Lunes, Marso 14, 2016

Lesson 18: Tablets for Textbooks in Schools


       




 This lesson talks about the different between Textbook and Tablets. Tablets for learning is still futuristic, but today’s books are still the primary of medium instruction in must schools. These will be replace by digital technology reading tools, but the disadvantages of using books are backbreaking due to their weight and size. Publishing and printing millions of books are too much expensive. If there is an error information the technical mistakes and editorial lapses. The technology is being view as a savior. Learning technology along other audio-visual aids in teaching learning process.

Books are still the primary medium of instruction in most schools. Already, there is a disadvantage of using books for learning that are being debated upon. The errors in public school textbooks have also been exposed, errors resulting from wrong information, technical mistakes and editorial lapses.
                                  
      Today, technology is being viewed as a savior because the students are enamored by computer games. By that, the educators have begun to think that the computer screen can very well serve as a power point educational medium.





      In general, tablets as a primary learning tool can be replacing the textbooks. Tablets are conducive to higher thinking, constructive and participative teaching-and-learning. By that, parents gave full support to the IT advancement. Technology itself may be a key to problem resolution and Filipino ingenuity is called to respond to the challenge facing the digital generation of the millennium.










Having something that can replace heavy bulky books is a good idea, the students will no longer suffer from carrying heavy books and if the only use tablets they can access their books anytime anywhere because it can be brought easily without hassle.
It is no longer impossible as what the students in La Salle were experiencing. Even ordinary college students were no longer buying books in the store especially now that PDF format copies of the books were already available and free to be downloaded.
In the near future this kind of events will be achieve by all levels of schools in the Philippines it may sound impossible because of the current situation in our country that cannot even provide good classrooms and equipment. But nothing is impossible, if there’s a will to become better there will always a way in achieving better and bigger things.

With advent of Tablets, reading, and learning as a whole have become less cumbersome. If books makes someone’s back ache, tablets are now here to take that burden away. Today, books however are still the number one medium of instruction in schools. Books are more durable than tablets but many educators now prefer the use of tablet in the teaching and learning process. Aside from the fact that it is less bulky, it offers a wide and faster way in accessing information because it cannot only contain books but also access the net. A book has its advantages, a tablet also has its pros – either of this two may prevail today but we cannot deny the fact that we are towards the digital realm where digital things are inevitable. With the present condition of the Philippines, it is still difficult for the government to provide all students tablets. For now, school administration, teachers, and parents must agree upon the notion of using tablets in school since tablets for now are very expensive, if there is a want to use tablets in the school.


Lesson 16: The Internet and Education

The Internet, also simply called the Net is the largest and far-flung network system of all systems. The Internet is not really a network but a loosely organized collection of about 25,000 networks accessed by computers on the planet. Everything is coordinated in the Internet through a standardized protocol called Transmission Control Protocol/Internet Protocol (TCP/IP). To gain access to the Internet, The computer must be equipped with what is called a Server which has a special software program that uses the Internet protocol.

The Internet, also simply called the Net, is the largest and far-flung
network system of all systems. Surprisingly, the Internet is not really a
network but loosely organized collection of about 25,000 network accessed by
computers on the planet. It is astonishing to know that no one owns the
Internet. It has no central headquarters, no centrally offered services, and no
comprehensive online index to tell users what information is available on the
system.

How is everything coordinated through the Internet? This is done through a
standardize4d protocol called Transmission Control protocol/Internet Protocol
(TCP/IP). To gain access to the Internet, the computer must be with what is
called a Server which has special software that uses the Internet protocol.
Originally developed and still subsidized by the United States government, the
Internet connect not only commercial, industrial, scientific establishments but
all other sectors including education and its libraries, campuses, and computer
centers.

The great attraction of Internet is that one the sign-up fees are paid,
there are no extra charges. Electronic mail, for example, is free regardless of
the amount of use. In contrast, individuals using the Internet on their own
personal computers must pay ongoing monthly fees to whoever is their service
provider.

Getting around the Net

The vast sea of information now in the Internet, including news and
trivia, is an overwhelming to those who wish to navigate it. Everyday, the Net
user-population and the available information continue to grow, and new ways are
continuously being developed to tour the Internet.

The most attractive way to move around the Internet is called browsing.
Using a program called a browser, the user can use a mouse to point and click on
the screen icons to surf the Internet, particularly the World Wide Web (the
Web), an Internet’s subset of text, images, and sounds are linked together to
allow users to access data or information needed.

The future of the Internet seems limitless. Already its complexity has
spawned and continues to spawn Net sites including new demand for services to
business, industries, science, government, and even homes. Many experts predict
that Internet is destined to become the centerpiece of all online communications
on the planet and in some future time in the solar system using interplanetary
satellite communications stations.


A view of educational uses of the Internet

Today, even elementary school graders in progressive countries like the
United States are corresponding via e-mail with pen pals in all 50 states. They
ask probing questions like, “What is your state’s most serious problems,” or How
much does a pizza cost in your state? This educational activity prodded by their
schools are paying dividends from increasing the pupil’s interest in Geography
to a greater understanding of how people live in large cities and other places
in the United States or the world.







Educational software materials have also developed both in sophistication
and appeal. There is now a wider choice from rote arithmetic or grammar lessons
to discovery and innovation projects. But the real possibility today is
connecting with the world outside homes, classrooms, and Internet cafes. And
today schools are gearing up to take advantage of Internet access, where they
can plug into the Library of Congress, make virtual visits to famous museums in
the world, write to celebrities, and even send questions to heads of states.


Lesson 15: Understanding Hypermedia







Hypermedia is nothing but multimedia, but this time packaged as an educational computer software where information is presented and student activities are integrated in a virtual learning environment. Most educational IT applications are hypermedia and these include:


1. Tutorial software packages
2. Knowledge web pages
3. Simulation instructional games
4. Learning project management, and others

         The presentation of information-learning activities in hypermedia is said to be sequenced in a non-linear manner, meaning that the learner may follow his path of activities thus providing an environment of learner autonomy and thinking skills.

The flight simulator used to train pilots is an example of a highly developed hypermedia program. Observe that it simulates an environment that allows student pilots to practice authentic (as is needed to be done in the real world) tasks while reducing the load of the cognitive mode of learning.



Characteristics of hypermedia applications:

There are two important features that are outstanding—among other features – that characterize the hypermedia software:

1. Learner control.
This means the learner makes his own decisions on the path, flow or events of instruction.

2. Learner wide range of navigation routes.
The learner controls the sequence and pace of his path depending on his ability and motivation.

3. Variety of media.
Includes more than one media (text, graphics, audio, animation and video clip) but does not necessarily use all types of media in one presentation.

In the use of hypermedia the following instructional events will prove useful to the teacher:


1. Get the learner’s attention
2. Recall prior learning
3. Inform learners of lesson objectives
4. Introduce the software and its distinctive features
5. Guide learning, eliciting performance
6. Provide learning feedback
7. Assess performance
8. Enhance retention and learning transfer


Lesson 14: The Software as an Educational Resource









When people think about computers, they imagine the computer machine with monitor screen, keyboard, printer and “the box” which contains the electronic parts and circuits (or CPU). It is more difficult to realize, however, that the computer hardware can hardly be useful without the program or system that tells what the computer machine should do. This is also called the software.

Software
-is a program that a computer uses to perform tasks.
-is any set of instructions that directs a computer to perform specific operations. 

Note: Computer hardware and software require each other and neither can be realistically used without the other.

Two types of software:

1.   Systems software- this is the operating system that is found or bundled inside all computer machines.
Example:
Operating System – is a set of programs containing instructions that work together to coordinate all the activities among computer hardware recourses.
Utility Program - System software that performs maintenance type tasks.
Device Driver - is a program that controls a particular type of device that is attached to your computer. There are device drivers for printers, displays, CD-ROM readers, diskette drives, and so on. When you buy an operating system, many device drivers are built into the product.







2.   Applications software- this contains the system that commands the particular task or solves a particular problem.

  Application Software may be:

Custom Software that is made for specific tasks often by large corporations.










Commercial Software packaged for personal computers that helps with a variety of tasks such as writing papers, calculating numbers, drawing graphs, playing games and so much more.













MICROSOFT WINDOWS













Microsoft - computer software company
Windows - any of several microcomputer operating systems or environments featuring a graphic user interface.


Microsoft Windows
This is also referred to as program. Microsoft Windows or Windows for short is an operating environment between the user and the computer operating system. Also called a shell, it is a layer that creates the way the computer should work. Windows uses a colorful graphics interface (called GUI- “gooee”) that can be seen on the computer screen or monitor whenever the computer is turned on.


Instructional Software

This can be visited on the internet or can be bought from software shops or dealers. The teacher through his school should decide on the best computer-based instructional (CBI) materials for the school resource collection. But beware since CBIs need much improvement, while web-based educational resources are either extremely good or what is complete garbage.



Lesson 13: Cooperative Learning with the Computer






*The 1:1 pupil-computer ratio is still an ideal to be achieved
Reality, therefore, dictates that schools face the fact that each classroom, especially in public or government schools, may not be equipped with the appropriate number of computers. The creativity of the teacher will have to respond to the situation, and so cooperative learning will likely be the answer to the implementation of IT supported learning in our schools.  But the situation may not be that bad since there are motivational and social benefits to cooperative learning and these can compensate for the lack of hardware that educators face. Cooperative or collaborative learning is learning by small groups of students who work together in a common learning task. The five elements namely, a common goal, interdependence, interaction, individual accountability and social skills, are needed. In addition, there are studies which show that cooperative learning enhance personal and social development among students of all ages, while enhancing self-esteem and improving social relations between racially and culturally different students. When students work with computers in groups, they cluster and interact with each other for advice and mutual help. And given the option to work individually or in a group, the students generally wish to work together in computer-based and non computer-based activities.






Collaborative or cooperative learning is learning in groups to achieve a common goal. However, in order for a group work to be called cooperative, it must have the following: common goal – the group must have a unanimous target so that they can work together towards the achievement of that goal; interdependence – members of the group must depend on each other (but not totally be dependent like leave the task to others) in a manner that the job is shared and everyone has its job; interaction – everyone in the group must interact and participate in the work; individual accountability – each one must take responsibility and do his/her job in the group; and social skills – members of the group must not only be interactive but must also know how to establish and maintain good relationship with other members of the group. From the prerequisites above, it can be said then that not every group work is a cooperative one. A group of people may do the same thing in the same place but may have different targets.


Cooperative learning also has its benefits. This type of learning is active and students in the process are motivated to learn. Since it encourages group work there is big chance that students will learn more since they can learn from their group mates and in the end there is an increase in the academic performance of the students. Above all, the teacher becomes more effective since he/she is also manifesting the other functions of a teacher being a facilitator of learning (since in this approach students learn together from their group mates and the teacher is no longer the sole source of information). Students develop socially and personally.

Lesson 12: Information Technology in Support of Student-Centered Learning












The idea of student-centered learning is not a recent idea. In fact, as early as the 20th century, educational educators such as John Dewey argued for highly active and individualized pedagogical methods which place the student at the center of the teaching-learning process. The Traditional Classroom, it may be observed that classrooms are usually arranged with neat columns and rows of student chairs or desks, while the teacher stands in front of the classroom or sits behind his table. This situation is necessitated by the need to maintain classroom discipline, also allows the teacher to control classroom activities through lecture presentation and teacher-led discussions.








The SCL Classroom, John Dewey has described traditional learning as a process in which the teacher pours information to student learners, much like pouring water from a jug into cups. This is based on the long accepted belief that the teacher must perform his role of teaching so that learning can occur.            This learning approach is generally known as direct instruction, and it has worked well for obtaining many kinds of learning outcomes. The problem with it is that the approach in learning, however, is the fact that the world’s societies have began to change. It may not be felt strongly to countries in which on countries who depends mostly their economy to factory workers. Traditional and direct instruction is very useful in these countries. In contrast, industrialized societies we find knowledge-based economies in which workers depend on information that can be accessed through information and communication technologies (ICTs). Desiring to gain effectiveness, efficiency and economy in administration, schools in these developed economies have also adopted the support of ICTs. Their students have now become active not passive learners, demonstrating independence and self-awareness in the learning process.





       In the traditional classroom, it may be observed that the classrooms are usually arranged with neat columns and rows of student chairs, while the teacher stands in front of the classroom or sits behind his/her desk. This situation is necessitated by the need to maintain classroom discipline and also allow teacher to control classroom activities through lecture presentation and teacher-led discussions.







Lesson 11: The computer as a teacher’s Tool



Constructivism was introduced by Jean Piaget (1981) and Bruner (1990). They gave stress to knowledge discovery of new meaning/concepts/principles in the learning process. Various strategies have been suggested to foster knowledge discovery, among these, is making students engaged in gathering unorganized information from which they can induce ideas and principles. Students are also asked to apply discovered knowledge to new situations, a process for making their knowledge applicable to real life situations.
While knowledge is constructed by the individual learner in constructivism, knowledge can also be socially constructed.



Social Constructivism is the effort to show that the construction of knowledge is governed by social, historical and cultural contexts. In effect, this is to say that the learner who interprets knowledge has a predetermined point of view according to the social perspectives of the community or society he lives in.











The Computer’s Capabilities:




ü Informative Tool.
The computer can provide vast amounts of information in various forms such as text, graphics, sound and video. The Internet itself provides an enormous database from which user an access global information resources as well as educational information directly useful to learners.







ü Communication Tool.
Given the fact that the Internet can serve as a channel for global communication, the computer can very well be the key tool for video teleconferencing sessions.







ü Constructive Tool.
The computer can be used for manipulating information, visualizing one's understanding and building new knowledge. The Microsoft Word is an example wherein it allow users to organize and present their ideas in attractive formats.




ü Co-constructive Tool.
Students can use co-constructive tools to work cooperatively and construct a shared understanding of new knowledge.









ü Situating Tool.
By means of virtual reality extension systems, the computer can create 3-D images on display to give the user the feeling that are situated in a virtual environment. A flight simulation program is an example which places the user in a simulated flying environment.


Miyerkules, Pebrero 10, 2016

Lesson 10: The computer as a Tutor




Computer is one of the greatest inventions of the new generation. It can help us find easily what we need. It is a tool to program instruction in an interactive way. Especially in education, it helps the teacher enhance the learning process by making creative presentation and advance information. Computer can also be a tutor in such a way that it helps the teacher to aid the problems of the learners in terms of difficulties of the lesson but it cannot totally replace the role the teacher because the major role of the teacher is to deliver the information and the controller of learning environment. But teacher could use the CAI to integrate the lessons by giving the students a drill and activity to practice their basic skill and knowledge. Simulation program could also help, teacher use it a strategy to apply the lesson in real life situation. Another is the instructional games, problem solving software, multimedia encyclopedia electronic books.



The computer is one of the wonders of human ingenuity, even in its original design in the 1950s to carry out complicated mathematical and logical operations. With the invention of the microcomputer (now commonly referred to PCs or personal computers), the PC has become the tool for programmed instruction.
                Educators saw much use of the PC. It has become affordable to small business, industries and homes. They saw its potential for individualization in learning, especially as individualized learning is a problem since teachers usually with a class of forty or more learners. They therefore devised strategies to use the computer to the break the barriers to individualized instruction.











                CAI computer learning should not stop with the drill and practice activities of students in effect, CAI work best in reinforcing learning trough repetitive exercise such that student can practice basic skills or knowledge in various subject areas. Common types of drill and practice programs include vocabulary building, math facts, and basic science, and history or geography facts. In these programs, the computer presents a question/ problem the first and the student is asked to answer the question/problem. Immediate feedback is given to the student’s answer. After the number of practice problems and at the end of the exercise, the students get a summary of his overall performance.





CAI PROGRAMS:

1. Simulation Programs

Simulation software materials are another kind of software that is constructivist in nature. This simulation software:

·         Teacher strategies and rules applied to real-life problems/situation
·         Ask students to make decision on models or scenarios
·         Allow students to manipulate elements of a model and get the experience of the effect of their decisions


2. INSTRUCTIONAL GAMES

           While relating to low level learning objectives (e.g. basic spelling or math skills), instructional computer games add the elements of competition and challenge.





           3.  PROBLEM SOLVING SOFTWARE

             
                These are more sophisticated than the drill and practice exercises and allow students to learn and improve on their own problem solving ability. Since problems cannot be solved simply by memorizing facts, the students have to employ higher thinking skills such as logic, recognition, reflection, and strategy-making
                The Thinking Things 1 is an example of a problem solving software in which the team learners must help each other by observing comparing.







            4. MULTIMEDIA ENCYCLOPEDIA AND ELECTRONIC BOOKS

                The Multimedia Encyclopedia can score a huge database with text, images, animation, audio and video. Students can access any desired information, search it vast contents and even download/print relevant portions of the data for their composition or presentation. An example is the eyewitness children’s encyclopedia.




                Electronic books provide textual information for reading supplemented by other types of multimedia information (sounds, spoken words, pictures, animation). These are useful for learning reading, spelling and word skills. Examples are Just Grandma and Me animated storybook which offer surprises for the young learner’s curiosity.