LET Reviewer: Educational Technology
EDUCATIONAL TECHNOLOGY
• Technology refers to material objects of use to humanity, such as
machines or hardware, but it can also encompass broader themes,
including systems, methods of organization, and techniques.
• Educational technology is human invention and/or discoveries that
satisfy educational needs and facilitate learning.
• The three main schools of thought or PHILOSOPHICAL FRAMEWORK
behind educational technology are Behaviorism, Cognitivism, and
Constructivism.
• BEHAVIORISMwas the theoretical framework used by Ivan Pavlov,
Edward Thorndike, Edward C. Tolman, Clark L. Hull, BF Skinner and
othersto describe and experiment with human learning.
• BF Skinner’s contribution includes his extensive writing on
improvements of teaching based in his functional analysis of Verbal
Behavior and a system he called programmed instruction.
• Cognitive theories look beyond behaviors to explain brain-based
learning and consider how human memory work to promote
learning.
• Constructivism is a conceptual model of learning that refers to the
role of learning to help the individual live or adapt to his personal
world.
• Constructivism is defined as where the learner builds a personal
understanding through appropriate learning activities and a good
learning environment.
• Connectivism is a learning theory for the digital age where it
combines relevant elements of many learning theories, social
structures, and technology to create a powerful theoretical construct
for learning in the digital age.
• Audiovisual aids are defined as any device used to aid in the
communication of an idea.
• Device is any means other than the subject matter itself that is by
the teacher in presenting the subject matter to the learner.
• There are four CLASSIFICATIONS OF DEVICES, which are extrinsic,
intrinsic, material devices, and mental devices.
• Extrinsic devices are used to supplement a method used such as
picture, graph, filmstrips, slides, etc.
• Intrinsic devices are used as a part of the method or teaching
procedure such as pictures accompanying an article.
• Material devices are devices that have no bearing on the subject
matter such as black board, chalk, books, pencils, etc.
• Mental devices are a kind of device that is related in form and
meaning to the subject matter being presented such as questions,
projects, drills, lesson plans, etc.
• Nonprojected Audiovisual Aids are those that do not require the
use of audiovisual equipment such as a projector and screen, which
includes charts, graphs, maps, illustrations, photographs, brochures,
and handouts.
• Technology integration refers to using learning technologies to
introduce, reinforce, supplement and extend skills.
• Educational media are channels or avenues or instruments like books,
magazines, television, Internet, etc.
• Instructional technology are concerned with instruction as contrasted
to designs and operations of educational institutions.
• Technology in Education refers to the application of technology in
the operation of education institutions.
• Technology of Education deals with the active use of mass media
and computer science for the individual pupils’ learning process
under the teacher’s supervision.
• Instructional technology is a systematic way of designing, carrying
out, and evaluating the total process of learning and teaching in
terms of specific objectives.
• INTEGRATING TECHNOLOGY in the instructional process must be
geared to interactive and meaningful learning, the development of
creative and critical thinking, the development and nurturing of
teamwork and efficient and effective teaching.
• Constructivists perceive technology as a partner in the learning
process, for it makes the learner gather, think analyze, synthesize
information and construct meaning with what technology presents.
• Computer-mediated communication (CMC) is a paradigm in the
school system where the teacher and students interact through a
computer.
• Computer-Based Teaching/Computer-Based Learning means
individualized (self-study) learning.
• Computer-Aided Instructionis instructional techniques that vary
both instruction and time according to learner requirements.
• The PHASES OF A SYSTEMATIC APPROACH TO TEACHING may be
reduced to three, such as formulation of instructional objectives,
the process of instruction itself, and the assessment of learning,
which will once more lead to the formulation of instructional
objectives.
• Activities and technology for instruction must be appropriate to the
lesson objectives, the learners, and the nature of the lesson content.
• Edgar Dale’s research led to the development of the Cone of
Experience, which also became the basis of “learning-by-doing” and/
or “experiential learning” or “action learning”.
• Edgar Dale’s Cone of Experience theorized that learners retain more
information by what they do as opposed to what they heard, read,
or observed.
• Edgar Dale’s Cone of Experience gives primary importance on
psychomotor experience and is a model that incorporates several
theories related to instructional design and learning process.
• Dale’s Cone of Experience implies to use many instructional materials
to help the students conceptualize his experience, avoid teaching
directly at the symbolic level of thought without adequate
foundation of the concrete, and to strive to bring the students to
the symbolic or abstract level to develop their higher order thinking
skills.
• In Jerome Bruner’s knowledge representation, the learners are
taught through a sequence of actions, then through a series of
illustrations and through a series of symbols (enactive to iconic to
symbolic).
• Jerome Bruner’s knowledge representation in teaching is applied
when the learners are taught by beginning with the concrete, the
uses pictures followed by symbols.
• According to the Traditionalist’s point of view, the role of educational
technology in learning is that it servers as a presenter of knowledge,
just like teachers.
• The Contructivist’s view of the role of educational technology in
learning is that it engages learners in active, constructive,
intentional, authentic, and cooperative learners, servers as tools to
support knowledge construction, and is a social medium to support
learning by conversing.
• Contructivism is a framework of educational technology that
believes that the role of teachers is to become facilitator providing
guidance so that learns can construct their own knowledge.
• When teachers represent and stimulate meaningful real-world
problems, situations and context in teaching, they are using
technology as context to support learning-by-doing.
• Technology as tools to support knowledge construction is used when
learners produce organized, multimedia knowledge bases.
• Technology as intellectual partner to support learning by reflecting
is used when technology help learners to articulate and represent
what they know.
• Technology as information vehicles for exploring knowledge to
support learning-by-constructing is applied when technology is used
for accessing needed information.
• Technology as a social medium to support learning by conversing is
applied when a teacher encourages her students to work on their
assignments in groups using the social media network.
• Technology can be used as a tool for collaborating with others, and
for supporting discourse among knowledge-building communities.
• The most frequent reasons given for USING TECHNOLOGY FOR
TEACHING AND LEARNING are to improve access to education and
training, to improve the quality of learning, to reduce the cost of
education, and to improve the cost effectiveness of education.
• Integrating technologywith teaching means the use of learning
technologies to introduce, reinforce, supplement, and extend skills.
• A teacher using Power Point presentation with inserted video clips
in teaching manifests technology integration in teaching and
learning.
• The three LEVELS OF INTEGRATION are Simple/Basic
Integration,Middle Level Integration, and High Level Integration.
• Simple/Basic Integration is employed in teaching-learning process
when there is no substantial change in the teaching-learning process
from previous method.
• Middle Level Integration is when there is purposeful use of
technology to support key learning areas.
• High Level Integration is where technology is the central
instructional tool.
• The different CONCEPTUAL MODELS OF LEARNING are Meaningful
Learning, Discovery Learning, Generative Learning, and
Constructivism.
• Meaningful Learning is a conceptual model of learning created by
the application of educational technology that enables students to
willingly perform class work to find educational technology that
enables students to willingly perform class work to find connections
between what they already known and what they can learn.
• Discovery Learning is where new ideas and new decisions are
generated in the learning process, regardless of the need to move
on and depart from organized activities.
• Generative Learning is where learnerscreate a personal model or
explanation to the new experiences on the context of existing
knowledge.
• Constructivism is where learning consists of what a person can
actively assemble for himself and not what can receive passively.
• According to Lucido, the computer as a tutor does not replace the
teacher but assumes previous roles assigned to them.
• Some examples of COMPUTER-ASSISTED INSTRUCTIONS (CAI) are
simulation programs, instructional games, problem solving software,
and multimedia encyclopedia and electronic books.
• Mass mediais referred to as vehicles or various ways of information
and communication.
• Drawing may not be the real thing, but having a concrete visual aid
that correctly represents the real thing is a helpful aid.
• Diagrams are any line drawing that shows arrangements and relation
as of parts to the whole, relative values, origins and development,
chronological functions, distribution, etc.
• The different TYPES OF DIAGRAMS are Affinity Diagrams, Tree
Diagram, and Fishbone Diagram.
• Affinity Diagrams are used to cluster complex, unrelated data into
natural and meaningful groups.
• Tree Diagram are used to chart out, in increasing detail, the various
tasks that must be accomplished to complete a projects or
achieve a specific objective.
• Fishbone Diagram, also called “cause-and-effect” diagram, is a
structured form of brainstorming that graphically shows the
relationship of possible cause and sub-causes directly related to
and identifies effect/problems that is commonly used to analyze
work-related problems.
• Strip drawings are commonly called comics or comic strips that can
be used by teachers who wants to teach patterns of dialogues among
characters in a story.
• Charts are a diagrammatic representation of relationships among
individuals within an organization.
• The different TYPES OF CHARTS are Time chart,Tree or stream
chart,Flow chart,Organizational chart,Comparison and contrast
chart,Pareto chart, and Gantt chart.
• Time chart is a tabular time chart the present data in ordinal
sequence.
• Tree or stream chart depicts development, growth and changes by
beginning with a single course (trunk), which spreads out into may
branches or by beginning with the many tributaries, which then
converge into a single channel.
• A flow chart is a kind of chart that can be used to show and/or analyze
a process from beginning to end.
• Organizational Chart shows how one part of the organization relates
to the other parts.
• Comparison and contrast chart are used to show similarities and
differences between two things.
• Pareto chart is a type of bar chart, prioritized in descending order of
magnitude or importance from left to right, which shows at a glance
the factors that are occurring most.
• Gantt chart is an activity time chart.
• The different TYPES OF GRAPHS are Circle or Pie graph,Bar
graph,Pictorial graph, and Graphic Organizer.
• Pie graph is a symbol recommended to represent parts of a whole.
• Bar graph is used in comparing the magnitude of similar items at
different entities or seeing relative sizes of the parts of a whole.
• Bar graph is a type of graph that illustrates a particular data series
through rectangles.
• Pictorial graph makes use of picture symbols.
• Maps are a representation of the surface of the earth or some part
of it, according to Dale.
• The different TYPES OF MAPS are Physical Map,Relief
map,Commercial or economic map, and Political Map.
• Physical map combines in a single projection data like altitude,
temperature, rainfall, precipitation, vegetation, and soil.
• Relief map has three-dimensional representations and shows
contours of the physical data of the earth or part of the earth.
• Commercial or economic map also called product or industrial map
since it shows land areas in relation to the economy.
• Political map gives detailed information about country, provinces,
cities and towns, roads and highways, where oceans, rivers, and
lakes are the main features.
• Virtual field trips are a way that can use for students to visit art
museums that they may not have access to otherwise.
• Social action projects are a kind of Internet-based project that has
kids creating solutions to local, regional, national, and international
problems.
• Telementoring is pairing a student with a space scientist so the
student can get first-hand information on recent developments.
• Keypals projects are a way to get kids communicating with their
peers to improve communication skills and exchange information.
• Never use copyrighted items unless the source is credited is a rule
that can help teachers make sure they are complying with copyright
laws when they use materials from Internet sites.
• WWW stands for World Wide Web, which is an interconnected
system of electronic pages containing almost everything.
• Skype is a face-to-face communication that is made possible through
a computer.
• E-Mail is an electronic mail sent via the internet through a computer.
• Google is an internet search engine.
• Software is the term used to refer to a computer program.
• Chat room is a location in the internet set-up were a teacher and a
student can converse in real time by typing their message to each other
• A browseris a software package that allows one to look at information
on the internet in graphic rather than just text format.
• E-mail address is a series of symbols or letters that act as an address
for a site on the internet.
• Avatar is a 3-D image that a person can choose to represent himself
in virtual reality.
• A three-dimensional (3D) image presentation reproduced from a
pattern of interference is a Hologram.
• GPS (Global Positioning System) is an instrument that uses a satellite
to pinpoint and exact location. GUI (Graphic User Interface) is a
software that displays option to user in graphic format consisting of
menus and icons.
• Audio-visual is a material with combined sounds and pictures or
sounds and video.
• A file format that can be used by a student or a teacher if they want
to store or send video sequences on a network is
MPEG (Motion Picture Experts Group).
• JPEG (Joint Photographic Experts Group) is a file format for storing
and sending graphic images on a network.
• HTML (Hypertext Markup Language) is the primary programming
language used to develop web pages.
• An HTML is used to either create new web pages or modify existing
ones.
• To make the presentation readable, a match image should be
selected or inserted in a slide or page.
• Content like text and images on a slide or page must be coherent to
make them meaningful and readable.
• PDF (Portable Document Format) is a file format invented by Adobe
systems to save documents in smaller file size and retains the original
look of the original layout, fonts, and other graphic elements.
• PDF is usually the format of documents downloaded such as an
application form, to make it easer to transfer with its original format
and appearance.
• The BMP (bitmap) format is a commonly used graphic format for
saving files.
• Students perform tasks to uncover what is to be learned in Discovery
Learning.
• Multimedia is defined as an audiovisual package that includes more
than one instructional media such as text, graphics, audio, animation,
and video clip.
• Hypermedia is a multimedia packaged as educational computer
software where information is presented and student
activities are integrated in a virtual learning environment.
• HYPERMEDIAapplication is characterized as learner-controlled, and
learner has a wide range of navigation routes.
• Learner-controlled means the learner make his own decisions on
the path, flow, or events of instruction.
• Aproductivity tool is technology as evidenced by its use in word
processing, database, spreadsheets, graphics design and desktop
publishing.
• The DIFFERENT TECHNOLOGIES that are used in the classroom are
computers, visual aids, digital cameras, video cameras, interactive
whiteboard tools, and LCD projectors.
• Computers can be used by teachers to demonstrate a new lesson,
present new material, illustrate how to use new programs, and show
new websites.
• Class Website is a way where teachers can post homework, student
work, famous quotes, trivia games, and so much more.
• Class blogs allow for students to maintain a running dialogue, like a
journal, of thoughts, ideas, and assignments that also provide for
student comment and reiterative reflection.
• Wireless classroommicrophones enable students to hear their
teachers clearer.
• Chalkboards, bulletin boards and other traditional learning
equipment are examples of educational technology.
• Mobile devices can be used to enhance the experience in the
classroom by increasing the possibility of feedback for professors.
• Interactive whiteboards provides touch control of computer
application that enhances the experience in the classroom through
visual learning and interactive activities such as drawing, writing, or
manipulating images in the computer.
• Digital video-on-demandare replacement of hard copy videos (DVD,
VHS, etc.) with digital video accessed from a central server, which
allows the teachers and students to access video clips immediately.
• Online media are streamed video websites that enhances a
classroom lesson.
• Online study tools are tools that motivate studying by making
studying individualized for the students.
• Digital gamesare provided as tools for the classroom that provides
the students with higher motivation.
• Podcasts enables teachers to reach a student and can help sharpen
students’ vocabulary, writing, editing, public speaking, and
presentation skills.
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