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FINAL EXAM REVIEWER
SSE19: TECHNOLOGY FOR TEACHING AND LEARNING 2
B. AN OVERVIEW OF EDUCATIONAL TECHNOLOGY 2
Educational technology 2 is concerned with “Integrating Technology into Teaching and
Learning.” Specifically, this is focused on introducing, reinforcing, supplementing and extending
the knowledge and skills to learners. This course intends to help our target learners to wave
technology in teaching, with software (computer programmed learning materials) becoming a
natural extensions of their learning tools.
Educational Technology 2 will involve a deeper understanding of the computer as well as
hands-on application of computer skills. The course aims to infuse technology in the student-
teachers training, helping them to meet and adapt to rapid and continuing technological
changes.
Course Objectives
To provide education in the use of technology in instruction by providing knowledge and
skills on technology integration-in-instruction to learners.
To impart learning experiences in instructional technology supported instructional
planning.
To acquaint students on information technology or IT related learning theories with the
computer as a tutor.
To learn to use and evaluate computer-based educational resources.
To engage learners on practical technology integration issues including managing IT
classrooms, used of the internet for learning, cooperative learning through the use of IT.
To inculcate higher-level thinking and creativity among students while providing them
knowledge of IT-related learning theories.
The course is primarily intended for the use of student teachers, it can also be of great use to
professional teachers, school administrators, and teacher educators. The study of this course
on integrating information technology in instruction should not be considered as a formidable
task.
C. UNDERSTANDING TECHNOLOGY LEARNERS
Technology Learner - a learner who learns with the use of technology or anything that is
digital.
Positive Effects of Technology
Easy access to limitless information
Various software and applications can augment classroom instruction
Distance Learning became possible
It maximizes student participation and engagement in the teaching and learning process
Learning is mediated by the learners
Negative Effects of Technology
Shorter attention span
Students are becoming abusive and irresponsible users
Some students are becoming less-creative
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FINAL EXAM REVIEWER

SSE19: TECHNOLOGY FOR TEACHING AND LEARNING 2

B. AN OVERVIEW OF EDUCATIONAL TECHNOLOGY 2

Educational technology 2 is concerned with “Integrating Technology into Teaching and Learning.” Specifically, this is focused on introducing, reinforcing, supplementing and extending the knowledge and skills to learners. This course intends to help our target learners to wave technology in teaching, with software (computer programmed learning materials) becoming a natural extensions of their learning tools.

Educational Technology 2 will involve a deeper understanding of the computer as well as hands-on application of computer skills. The course aims to infuse technology in the student- teachers training, helping them to meet and adapt to rapid and continuing technological changes.

Course Objectives  To provide education in the use of technology in instruction by providing knowledge and skills on technology integration-in-instruction to learners.  To impart learning experiences in instructional technology supported instructional planning.  To acquaint students on information technology or IT related learning theories with the computer as a tutor.  To learn to use and evaluate computer-based educational resources.  To engage learners on practical technology integration issues including managing IT classrooms, used of the internet for learning, cooperative learning through the use of IT.  To inculcate higher-level thinking and creativity among students while providing them knowledge of IT-related learning theories.

The course is primarily intended for the use of student teachers, it can also be of great use to professional teachers, school administrators, and teacher educators. The study of this course on integrating information technology in instruction should not be considered as a formidable task.

C. UNDERSTANDING TECHNOLOGY LEARNERS

Technology Learner - a learner who learns with the use of technology or anything that is digital.

Positive Effects of Technology  Easy access to limitless information  Various software and applications can augment classroom instruction  Distance Learning became possible  It maximizes student participation and engagement in the teaching and learning process  Learning is mediated by the learners

Negative Effects of Technology  Shorter attention span  Students are becoming abusive and irresponsible users  Some students are becoming less-creative

 Stimulates health issues  Students develop poor-judgement skills  Social relationships and skills are being compromised Reasons to Technology Addiction  Lack of knowledge about the responsible usage of technology  The feeling / emotion of a person  The level of attachment that they have invested to it  Not being able to receive the attention and time needed from loved ones

D. BRIDGING THE GENERATION GAP

Generation Gap - The generation gap is the difference of outlook, opinions, beliefs, skills, attitudes, and behaviors among the older generations and the younger generations. In short, the generation gap is the age gap between each generation.

Traditional and Technological Learning

Traditional - A traditional classroom is where a teacher moderates and regulates the flow of information and knowledge. Students are expected to continue developing their knowledge of a subject outside of school through homework exercises. Here, students’ main resource is their instructor who only teaches them face-to-face.

 Paper and quill pen  Blackboard  Manila paper  Books  Abacus

Technological - Learning technology is an umbrella term that describes communication, information and technological tools used to enhance learning, teaching and assessment. This may involve computer-based learning or multimedia materials used to supplement in-class activities.

 Social media and digital learning tools

Social - New learners already acquainted with digital tools that adapt to both personal and participative work.

Learning to do vs. Learning to pass the test

Learning to do - Old teachers teach students in order to help them pass the tests and complete the course requirement.  Learning to pass the test - New digital learners simply wish to acquire skills, knowledge and habits as windows of opportunity afford them to learn.

Delayed Rewards and GratificationDelayed Rewards - The traditional system in education consists in the grade, honor certificates, medals, diplomas.  Instant Gratification - Digital learners on their own experience more immediate gratification through immediate scores from games, enjoyable conversation from web- cam calls

Rote Memory vs. Fun LearningRote Memory - Teachers feel obliged to delivering content-based courses, the learning of which is measurable by standard tests.  Fun Learning - Digital learners prefer fun learning which is relevant and instantly useful to them. Learning is play to new learners and not surprisingly there is much fun in the digital world outside the school.

F. DEVELOPING BASIC DIGITAL SKILLS

These basic literacies will not replace the 3r’s: Reading, Arithmetic, and Writing

6 Essential Skills to equip students for success in the Millennial World

  1. Solution Fluency (Problem Solving) - This refers to the capacity and creativity in problem solving. It requires whole brain thinking executed when students define a problem, design the appropriate solution, apply the solution, and assess the process and result.
  2. Information Fluency (Access, Retrieve, and Reflect [ARR])  An ability to ACCESS information. Access may involve not only of the internet, but either sources like CD-ROM software.  An ability to RETRIEVE information .May includes not only texts but images, sound and video.  An ability to reflect on, assess and rewrite for instructive information packages.
  3. Collaboration Fluency (Partners and Networks) - To teamwork with virtual or real partners in the online environment, there is a virtual interaction in social networking and online gaming domains.
  4. Media Fluency (Channels of Mass Communication) - Refers to channels of mass communication (radio, television, magazine, advertising, graphic arts) or Digital sources. There is a need for analytic mind to evaluate the message in a chosen media, as well as creative ability to publish digital messages.
  1. Creativity Fluency (Design, Art, and Story) - Artistic proficiency adds meaning by way of design, art and story-telling to package a message. Templates for ppt. and blogs are available for free access in the internet. Font, color, patterns are elements to creative fluency.
  2. Digital Ethics - The digital citizens are guided by principles of leadership, global responsibility, environmental awareness, global citizenship, and personal accountability.

Higher Thinking Skills Entering the new world of information and communication technology opens the way for complex and higher cognitive skills.

Bloom’s Taxonomy of Thinking Skills

G. EVALUATION OF TECHNOLOGY LEARNING

C – Creativity Creativity allows us to view and solve problems more openly and with innovation. Creativity opens the mind. It broadens our perspectives and can help us overcome prejudices.

H – Higher Order Thinking They can make critical interpretations and demonstrate high levels of insight and sophistication in their thinking. They are able to make inferences, draw relevant and insightful conclusions, use their knowledge in new situations, and relate their thinking to other situations and to their own background knowledge.

 Define the problem  Design the plan  Do the plan  Debrief

A – Amateurization

  1. Simple Creations - Student can also be assigned to create their software materials to supplement the need for relevant and effective materials. Creating is more consonant with planning, making, assembling, designing, or building. Creativity is said to Combine 3 Kinds of Skills/Abilities:  Analyzing  Synthesizing  Promoting

The five key tasks to develop creativity:  Define The Task  Brainstorm  Judge The Ideas  Act  Adopt Flexibility

  1. Guided Hypermedia Projects - The production of self-made multimedia projects can be approached into two different ways: a. Instructive Tool b. Communication Tool 4. Web- based Project - Student can be made to create and post web pages on a given topic. But creating web pages, even single page web pages may be too sophisticated and time consuming for the average student.

I. COMPUTERS AS INFORMATION AND COMMUNICATION TECHNOLOGY Through computer technology:

  1. Educators saw the amplification of learning along computer literacy.
  2. Much like reading, the modern student can now interact with computer messages; even respond to questions or to computer commands.
  3. Like writing, the learner can form messages using computer language or program.

Soon computer-assisted instructed (CAI) was introduced using the principle of individualized learning through a positive climate that includes realism and appeal with drill exercises that uses color, music and animation.

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.

The Uses of ICTs in Education: Communication Media - Communication media refers to means of delivery and receiving data where information and telecommunications this means are transmission and storage tools of channels of data storage and transmission such as ; Email text and video chat room blog sites new service print video clips movie music tv room.

Audio Visual - Audio visual media on the other hand it is commonly known as audio visual and possessing both a sound audio visual components such as; Text sound graphics chart photos PowerPoint presentation CD VCD DVD player educational software and courseware.

Personal Computer (PC) as ICT:

Instructional media - Consist of audio-visual aids. Examples are the blackboard, photo, film and video.

Educational communication media - Comprise the media of communication using the print, film, radio television or satellite means of communication.

The programs (capabilities) normally installed in an ordinary modern PC are: Close to the turn of 21st century however such a distinction emerging to the advent of microprocessor also known as the pc or personal computer these are the programs normally installed in an ordinary personal computer.

Microsoft Office – program for composing text, graphics, photos into letters, articles, report, etc.  Power point – for preparing lecture presentations.  Excel – for spreadsheets and similar graphic sheets.  Internet Explorer – access to the internet.  Yahoo or Google – websites; e-mail, chat rooms, blog sites, news service (print/video) educational software etc.  Adobe Reader – graphs/photo composition and editing..  Windows media player – CD, VCD player. editing film/video.  Cyber Power – DVD player

What is ICT?  ICT is an acronym that stands for Information Communications Technology.  Let’s focus on the three words behind ICT: - INFORMATION - COMMUNICATIONS - TECHNOLOGY  ICT covers any product that will store, retrieve, manipulate, transmit or receive information electronically in a digital form. It includes computers the internet broadcasting technologies such as radio and television and telephony.

How does the Personal Computer help teachers? The Rise of Personal Computer (PC): With a computer in the classroom, teachers are able to:  Demonstrate a new lesson, present new material,  Illustrate how to use new programs,  Show new websites

How can ICTs help expand access to education?  ICTs make possible asynchronous learning, or learning characterized by a time lag between the delivery of instruction and its reception by learners.  Teachers and learners no longer have to rely solely on printed books and other materials in physical media housed in libraries (and available in limited quantities) for their educational needs.  ICTs also facilitate access to resource persons— mentors, experts, researchers, professionals, business leaders, and peers—all over the world.

How can the use of ICTs help improve the quality of education?

  1. Motivating to learn. ICTs such as videos, television and multimedia computer software that combine text, sound, and colorful, moving images can be used to provide challenging and authentic content that will engage the student in the learning process.

The student as a learner must:  Receive information.  Understand instructions for the computer activity.  Retain/keep in mind the information and rules for the computer activity.  Apply the knowledge and rules during the process of computer learning.

The computer, too, plays its role as it: During the computer activity proper in CAI the computer, too, plays its roles as it :  acts as sort of tutor (the role traditional played by the teacher)  provides a learning environment.  delivers learning instruction.  reinforces the learning through drill-and- practice.  provides feedback.

C.A.I Integrated with Lessons Simulation Programs  Simulations are instructional scenarios where the learner is placed in a "world" defined by the teacher. They represent a reality within which students interact.  Simulation software materials are another one of software that are constructivist in nature.

Problem Solving Software  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.  There are more sophisticated than the drill and practice exercises and allow students to learn and improve on their problem solving ability.

Instructional Games  instructional computer games add the elements of competition and challenge.

Multimedia Encyclopedia And Electronic Books  The multimedia Encyclopedia can store a huge database with texts, images, animation, audio and video.  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.

K. THE COMPUTER AS A TEACHER’S TOOL Jerome Bruner - Knowledge is constructed by the individual Lev Vygotsky - Knowledge is constructed within social context

The Computer’s CapabilitiesInformation Tool - Information tools are applications or websites that provide large amounts of information in various formats such as text, graphics, sound, or video.  Communication Tool - Communication tools are systems that allow easy communication between teachers and students or between students outside the physical barrier classroom.  Constructive Tool - Constructive tools are software that can be used to manipulate information, construct own knowledge or visualize understanding.

Situating Tool - Situating tools are systems that lay the students in the environment where it involve a context and the occurrence of a situation.

L. INFORMATION TECHNOLOGY IN SUPPORT OF STUDENT-CENTERED LEARNING Information Technology - the technology involving the development, maintenance, and use of computer systems, software, networks and application for the processing and distribution of data and information.

The Use of Information Technology in Education:  Access to different and plenty of educational resources  Sharing of knowledge (Collaboration)  Offers Distance learning  Proper record keeping  Using audio and visual material as learning aids

What is Student-Centered Learning? The term student-centered learning refers to a wide variety of educational programs, learning experiences, instructional approaches, and academic-support strategies that are intended to address the distinct learning needs, interests, aspirations, or cultural backgrounds of individual students and groups of students.

The new school classroom environment is characterized by student individually or in groups:  performing computer word processing for the text/graph  preparing power-point presentation, infographics, avp, online activities, educational games  searching for information on the internet  brainstorming on ideas, problems and project plans as needed through the use of online resources

Impact of Information Technology on Education:  Changes to Learning  Changes to Teaching

M. COOPERATIVE LEARNING WITH THE COMPUTER What is Cooperative Learning? Cooperative learning is the learning process in which individuals learn in a small group with the help of each other.

Five (5) Elements of Cooperative Learning:

  1. Positive interdependence
  2. Individual and group accountability
  3. Interpersonal and small group skills
  4. Face-to-face promotive interaction
  5. Group processing

What are the advantages of cooperative learning?  It creates higher level thinking skills due to the need for skill recognition and the presence of empathy.  It creates new forms of individual responsibility.

Coverage:  Enhancement of PowerPoint presentation with the use of graphics, charts audio, and video.  Using templates and masters (slide, handout and notes).  Presenting and printing a slide show.

Basic Microsoft Word Toolbars and Document Views  File  Home  Insert  Design  Layout  References  Mailings  Review  View

Basic Microsoft Power Point Menus and Toolbars  File  Home  Insert  Design  Transitions  Animations  Slide Show  Review  View  Format

R. TABLETS FOR TEXTBOOKS IN SCHOOLS A tablet or tablet PC is a portable computer that uses a touch screen as its primary input device. Most tablets are slightly smaller and weigh less than the average laptop.

Characteristics/Features of Tablets:  Portability/user-friendly interface  Long battery life  Touch screen  Connects to the internet, WIFI, or 3G connectivity  Has a processor, camera, speakers and ports

A textbook is a book containing a comprehensive compilation of content in a branch of study. Textbook are produced to meet the needs of educators, usually at educational institutions. Today, many textbooks are published in both print and digital formats.

Characteristics/Features of Textbooks:  Visuals  Age-appropriate material  Well-balanced textbook design  Textbook storyline

 Well-organized subject content

Tablets and Textbooks as Medium for Learning Advantages of Tablets in Schools or Online Learning:  It is lighter, students can carry the tablet.  Less use of paper  It has many functions like, installing different software or applications that you can use in your presentations or studies.  Convenient  Access to online resources that are accessible with the device like e-books.

Disadvantages of Tablets in Schools or Online Learning:  Students are getting lazy  Radiation when too much using of it  Expensive  Tablets can get damage quickly if you don't take care of it  Over exposure

Advantages of Textbooks:  Some students prefer the physical effect  Less expensive  Strategic Learning  Better Absorption  Primary medium for learning in most schools

Disadvantages of Textbooks:  Heavy, weight, and size  You eventually get rid of them  Textbook is old or outdated  Some students do not bring their books to school for some reasons  Typographical errors/technical errors

QUESTIONS:

  1. It is concerned with “Integrating Technology into Teaching and Learning.” a. EdTech 1 b. EdTech 2 c. EdTech 3
  2. How many course objectives have in Educational Technology? a. 5 b. 7 c. 6 d. 8
  3. Technology has brought several positive benefits among the learners and one of these is its ability to help them become future technological leaders who are well equipped with the necessary skills that will be needed in the world of work in the future. - TRUE
  1. To make an online learning exciting, the teacher used instructional computer games add the elements of competition and challenge. Does instructional games conform in integrating computer programs in instruction? a. Yes, because students effectively used for remediation, reviewing, or enrichment of their learning. b. Yes, to make the teachers life easier in processing the lessons. c. No, the students will be addicted to the integration of technology d. No, the students does not assess their learning in this integration.
  2. During the computer activity, the following are the roles of CAI or Computer Assisted Instruction except: a. Acts as a sort of tutor b. Provides a learning environment. c. Gives opportunity to the students to play d. Provides feedback.
  3. With the availability of computer and CAI software, the teacher must have the following roles, except? a. Apply the knowledge and rules during the process of computer learning b. Decide the appropriate learning objectives. c. Plan the sequential and structured activities to achieve objectives. d. Evaluate the student’s achievement by ways of tests the specific expected outcomes
  4. Statement 1. Based on the theory of constructivism, the teacher can use the computer as an information tool, communication tool, constructive tool, and situating tool. Statement 2. Microsoft PowerPoint Presentation is an example of a constructive tool. a. First statement is TRUE and second statement is FALSE b. First statement is FALSE and second statement is TRUE c. Both statements are TRUE d. Both statements are FALSE
  5. Statement 1. There are two types of communication tools. The first one is Synchronous communication tools, wherein the exchange of messages is not live but somehow delayed, and the second one is asynchronous communication tools that enable real-time communication. Statement 2. Example of an asynchronous communication tools include Gmail, Google meet, and Google Hangouts. a. First statement is TRUE and second statement is FALSE b. First statement is FALSE and second statement is TRUE c. Both statements are TRUE d. Both statements are FALSE
  6. Statement 1. Through information tools, a teacher can use the computer to lay students in an environment where it involves a context and the occurrence of a situation. Statement 2. Nearpod is an example of educational tools that serves multiple purposes like for instance, can serve as a communication tool but at the same time a constructive tool. a. First statement is TRUE and second statement is FALSE b. First statement is FALSE and second statement is TRUE c. Both statements are TRUE

d. Both statements are FALSE

  1. The technology that involves the development, maintenance, and use of computer systems, software, networks and application for the processing and distribution of data and information. a. Computer Technology b. Information and Communication Technology c. Information Technology d. Information and Computer Technology
  2. What is a student-centered learning? a. Students put all of their focus on the teacher and the students exclusively listen. b. The role of the student is to facilitate learning. c. The role of the student is a listener and a mere absorber of information d. Students learn to direct their own learning, ask questions, and complete tasks independently.
  3. These peer groups gather together over the long to develop and contribute to one another’s knowledge mastery on a topic by regularly discussing material, encouraging one another, and supporting the academic and personal success of group members. a. Cooperative Base Groups b. Constructivist Learning c. Formal Cooperative Learning Groups d. Informal Cooperative Learning Groups
  4. Constructivist learning is a situation in which two or more people learn or attempt to learn something together. – FALSE
  5. Use the internet responsibly and log in someone else profiles. - FALSE
  6. Look up information on the internet as part of school work and for leisure. – TRUE
  7. MS Word will help the learners to prepare presentations that will enhance the teaching of subjects. – FALSE
  8. MS PowerPoint will help the learners to type, edit and format text, sentences, and paragraphs. – FALSE
  9. Most of them are slightly smaller and weigh less than the average laptop. a. Tablets b. Smart phones c. iPad d. PC
  10. The following are characteristics of tablets, except: a. Portability b. Low battery life c. Touch screen d. Connects to the internet