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Ped 5 Technology in Education Overview

PED Review

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0% found this document useful (0 votes)
32 views5 pages

Ped 5 Technology in Education Overview

PED Review

Uploaded by

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

INTRODUCTION TO TECHNOLOGY AND LEARNING

• Online Education vs Traditional Education

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Online Education - Online education is a form of education which is delivered and
administered using the Internet.

Traditional Education - traditional education means education in which instruction


takes place between an instructor and students where all are physically present in

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the same classroom.

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O
UNDERSTANDING THE BASIC CONCEPTS IN ICT

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T I T E E A

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TECHNOLOGY - the application of scientific knowledge for practical purposes,
especially in industry.

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INSTRUCTIONAL TECHNOLOGY - refers to the theory and practice of design,
development, utilization, management and evaluation of the processes and resources
for learning.

BONT
V
I
TECHNOLOGY IN EDUCATION - Technology in education is also stated as educational
technology or Ed Tech. The combination of computer hardware and software with
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educational theory facilitates the learning of students.

EDUCATIONAL TECHNOLOGY - is the field of study that investigates the process of


analyzing, designing, developing, implementing, and evaluating the instructional
TA

environment, learning materials, learners, and the learning process to improve teaching
and learning.
LI

EDUCATIONALM EDIA - refers to channels of communication that carry messages with an


instructional purpose. They are usually utilized for the sole purpose of learning and
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teaching.
B

AUDIO- VISUAL - using both sight and sound, typically in the form of slides or video and
recorded speech or music.
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❖ Digital Literacy – ability to use information and communication technologies and


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the Internet.
❖ Digital Learning – any type of learning that is accompanied by technology.
❖ Digital tools – applications. (on-line and offline)
❖ Multimedia- variety of media formats.
R.
D

ROLES OF ICT IN TEACHING AND LEARNING


according to Stosic (2015)
➢ Technology as a tutor - With technology, tutors and teachers can bring simulations
and modeling into the classroom, assisting students who have difficulty grasping
the information through verbal discussion.
➢ Technology as a teaching tool - Technology provides students with easy-to-access
information, accelerated learning, and fun opportunities to practice what they
learn.
➢ Technology as a learning tool - provides students with easy-to-access information,
accelerated learning, and fun opportunities to practice what they learn.
➢ Technology provides enormous support to the teacher - Technology provides

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enormous support to the teacher as the facilitator of learning. It transforms a
passive classroom to an active and interactive one, with audio-visual aids and
models, smart classrooms, e-learning classrooms which motivate and increase
attention level of learners.
➢ Technology has modernized the teaching-learning environment- Technology
provides students with easy-to-access information, accelerated learning, and fun

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opportunities to practice what they learn. It enables students to explore new
subjects and deepen their understanding of difficult concepts, particularly in STEM.

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➢ Technology opens new fields in educational researches - Through technology,

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researchers can process data faster and more accurate.
➢ Technology supports teacher professional development - Professional

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development utilizing technology should involve learning content in context and

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modeling pedagogically appropriate methods.
➢ Support learners to learn how to learn on their own
➢ Enhances learners’ communication skills through social interactions.
➢ Upgrades learners’ HOTS: critical thinking, problem solving and creativity.

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SEVEN CREATIVE STRATEGIES

SCAMPER TECHNIQUE BONT


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I
(Osborn, 1963)

▪ Development of new food product


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This is an exercise in a course, Food Product Development. Students are assigned
to small groups. Each group is required to agree on an idea for a new product to develop
and sell. Students share their ideas, with each group selecting what they feel is the best
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idea and then using the SCAMPER process to consider ways to improve the idea.

One such group decides to develop a nutritious high-energy lunch cereal snack bar for
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busy workers and uses the following criteria to refine its idea.
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SUBSTITUTE: Could we substitute any of the ingredients to make it more cost-efficient?


COMBINE: Could we sell complimentary snacks to attract more people?
B

ADAPT: Do we anticipate problems that will cause us to adapt our business model?
MODIFY OR MAGNIFY: Could we make a special snack bar for people on a special diet?
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PUT TO OTHER USES: Can our high-energy snack bar be marketed as food for sports
athletes?
ELIMINATE OR MINIMISE: Could we eliminate any ingredients in our snack bar to lessen
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the cost?
REARRANGE OR REVERSE: Would changing the order or the ratio of our ingredients
improve our recipe?
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DEFINITION OF ICT POLICY

ICT policies are needed to put a roadmap or course of actions to be pursued and
adopted by various governments, org, entities, involving ICT
SOME ISSUES ON ICT

• ISSUES NO. 1: Freedom of Expression and Censorship

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• ISSUES NO. 2: Privacy and Security
• ISSUES NO. 3: Surveillance and Data Retention
• ISSUES NO. 4: E-pollutants from E-waste

E-SAFETY
➢ Helps safeguard children and young people in the digital world

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➢ 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

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online.

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➢ Supports young learners and adults to develop safer online behaviors, both in and
out of school

N
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NETWORK MANAGEMENT
1. Safety in the Use of Network in Schools
2. Password Policy
3. Personal mobile phones and mobile devices

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4. Cameras

BONT
NON-DIGITAL AND DIGITAL SKILLS AND TOOLS IN DELIVERING TECHNOLOGY-

across the lap and used for writing.


V
I
ENHANCED LESSONS

Writing Board - work surface consisting of a wide lightweight board that can be placed
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Diorama - a model representing a scene with three-dimensional figures, either in


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miniature or as a large-scale museum exhibit.

Nature Table - table on which items collected from nature, such as seeds, rocks, birds'
LI

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
A

top to reveal the next, used on a stand at presentations.


B

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.
RL

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
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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 showcase images relevant to the lesson subject.
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Guidelines in the Construction and Development of Conventional Instructional Support


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Materials:

1. Unity - the quality or state of being one


2. Simplicity - the quality or condition of being easy to understand or do.
3. Legibility - the quality of being clear enough to read.
4. Consistency - always behaves in the same way, has the same attitudes towards
people or things, or achieves the same level of success in something
5. Clarity - the quality of being coherent and intelligible.

DIGITAL TOOLS OR NON-CONVENTIONAL INSTRUCTIONAL SUPPORT FOR TEACHING AND

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LEARNING.

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.

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Infographics - a visual image such as a chart or diagram used to represent information
or data.

TE
O
Online Bulletin Board - is a qualitative approach that gathers a virtual assembly of
people to facilitate data production through interactive discussion among participants

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and a moderator.

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E-Portfolio - is a collection of work (evidence) in an electronic format that showcases
learning over time.

EW
COLLABORATIVE ENVIRONMENT IN THE DIGITAL WORLD

BONT
SKYPE - is software that enables the world's conversations. Millions of individuals and
businesses use Skype to make free video and voice one-to-one and group calls, send

V
I
instant messages and share files with other people on Skype.
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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
TA

thoughts about a particular subject with readers.

GOOGLE GROUP/FORM - Organizations, classes, teams, and other groups can use
LI

Google Groups to do things such as: Find people with similar hobbies or interests and
take part in online conversations.
A

DIGITAL LITERACY SKILLS IN THE 21ST CENTURY


B

Digital literacies are the individual’s capabilities to be able to effectively and


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responsibly function and perform in digital society. The term “digital literacy” was
coined by Paul Gilster in 1997.
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THE DIGITAL LITERATIES

MEDIA LITERACY – one’s ability to critically read information and content.


R.

INFORMATION LITERACY – locating information from the web and interpreting and
evaluating its validity.
D

ICT LITERACY – knowing how to select and use digital devices, apps, and services.

COMMUNICATION & COLLABORATION – one’s capabilities in being able to participate


in digital networks.
IDENTITY MANAGEMENT – understand how to ensure safety and security in managing
online identity.

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LEARNING SKILLS – knowing how to study and learn in technology-enriched
environment.

DIGITAL SCHOLARSHIP– think and participate in professional and research practices.

8 DIGITAL LITERACY SKILLS (LYNCH, 2017)

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CODING - the process of assigning a code to something for classification or

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identification.

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COLLABORATION - the action of working with someone to produce or create

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something.

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CLOUD SOFTWARE - is application software that's 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.

EW
WORD PROCESSING - refers to the act of using a computer to create, edit, save and

Processor) is needed. BONT


print documents. To perform word processing, specialized software (known as a Word

V
I
SCREEN CASTING - is a digital video and audio recording of what occurs on a
RE
presenter's computer screen, and it can be used to create sophisticated, information-
rich multimedia presentations.
TA

ARCHIVING - a place in which public records or historical materials (such as


documents) are preserved an archive of historical manuscripts a film archive.
LI

INFORMATION EVALUEATION - encourages you to think critically about the reliability,


validity, accuracy, authority, timeliness, point of view or bias of information sources.
A

SOCIAL MEDIA - is a collective term for websites and applications that focus on
B

communication, community-based input, interaction, content-sharing and


collaboration.
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Prepared by:
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MARY ANN G. ABLIHAN

Common questions

Powered by AI

Instructional technology can be better utilized to enhance teacher professional development by integrating it into learning content and promoting pedagogically appropriate methods. Such integration allows teachers to model and practice new technological skills within their teaching contexts. For student learning outcomes, instructional technology provides easy access to a wealth of information and offers interactive opportunities to reinforce learning. Educational technologies should align with curriculum goals and actively involve students in the learning process, supporting differentiated learning and helping to close the knowledge gap for diverse student needs .

Technology modernizes the traditional teaching-learning environment by transforming passive classrooms into active and interactive ones. This is achieved through the integration of audio-visual aids, e-learning platforms, and smart classrooms, which motivate and increase the attention level of learners. These tools provide students with easy access to information, facilitate accelerated learning, and offer engaging opportunities to practice what they learn. For educators, this means they need to adapt to new teaching methods that incorporate technology to enhance student engagement and facilitate a more interactive learning experience .

ICT as a learning tool provides students with access to information, accelerates learning, and makes practice more engaging, supporting independent exploration and consolidation of learned concepts. As a tutor, ICT offers simulations and modeling that facilitate understanding complex ideas, particularly beneficial for students struggling with verbal explanations. Each role impacts student learning by enhancing content accessibility and enabling personalized learning experiences that cater to individual needs, promoting active learning and deeper comprehension .

Digital literacy skills enable students to effectively and responsibly function in a digital society by equipping them with the ability to critically assess information and content (media literacy), locate and evaluate information validity (information literacy), and effectively use digital devices and services (ICT literacy). Key skills include communication and collaboration within digital networks, managing online identity securely, and possessing the learning skills necessary for a technology-enriched environment. These competencies ensure students can navigate, analyze, and contribute to the digital world effectively .

The SCAMPER technique is a creative strategy that involves seven steps: Substitute, Combine, Adapt, Modify/Magnify, Put to other uses, Eliminate/Minimize, and Rearrange/Reverse. It encourages students to systematically think about and enhance their projects. In educational settings, particularly in project development like creating a new food product, SCAMPER fosters creativity by compelling students to reconsider and improve ideas, encouraging innovative thinking and problem-solving. This approach helps students explore various possibilities and enhances their ability to generate new concepts and solutions .

Non-digital instructional tools like dioramas and nature tables complement digital tools by providing tactile and visual stimuli that enhance experiential learning. These tools help students engage with content in a tangible way, while digital tools can offer supplementary information and enhanced interactivity. Combined, they create a comprehensive educational experience by catering to different learning styles and reinforcing concepts through multiple modalities. Their significance lies in their ability to bridge gaps between theoretical understanding and practical application, enriching the learning environment .

Schools face challenges regarding e-safety that include safeguarding children in the digital environment, teaching the understanding and utilization of new technologies positively, and educating about online risks. Measures to address these issues include implementing comprehensive e-safety education programs that encompass both the risks and the benefits of the digital world, fostering safer online behaviors, and ensuring both students and educators understand and manage online identity's risks. Establishing strict network safety protocols, such as password policies and monitoring personal devices usage, further supports protective efforts in schools .

Online education is delivered and administered using the Internet, allowing for flexibility and accessibility regardless of the student’s location. It benefits learners by providing access to a wide array of resources and technologies. Traditional education, on the other hand, requires physical presence between instructors and students, which fosters direct interaction and immediate feedback. Each offers unique benefits: online education supports autonomous learning and resource-rich environments, while traditional education promotes community interaction and real-time teacher-student engagement .

Collaborative digital tools like Skype and Wiki support modern educational practices by facilitating communication and collaborative learning regardless of geographical barriers. Skype enables video and voice communication, as well as instant messaging and file sharing, enhancing interaction between students and teachers. Wikis allow collaborative editing and information sharing among users, fostering a sense of community and collective learning. These tools promote active participation, critical thinking, and problem-solving skills, essential for preparing students for the collaborative demands of the modern workforce .

Understanding ICT policies is crucial for educational institutions to ensure they have a structured approach in adopting and implementing technological advancements effectively. Key ICT issues that need to be addressed include freedom of expression and censorship, privacy and security, surveillance and data retention, and environmental impacts such as e-waste. By addressing these issues, educational institutions can promote a safe and secure digital environment, ensuring technological resources contribute positively to teaching and learning without infringing on rights or posing environmental risks .

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