Miyerkules, Pebrero 10, 2016

Lesson 9: Computer as Information and Communication Technology


       In educational technology course 1 the role of computer in education was well discussed. It was pointed out that the advent of the computer is recognized as the third revolution in education. The first was the invention of the printing press; the second, the introduction of libraries and the third the invention of the computer, especially so with the advent of the microcomputer in 1975. Thus emerged computer technology in education
       Educators saw the amplification of learning along computer literacy through computer technology. Soon, CAI or Computer assisted instruction was introduced. Through the dynamic evolving pace of innovation in today’s Information Age, computer technology in education transformed into an educative information and communication technology (ICT) in education. Close to the turn of the 21st century, however, such a distinction merged owing to the advent of microprocessor, also known as the personal computer (PC). This Personal Computer (PC) functions as an instructional and educational communication media that helps to enrich and enhance the teaching-learning process. Normally, there are 10 programs installed in an ordinary modern PC and these are Microsoft Office, Power-point, Excel, Internet Explorer, Yahoo or Google, Adobe Reader, MSN, Windows media player, Cyberlink Power and GameHouse.
          Through the technology, educators saw the amplification of learning literacy. Much like reading, the modern student can now interact with computer messages; even respond to question or to computer commands. Again like writing, the learner can form messages using computer language or programs.


 THE PERSONAL COMPUTER (PC) AS ICT




                Until the nineties, it was still possible to distinguish between instructional media and the educational communication media.

                Instructional media consist of audio-visual aids that served to enhance and enrich the teaching-learning process. Examples are the blackboard, photo, film, and video

                On the other hand, educational communication media comprise the media communication to audiences including learners using the print, film radio, and television or satellite means of communication.  For example, distance learning were implemented using correspondence, radio, television or the computer satellite system
                Close to the turn of the 21st century, however, such as distinction merged owing to the advent of the microprocessor also known as the personal computer (PC). This is due to the fact that the PC user at home, office and school has before him a tool for both audio-visual creations and media communication.

To illustrate, let’s examine the programs (capabilities) normally installed in an ordinary modern PC:





v  Microsoft Office- program for composing text, graphics, photos into letters, articles, reports etc.




 v  Power-point- for preparing 
lecture presentations





v  Excel- for spreadsheet and similar graphic sheets


        







      v    Internet – access to the internet
 












v  Yahoo or Google- websites; email, chat rooms, Blog sites,news service (print/video) educational software etc








v  Adobe reader- Graph/photo composition and editing


















vMSN- mail/chat messaging














 v    Windows media player- Editing film/video
                                                       v      Cyber link power- DVD player




vGame house- video games






Martes, Pebrero 9, 2016

Lesson 8: Higher Thinking Skills through IT-Based Projects



         The four types of IT-based projects are effectively used in order to engage students in activities of a higher plane of thinking. To be noted is the fact that these projects differ in the specific process and skills employed, also in the ultimate activity or platform used to communicate completed products to others. It is the students themselves who demonstrate higher thinking skills and creativity through such activities searching for information, organizing and synthesizing ideas, creating presentations, and the like.







THE FOUR IT-BASED PROJECTS ARE:


I.   RESOURCE-BASED PROJECTS

The teacher steps out of the traditional role of being an context expert and information provider, and instead lets the students find their own facts and information.

  • The general flows of events in resource-based projects are:

a.The teacher determines the topic for the examination of class.
b.The teacher presents the problem to the class.
c.The students find information on the problem/questions.
d.Students organize their information in response to the problem/questions.



II.   SIMPLE CREATIONS




Three kinds of skills/abilities:
·        Analyzing- distinguishing similarities and differences/ seeing the project as a problem to be solved.
·        Synthesizing- making spontaneous connections among ideas, does generating interesting or new ideas.
·        Promoting- selling of a new ideas to allow the public to test the ideas themselves.


















III.  GUIDED HYPERMEDIA PROJECTS







The production of self-made multimedia projects can be approached into different ways:

Instructive tools- such as in the production by students of a power point presentation of a selective topic.
Constructive tools- such as when students do a multi-media presentation (with text, graphs, photos, audio narration, interviews, video clips, etc. to simulate a television news show.

IV. WEB-BASED PROJECTS





Students can be made to create and post web pages on a given topic. But creating new pages, even single page web pages, maybe tool sophisticated and time consuming fort the average student.


            It should be said, however, that posting of web pages in the Internet allows the students (now the web page creator) a wider audience. They can also be linked with other related sites in the Internet. But as of now, this creativity project maybe to ambitious as a tool in the teaching-learning process.

Lesson 7: Evaluation of Technology Learning





 In this lesson, it emphasizes the role of digital instructions in the modern times especially in evaluating student outputs. The student standard evaluation of learning must change As efforts are exerted to go digital in instruction, we need to also go digital in learning. Today, students are expected to be not only cognitive, but also flexible, analytical, and creative. Students must have the six important fluencies that reflect process skills.

        This topic talks about how we are going to evaluate or judge technology as a whole or specific. According to the topic that we had, we should have Mass Amateurization. It means that we should be also good enough for the changes that our environment has. We, as a future teacher should be good enough on the things that we must be improve. We should remember always and do not forget that the goal of this is to bridge the gap between the amateur individual to those professional ones. We should not let our student have even a single leaner to be amateur in using this technology. We should adapt to the change that is happening to our environment, this would include on how we are going to evaluate our students in doing their activity. we should remember that the evaluation we are applying to the activity that our student have done should be in line with the assessment/ activity have undergone. This evaluation should not just be good enough to make them feel the instant reward that they expecting but also should cater not just their skills but also their logical and critical thinking skills.

Mass amateurization is the change of evaluation approach, from the amateur creator of outputs to professional creator of outcomes and products. It gives an impression to the teachers and learners that high technologies are very essential for the learning and evaluating process.



The standard student evaluation of learning must change. This is justified by the fact that not only has the new generation changed into digital learners, but the traditional world has metamorphosed into a digital world. Teachers must adopt a new mindset both for instruction and evaluation. Evaluation must be geared to assessment of essential knowledge and skills so that learners can function effectively, productively and creatively in a new world. It must use evaluative tools that measure the new basic skills of the 21st century digital culture, namely: solution fluency, information fluency, collaboration fluency, media fluency, creativity fluency and digital citizenship. This six fluencies reflect process skills. On the other hand,   the change in evaluation approach is referred to as mass amateurization, a term which implies a mass reach of student outputs.
*      

Lesson 6: Developing Basic Digital Skills





           This lesson talks about developing basic digital skills with the integration of technology in education. We, digital learners, must acquire the 6 digital skills.

          Teacher adjust their teaching to effectively match the new digital world of information and communication. technology they must on what basic knowledge and values need to developed by digital learners. These basic literacy’s will not replace the 3 R’S




but they will be complemented by Six Essential Skills to equip students they call them literacy skills referred to fluency skills  these are:



1. SOLUTION FLUENCY – refer to capacity and creativity in problem solving .
2. INFORMATION FLUENCY – involves 3 submits skills which is ability to access, retrieve and reflect information.
3. COLLABORATION FLUENCY – refers to teamwork with virtual or real partners in online environment.
4. MEDIA FLUENCY – refers to channel of mass communication.
5. CREATIVITY FLUENCY – which is artistic proficiency adds meaning by way of design, art and storytelling to package a message.
6. DIGITAL ETHICS – is guided by principles of leadership, global responsibility, environmental awareness, global citizenship and personal accountability.


*      HIGHER THINKING SKILLS

      Bloom’s Taxonomy serves as a general framework of skills that requires information processing, idea creation and real-world problem-solving skills. The following taxonomy may be proposed:

1. Remembering-recall information
2. Understanding-explain ideas
3. Applying-use information in a new way
4. Analyzing-distinguish different parts
5. Evaluating-justify stand or position
6. Creating-new product/point of view

*      


      The structured problem solving-process known as 4D’s also exemplifies the instructional shift in digital learning:

ü  Define the problem

ü  Design the solution
ü  Do the work
ü  Debrief on the outcome


      
     
     











                                                                                                                                               










 

      We can apply this topic in future teaching since our students are digital learner and a visual learner they can understand things through visual presentations not just a picture but more on video’s shown to them. Some of the student are already expose to computer they might be more knowledgeable than you but at least you may not be left behind you’re not going to compete with your student but you should be within their leanings and with their interest also.










     

Biyernes, Enero 8, 2016

Lesson1-5

Lesson 1: Review of Educational Technology 1



Educational Technology

 - is the application of educational technology in the educative process that takes place education instruction.







Technology in Education
- is the application of technology in the operation of education institutions.




Instructional Technology
is refers to aspects of educational technology that are concerned with instructions.





Technology Integration

-is using learning technologies to introduce, supplement and extend skills.


FOUR WORDS OF APPLICATION OF EDUCATIONAL TECHNOLOGY IN TEACHING IN LEARNING.

1. Setting of learning objectives     
-it is also known as Instructional Objectives)
2. Designing specific learning experiences     
-cone of experience
3. Evaluating the effectiveness of the learning experiences.     
-assessing
4.  Revising teaching learning process for improving future instructional activities.     



ROLES OF EDUCATIONAL TECHNOLOGY IN LEARNING

*    Technology as tools to support knowledge construction.
*    Information technology as vehicles.
*    Technology as context to support learning by doing.
*    Technology as a social medium to support learning by conversing.
*    Technology as intellectual partner to support learning by reflecting.



Cyberspace
-           the notional environment in which communication occurs over computer networks.
Netizens
- A user of the Internet, especially a habitual or avid one.
Internaut
- frequently users of the Internet.             
Netiquette      
- good behavior online.          
Newbies 
- 1 st time user of the Internet.            

Chat room - Virtual Room

THREE DOMAINS OF LEARNING;
1. Cognitive -head     
2. Affective -heart     
3. Psycho-motor -Hands     

LEARNING OBJECTIVES OF EDUCATIONAL TECHNOLOGY 1

1. To orient the learner of Educational Technology in society.     
2. To Lend familiarization on how Educational Technology can be utilized as media for teaching learning process.     
3. To Uplift the learner to human learning through the use of learning technology.     
4. To Impart skills in planning, designing, using and evaluating the technology-enriched teaching learning process.     
5. To acquaint learners on basic aspects of community education.     
6. To introduce the learner to what it recognized as the 3 rd revolution in education, The Computer.        


Lesson 2: Overview of Educational Technology 2 (Basic concepts in Integrating Technology in Instruction)

The use of computers does not mean technology has been integrated in instruction.

There is a need therefore, to provide learning on how educational technology can be integrated into the applied & teaching - learning process.

     Lesson 2 tackles about the overview of Educational Technology 2. It is concerned with integrating technology into teaching and learning. This focuses on introducing, reinforcing, supplementing and extending the knowledge and skills to learners so that they can become exemplary users of educational technology.







Educational Technology 2 will involve a deeper understanding of the computer as well as hands-on application of computer skills. The course is directed at enhancing teaching-and-learning through technology integration. The lesson had also presented the course objectives like providing education in the use of technology in instruction by providing knowledge and skills on technology integration-in- instruction to learners, instructional impart learning experiences in planning, evaluating and learn to use computer-based educational resources, etc. A lingering issue arises on how Educational Technology is integrated in the teaching-learning process. This is in line with the fact that the mere use of computers does not mean technology is already integrated in instruction.


It is also said in this lesson that there is NO INTEGRATIVE PROCESS say for instance: The teacher lets students play computer games to give them a rest period during classes. There are also external manifestations of technology integration tackled in this lesson. Here are some: There's a change in the way classes are traditionally conducted; The quality of instruction is improved to a higher level in such a way that could not have been achieved without educational technology; The teacher sets instructional strategies to address specific issues or problems instructional, and the use of technology provides the opening of opportunities to respond to these instructional issues or problems.

The meaning of which is uniting technology into teaching and learning so that these will become one in learner's education. To specify- focused on introducing, reinforcing, supplementing and extending the knowledge and skills to learners so that they can become exemplary users of educational technology.


Educational Technology will involve a deeper understanding of the computer as well as hands-on application of computer skills. To infuse technology in the student-teacher training, helping learners to adapt and meet the rapid and continuing changes in information technology and communication technology (ICT ) environments.

The course objectives are:
*    To provide education in the use of technology in instruction;
*    To impart learning experiences in instructional technology supported instructional planning;
*    To acquaint students on information technology;
*    To learn to use and evaluate computer-based educational resources;
*    To engage learners on practical technology; and
*    To inculcate higher-level thinking and creativity among students.

Level of Integration
*    Simple or Basic Integration
Helps -Technology but it does not play a pivotal role.
*    Middle Level Integration
-There Is purposeful use of technology to support key learning areas.
*    High Level Integration
-Technology Is the central instructional tool.


Lesson 3: Understanding Technology Learners


Learners these days are more store visual presentation made ​​by their educators or displayed more than simply unadulterated tuning in. They are likewise intrigued not much in the discourse if there's nothing to pull in them. Some way or another, having this new innovation made ​​the method for showing too hard in light of the fact that the instructor MUST have or get something quite recently to draw in their understudies dissimilar to before everything was so basic. In any case, then, we must adapt up to what our surroundings are currently into, and that is fundamentally Innovation. It is on us on how we keep it adjusted it without going up against harsh path for both educators and learners. How about we make utilization of it on a way it could help and we can learn. Not to damage by any stretch of the imagination.
      
    The new generation of the 21st millennium is not the kind of learner that they were, but are information technology or digital learners.

    Thus, the concern for new learners is not well understood, it serves to know what scientists say, as follows:

There are positive benefits derived from the use of information technology or digital resources and these counterbalance possible negative effects of technology on children.

Positive Benefits Using IT
Daily exposure to high technology, personal computers, video game gadgets, cell phones, Internet search, sites, stimulates the brain by strengthening and creating neural circuits. 

Exposure To High Technology
A current technological revolution is creating an intellectual revolution, faster and better than ever before.

This includes lessons on the best way to comprehend the advanced learners and what are their advantages in this captivating sort of learners in innovation based instructional medias. Researchers said that, there are sure got advantages from the utilization of innovation or computerized data assets and offset these negative impacts of innovation conceivable on kids. Also, every day presentations to high innovation individual computers, video diversion contraptions, cellphones, Web pursuit locales animates the mind by reinforcing and making neural circuits. Besides, this current unrest is making an innovative scholarly upheaval, quicker and better then ever some time recently.

Technology learners in understanding truly a major point of interest for us future instructors. We can have the capacity to realize what suitable material to utilize that suits to their capacities and aptitudes. It additionally help us to keep up the center and enthusiasm of our learners, and in that case the learning procedure to get to be agreeable for them. 

It is additionally invaluable in the piece of the instructors, in light of the fact that it permits them to investigate and find new instructional materials utilizing innovation. It draws in them to a more greetings tech and advanced sort of learning environment, and it makes their life less demanding than before and less bother

Lesson 4: Bridging the Generation Gap





The older generation often feels there is a generation gap between them and the younger generation. This is apparent in simple things like the manner of dressing, socializing, more intimate relationship like friendship and marrying. In the field of education, a huge generation gap also exists and will continue to widen unless some changes are adopted at the proper time.  

As we can observe, today is different from the past. We can see that there is really a generation gap. This gap may include the way of teaching, the materials being used in instruction and how the teachers use this instruction. Traditional schooling has hardly change even with the clear evidence of a digital world, but we can not deny the fact that there are some traditional things that is difficult to improve and that it takes time, especially when everybody is used to it.

CONTENT

            A huge generation gap in the field of education also exist and it will continue to widen if it will not adapt to the changes. It is understandable in the third world country that those schools which do not have technology facilities, the development or the digital transition The education takes time. Because of Information and Communication Technology (ICT), there really good to prepare for bridging the digital gap in the society. We need to understand some potentials of ICT and this is a new network of instantaneous communication is global, overcoming borders between countries and continents, much of what elders believe may not be applicable anymore to the new generation.

       According to Alvin Toffler's book, Future Shock, it shows that the information age has begun to create many cultural changes in the family and society as a whole. Much of the old technology such as tube radios, records and platter etc., are quickly vanishing today because of the rapid development of technology or changes.

            In this generation, expectation to face a future professional challenge, a digital world ahead of them, technology-supurted skills need to be taught in schools today to cope up or lessen the generation gap. If the school will not adapt to the changes and needs , new learners may lose appreciation of the educational system, they can not cope up with the educational system and they will be left behind.

EXPERIENCE

        I have this experience that our teacher in high school when I transferred, she said that we do not have the right to have a cell phone or use some gadgets because according to her we do not have the job yet that support our loads and etc. She discourages us to use computers for research and we began to think what we are going to do. She usually preferred to use the traditional way of teaching without adapting the new technology. It is really boring because she keep on talking in front and sometimes we can not visualize what she was talking about.

REFLECTION

            As future teachers, we need to bridge the generation gap, need to and adapt the changes of Educational Technology so that our students will not lose their appreciation in educational system. We need the students to engage in technology so that they will not be left behind .    
Teachers need not to stick on the traditional way of teaching because we are now in a modern technology today and the way of teaching is different from the past. Teachers should consider that the students are very diverse also.

APPLICATION

            If you will know and understand that there is a gap, that it will not be eradicated. When you meet some people who are more on to traditional. You will know how to handle or deal with it.

Lesson 5: Preference of Technology Generation

Some Basic Comparison Between Old and New Generation:

         How Old Generation likes may not be the same as what the new generation prefers in Life, Work and Leisure. 
Much of the good things enjoyed by elders when they were students are no longer available to new generation . 
Vocational and Cultural Values ​​classes that are widely used by old generations during their time today, it is also available but it has been minimized due to the emphasis on the basics of English, Mathematics and Science.


Text Vs. Visual 




Our parents read book text, illustrations and photos enrich by. In order to research, they go to the school library, use the card catalog for books and sign up needed to borrow books for home reading.  The technology or digital generation has greater affinity to visuals (photo and video) compared with texts. In fact, they have been exposed since childhood to cable television, videos and images especially cartoon characters and then to compute images, in such manner and their fluency or visual abilities have sharpened and enriched.  

Linear vs. Hyper Media 







The past 30 months old generation obtained information in a linear, logical and sequential manner. On the positive side, this made ​​them more logical, focused and reflective thinkers. The new generation, however, follows a personal digital random access to hyperlinked information, less superior elders in focused and reflection. Thus, they appear to be more easily bored and distracted during class lectures.

Independent Vs. Social Learners 




The traditional education system gives priority to independent learning, prior to participative work. New learners , however, are already acquainted with digital tools that adapt to both personal and participative work. They take the opportunity for instantaneous dozens of ways to communicate with others mobile calls and text messages, emails, Face book, YouTube, MySpace, Twitter, wikis and etc. Experts describe this mode of digital learning as one that based on experimentation, discovery and intuition. 

Learning to do Vs. To pass the test 






Old teachers teach students in order to help them pass tests and complete the course requirement. On the other hand The new digital learners simply wish to acquire skills, knowledge and habits as windows of opportunity to learn afford them. Our parents have completed a course and have engaged in a permanent job for most of their lives. A different work situation awaits the digital generation with contractual, multitask and multi-career opportunities in a digital world ahead of them. 

Delayed rewards Vs. Instant gratification






The traditional reward system in education consists in the grades, honor certificates / medals and diplomas. Including future jobs, the traditional rewards for performance .  On the other hand. Digital learners on their own experience or more immediate gratification through immediate scores from games, enjoyable conversation from web-cam calls, chats and excitement from email inviting comments from their Facebook accounts. 

Rote memory Vs. Fun learning 






















Teachers too feel obliged to delivering content-based courses, the learning of which is Measurable by standard tests. Digital learners and not surprisingly there is much fun in the digital world outside the school

Preferences of the technology generation is about the critical differences in perceptions between old and young, which create a generation gap. First, versus visual texts, in order to research, we are going to the library, use the card catalog for books needed, and sign up to borrow books for home reading. Nowadays, we are now exposed to the new technology in such manner that their fluency or visual abilities have been sharpened and enhanced. 

Second, linear versus hyper media, before, they obtained information in linear, logical and sequential manner. Nowadays, we were hyperlinked multimedia access to digital information. Third, independent versus social learners, experts describe this mode of digital learning as one that based on experimentation, discovery and institutions. Fourth, learning to do versus learning to pass the test, which is the old teachers teach students in order to help them pass tests. On the other hand, the new digital learners simply wish to acquire skills, knowledge and habits as windows of opportunity to learn afford them. Fifth, delayed rewards versus instant gratification, the traditional reward system in education consists of grades, certificates or medals. On the other hand, the instant gratification consist immediate scores from games and etc. Lastly, memory versus rote learning fun, its about learning and memorization, while the other is through fun learning. In sum, teachers need to connect with digital learners and not the old traditional world.


As a future teacher, I will not limit myself if it means the goodness of my students. Teaching is the most crucial thing to do because what we have taught will be the reference of the learners as they go on their lives. I will expose them to various activities that could enhance their higher order thinking skills. Involving them to activity allows them to learn not just for a month, but they will bring it for the rest of their life.