Michigan state university in 2006.
What is TPACK?
TRACK describes the kinds of knowledge needed by a teacher for effective
technology integration. Set of knowledge that teachers need. Explains how to teach
effectively using technology. Based on content (what you teach) and pedagogy (how
you teach). Option for looking at complex phenomenon like technology integration.
Three Primary Forms of Knowledge
Pedagogical knowledge (PK)-knowledge about the processes & practices or
methods.
Technological knowledge (TK)- knowledge about technology
Content knowledge (CK)- knowledge about the subject matter to be learned or
taught.
These primary forms of knowledge blend together (PCK, TCK. & TPK)
Pedagogical content Knowledge (PCK)
is knowledge almost how to combine pedagogy and content effectively.
Technological Content Knowledge (TPK)
Technological content knowledge refers to knowledge about how technology
may be used to provide new ways of teaching content.
Technological Pedagogical Knowledge (TPK)
Technological Pedagogical knowledge is a understanding of how tracking
and learning can change when particular technology are used in particular ways.
Key ideas to make effective use of TPACK.
-Concepts from the content being taught can be represented using technology.
-Pedagogical techniques can communicate content in different way using
technology.
-Different content concepts require different skill levels from students, and
educational technology can help address some of the requirements.
-Educational technology can be used in tandem with students’ existing
knowledge, helping them either strengthen prior epistemologies or develop new
ones.
TPACK OFFERS
THE TEACHERS:
It adds a new dimension to pedagogical or content knowledge.
It allows a teacher to know how to provide students with an excellent
education in 21” century.
THE STUDENTS:
It helps to relate the contents with their daily life.
It simulates the students effectively.
Necessity of TPACK in Business Education
Teach students
how to manage Big
Data
Meet the
expectations of the students.
Investigation in distinct areas of knowledge
Figure 1.
TPACK
Model
Lesson 3: The
ASSURE
Model
Learning
Outcomes
1. Identified learning theories and principles applied in the use and design of
learning lessons with technology.
2. Applied the ASSURE Model in crafting a lesson.
Figure 1. The ASSURE Model
Applied the ASSURE Model
- crafting a lesson is a guide in crafting an instructional flow that can guide the
teacher in integrating appropriate technology and media into the instructional
process. It also refers to a systematic approach that the teacher can use when
writing an instructional plan.
First Step: Analyze Learners Learner as the center of instructional process
Learner’s learning style Age level Interest or preferences Special needs
Cultural diversity.
Step 2: State Objectives Main instruction guide that will direct the flow to
reach the target. Known as learning outcomes expected of the lesson.
Statement describes what the learner would be able to perform because of
the instruction.
Step 3: Select Method, Media and Materials Selecting appropriate way of
delivering the lesson and using the applicable media or technology can
effectively make learners acquire understanding of lesson or gain the
competence desired.
Step 4: Utilized Method, Media and Materials Teacher decides which part of
the instructional flow will a particular materials or technology be employed and
the manner on how it will be more effective to achieve the learning outcome.
Step 5: Require Learning Participation Student engagement is an important
element. The learners must be made to understand their role in taking
accountability of their own learning.
Step 6: Evaluate Student Performance Assessing learners’ performance can
take place across phases of lesson. Evaluation should be congruent to the
learning outcome of the lesson.
Steps in Producing a Digital Story
1. Brainstorming a story concept
2. Create a story board that will contain the graphics, sounds, text, narration, and
music needed.
3. Collect pictures, materials and store them in an organized fashion.
4. Using productivity tools, put them together using iMovie, moviemaker, video, ppt,
PowToon, power director, viva video and the like.
[Link], revise and share your story.
When writing the script, you need to consider important elements:
1. Point of view
2. Dramatic question
3. Emotional content
4. Economy
5. Voice
6. Soundtrack
7. Pacing
Storyboarding
✓ Is a valuable initial phase in the digital storytelling process.
✓ It is like doing a layout of the text or the script, the images or pictures that should
go with it, the narration or voiceover as well as the transitions or effects that can be
employed to have engaging production
Lesson 4: Models of Technology-Enhanced Instructional Lessons
Learning Outcomes
1. Identified how a technology tool is integrated in a lesson.
2. Evaluated a sample lesson with the element of technology integration and
suggested how it can be enhanced.
Roles of Learners
[Link]
-Learners can upload materials such as a video or an audio, post a message.
submit an output in a drop box or add documents and eBooks and add a picture or
contribute to a digital world using a 'popup:
[Link]
-Students can collate a digital portfolio or commonly known as an ePortfolio or
create a Virtual poster or an interactive resource. They can produce a digital story.
edit the entries and share.
[Link]
-Using technology tools, students can chat with peers, post a reply in a blog and
contribute a comment to the let thread flow. Creating a Wiki, editing and adding to it
gives the students the chance to communicate their thoughts. Using the chat room or
the web conferencing by Skype creates a new dynamic to what a learning place is.
[Link]
-Capstone projects can be outputs of collaboration. Students can participate in
posting ideas in a Forum where there can be an asynchronous discussion. Using
wikis to participate in group work with group work with aim to accomplish a task or
comment on blogs are a few ways on the performing the role of a collaborator in a
new idea of a learning place.