Educational Technology
Friday, October 4, 2013
Thursday, June 27, 2013
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
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.
Soon computer assisted instruction (CAI) was introduced using the principle of individualized learning through a positive climate that includes realism and appeal with drill exercise that uses color, music and animation. The novelty of CAI has not waned to this offered by computer-equipped private schools. But the evolving pace of innovation in today’s Information Age is so dynamic that within the first decade of the 21st century, computer technology in education has matured to transform into an educative information and communication technology (ICT) in education.
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Communication media Audiovisual media
(Internet) (Multimedia)
Email (text and video) Text, sound, graphics
Chat rooms chart, photos
Blog sites Power-point presentation
News services (print, video clip) CD, VCD, DVD player
Music/movie/television room CDVCD, DVD player
Educational software
(Internet)
Educational websites
Software’s , courseware’s
School registration/ records
Accounting
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FIGURE 6 – USES OF THE COMPUTER AS ICT IN EDUCATION
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 Yahoo or Google- websites; email, chat rooms, Blog sites, news service (print/video) educational software etc.
Wednesday, June 26, 2013
LESSON 8
Higher Thinking Skills Through IT-Based Projects
In this lesson, we shall discuss four types of IT-based projects which can effectively be used in order to engage students in activities of a higher plane of thinking. To be noted is the fact that these projects differ on the specific process and skills employed, also in the ultimate activity or platform used to communicate completed products to others.
It is to be understood that these projects do not address all of the thinking skills shown previously in the Thinking Skills Framework. But these projects represent constructivist projects, containing the key elements of a constructivist approach to instruction, namely:
(a) the teacher creating the learning environment
(b) the teacher giving students the tools and facilities, and
(c) the teacher facilitating learning.
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.
Now let us see four IT-based projects conducive to develop higher thinking skills and creativity among learners.
I. Resources-based Projects
In these projects, the teacher steps out of the traditional role of being an content expert and information provider, and instead lets the students find their own facts and information. Only when necessary for the active learning process does the teacher step in to supply data or information. The general flow of events in resource-based projects are:
1. The teacher determines the topic for the examination of the class.
2. The teacher presents the problem to the class.
3. The students find information on the problem/questions.
4. Students organize their information in response to the problem/questions.
Relating to finding information, the central principle is to make the students go beyond the textbook and curriculum materials. Students are also encouraged to go to the library, particularly to the modern extension of the modern library, the internet.
The inquiry-based or discovery approach is given importance in resource-based projects. This requires that the students, individually or cooperatively with members of his group, relate gathered information to the ‘real world.’
The process is given more importance than the project product. It doesn’t matter for example if each group comes up with a different answer to the problem. What matters are the varied sources of information, the line of thinking and the ability to agree in defense of their answers.
The table below can provide the difference between the traditional and resources-based learning approach to instruction.
FIGURE 5 – TRADITIONAL & RESOURCE-BASED LEARNING MODELS
Traditional
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Resource-based learning model
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Teacher is expert and information provider
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Teacher is a guide and facilitator
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Textbook is key source of information
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Sources are varied
(print, video, internet, etc.)
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Food on facts information is packaged, in neat parcels
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Focus on learning inquiry/ quest/discovery
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The product is the be-all and end-all of learning
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Emphasis on process
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Assessment is quantitative
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Assessment is quantitative and qualitative
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II. SIMPLE CREATIONS
Students can also be assigned to create their software materials to supplement the need for relevant and effective materials. Of course, there are available software materials such Creative Writer (by Microsoft) on writing, KidWork Deluxe (by Davidson) on drawing and painting, and MediaWeave (by Humanities software) on multimedia.
In developing software, creativity as an outcome should not be equated with ingenuity or high intelligence. Creating is more consonant with planning, making, assembling, designing, or building. Creativity is said to combine three kind of skills/abilities:
Analyzing – distinguishing similarities and differences, seeing the project as a problem to be solved.
Synthesizing – making spontaneous connections among ideas, their generating interesting or new ideas.
Promoting – selling of new ideas to allow the public to test the ideas themselves.
To develop creativity, the following five key tasks may be recommended:
1. Define the task. Clarify the goal of the completed project to the student.
2. Brainstorm. The students themselves will be allowed to generate their own ideas on the project. Rather than shoot down ideas, the teacher encourages idea exchange.
3. Judge the ideas. The students themselves make an appraisal for or against any idea. Only when students are completely off track should the teacher intervene.
4. Act. The students do their work with the teacher a facilitator.
5. Adopt flexibility. The students should be allowed to shift gears and not follow an action path rigidly.
III. GUIDED HYPERMEDIA PROJECTS
The production of self-made multimedia projects can be approached in two different ways:
1. As an instructive tool, such as in the production by students of a power-point presentation of a selected topic.
2. As a constructivist tool, such as when students do a multimedia 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 webpages on a given topic. But creating webpages, even single page webpages, may be too sophisticated and time consuming for the average student.
It should be said, however, that posting of webpages in the Internet allows the students (now the webpage creator) a wider audience. They can also linked with other related sites in the Internet. But as of now, this creativity project may be to ambitious as a tool in the teaching-learning process.
LESSON 4
Basic Concept on Integrating Technology in Instruction
Integrating Technology in teaching means the use of technologies to introduce reinforce supplement and extend skills.
No Integrative Process–if for example teachers make the students play a computer games to give them a rest period during classes.
External Manifestation of Technology
● There’s a change in the way classes are traditionally conducted.
● The quality of instruction is improved to a higher level in such way that could not have been achieved without educational technology.
● There is planning by the teacher on the process of determining how and when technology fits into the teaching learning process
● The teacher sets instructional strategies to address specific instructional issues/problems.
● The use of technology provides the opening to opportunities to respond to these instructional issues/problems.
● In sum, technology occupies a position (is a simple or complex way) in the instructional process.
Tuesday, June 25, 2013
Lesson 7
IT for Higher Thinking Skills and Creativity
In the traditional information absorption model of teaching, the teacher organizes and presents information to students-learners. He may use a variety of teaching resources to support lesson such as chalkboard, videotape, newspaper or magazine and photos. The presentation is followed by discussion and the giving of assignment. Among the assignments may be a research on a given topic. This teaching approach has proven successful for achieving learning outcomes following the lower end of Bloom’s Taxonomy: knowledge, comprehension, and application are concerned.
But a new challenge has arisen for today’s learners and this is not simply to achieve learning objectives but to encourage the development of students who can do more than receive, recall, recite and apply the knowledge they have acquired. Today, students are expected to be not only cognitive, but also flexible, analytically and creative. In this lesson, there are methods proposed by the use of computer-based as an integral support to higher thinking skills and creativity.
Higher Level Learning Outcomes
To define higher level thinking skills and creativity, we may adopt a framework that is a helpful synthesis of many models and definitions on the subject matter. The framework is not exhaustive but a helpful guide for the teacher’s effort to understand the learner’s higher learning skills.
Complex Thinking Skills
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Sub-Skills
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Focusing
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Defining the problem, goal/objective-setting, brainstorming
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Information Gathering
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Selection, recording of data of information
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Remembering
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Associating, relating new data with old
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Analyzing
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Identifying idea constructs, patterns
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Generating
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Deducing, inducting, elaborating
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Organizing
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Classifying, relating
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Imagining
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Visualizing, predicting
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Designing
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Planning, formulating
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Integration
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Summarizing, abstracting
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Evaluating
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Setting criteria, testing idea, verifying outcomes, revising
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Figure 4 - Thinking Skills Framework
The Upgraded Project Method
In this modern day, the teachers are now guided on their goal to help students achieve higher level thinking skills and creativity beyond the ordinary.
We know the fact that the ordinary classroom is awfully lack in instructional tool kits; as a result the teacher might have a difficulty to bring the students to the higher domains of learning and achieving, so the project method is suggested.
Project Method
Teachers assign the students to work on projects with depth, complexity duration and relevance to the real word.
Project is utilized because students need to make the most of the decisions about what to put inside their project, how to organize their information and ideas and how to communicate their result effectively.
Upgraded Project Method
In here, there is a tighter link between the uses of projects for simply coming up with products to have the students undergo the process of higher thinking skills under the framework of the Constructivist Paradigm.
In this new project method, the students are advised to use computer application and high technology in doing their projects.
Constructivist Paradigm
It emphasize on how the students construct knowledge. The students, not the teacher are the one who make decisions about what to put into the project, how to organize information, how to package the outcomes for presentation and the like.
In doing projects, there are two things that are involved: the process and the product.
Process- refers to the steps, effort and experiences in project completion.
Product- is the result or the end point of the process.
As a future teacher, we must take into consideration the process in every project because in the process, the students were able to think and apply their creativity as results they have develop their higher order thinking skills.
Four Types of I-T Based Projects
●Resource-based project
●Simple creations
●Guided hypermedia
●Web design project
LESSON 6
IT ENTERS A NEW LEARNING ENVIRONMENtIt is most helpful to see useful models of school learning that is ideal to achieving instructional goals through preferred application of educational technology. These are the models of Meaningful Learning, Discovery learning, Generative Learning and Constructivism.
In these conceptual models, we shall see how effective teachers best interact with students in innovative learning activities, while integrating technology to the teaching learning process.
Figure 2 – Conceptual Models of Learning

Meaningful Learning
If the traditional learning environment gives stress focus to rote learning and simple memorization, meaningful learning gives focus to new experience departs from that is related to what the learners already knows. New experience departs from the learning of a sequence of words but attention to meaning. It assumes that:
● Students already have some knowledge that is relevant to new learning.
● Students are wiling to perform class work to find connections between what they already know and what they can learn.
In the learning process, the learner is encouraged to recognize relevant personal experiences. A reward structure is set so that the learner will have both interest and confidence, and this incentive system sets a positive environment to learning. Facts that are subsequently assimilated are subjected to the learner’s understanding and application. In the classroom, hands-on activities are introduced so as to simulate learning in everyday living.
Discovery Learning
Discovery learning is differentiated from reception learning in which ideas are presented directly to student in a well-organized way, such as through a detailed set of instructions to complete an experiment task. To make a contrast, in discovery learning student from tasks to uncover what is to be learned.
New ideas and new decision are generated in the learning process, regardless of the need to move on and depart from organized setoff activities previously set. In discovery learning, it is important that the student become personally engaged and not subjected by the teacher to procedures he/she is not allowed to depart from.
In applying technology, the computer can present a tutorial process by which the learner is presented key concept and the rules of learning in a direct manner for receptive learning. But the computer has other uses rather than delivering tutorials. In a computer simulation process, for example, the learner himself is made to identify key concept by interacting with a responsive virtual environment.
Generative Learning
In generative learning, we have active learners who attend to learning events and generate meaning from this experience and draw inferences thereby creating a personal model or explanation to the new experience in the context of existing knowledge.
Generative learning is viewed as different from the simple process of storing information. Motivation and responsibility are seen to be crucial to this domain of learning. The area of language comprehension offers examples of this type of generative learning activities, such as in writing paragraph summaries, developing answers and questions, drawing pictures, creating paragraph titles, organizing ideas/concepts, and others. In sum, generative learning gives emphasis to what can be done with pieces of information, not only on access to them.
Constructivism
In constructivism, the learner builds a personal understanding through appropriate learning activities and a good learning environment. The most accepted principles constructivism are:
● Learning consists in what a person can actively assemble for himself and not what he can receive passively.
● The role of learning is to help the individual live/adapt to his personal world.
These two principles in turn lead to three practical implications:
● The learner is directly responsible for learning. He creates personal understanding and transforms information into knowledge. The teacher plays an indirect role by modeling effective learning, assisting, facilitating and encouraging learners.
● The context of meaningful learning consists in the learner “connecting” his school activity with real life.
● The purpose of education is the acquisition of practical and personal knowledge, not abstract or universal truths.
To review, there are common themes to these four learning domains. They are given below:
Learners
● are active, purposeful learners.
● set personal goals and strategies to achieve these goals.
● make their learning experience meaningful and relevant to their lives.
● seek to build an understanding of their personal worlds so they can work/live productively.
● build on what they already know in order to interpret and respond to new experiences.
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