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Technology 5
Summary of Chapters 1-12
SECTION 1
Integration of Technology in Instruction
CHAPTER 1
TEACHERS AND STUDENTS IN THE DIGITAL AGE
The traditional practices have been effective during the old times, but
they would no longer provide the 21st century skills needed by the students
to be able to live life in the real world to answer the needs of the society and
of the community.
The following 21st century skills are relevant to the students professional
growth to be effective professionals, citizens, and leaders of the future.
- It is a nonprofit organization that promotes the use of technology to support and enhance
teaching and learning.
(Everett Rogers: Diffusion of Innovation, 1995) Below are the measures to see relative
advantage easier.
Beginning Stage:
Used traditional teaching method in their instruction, they monitor safe, ethical,
legal, and healthy use of technology and information resources, and they use and
modify the existing learning resources to redesign instructional and learning
activities.
Developing Stage:
Teachers plan, manage, and facilitate student understanding of technologies. help
students in constructing knowledge, and use constructivist approach in teaching.
Proficient Stage:
Teachers demonstrate and model effective use of technology-based resources, they
model knowledge construction, enable students to demonstrate creativity and
innovation, and they design and customize activities in response to students
learning styles, preferences, and ability.
Transformative Stage:
Teachers engage students, collaborate with students, and students collaborate and
communicate with their teachers.
CHAPTER 3
DIGITAL TECHNOLOGY AND MEDIA LITERACY
The learning processes can be interpreted into 4 steps called TIME plan.
o T- arget
o I- mplement
o M- onitor
o E- valuate
Digital Media- defined as those technologies that enable users to make new forms of
communication, interaction, and entertainment in digitak format.
Interactive Digital Media- allow users to interact with the program by means of
input coming from the user through a pointing device (mouse, stylus), keyboard, voice,
finger taps, movements, then the digital media performs an action in response.
In reference with the Cone of Experience of Edgar Dale, it indicates that student generally
remember:
Below are some teaching strategies to help teachers in managing their students in the
digital classroom:
Technology as Tutor
Tutor is defined as to teach or guide usually individually in a special subject or for
particular purpose.
Technology as Mindtool
Mindtools:
Reflection: Media literacy is one of the reasons why we can use the
appropriate media according to its use. In Media literacy, they
classify the types of media based on its purpose and material that
involved. Because of that, we can be able to choose what kind of
media we are going to apply. But it is important that we must
choose media according to our needs.
SECTION 2
Deals with the roles and function of ICT and computer and
the impact they brought to education over time.
1650- The Horn Book- This is a wooden paddle with printed lessons that was used
during the colonial era.
1820- Difference Engine- Charles Babbage was the one who designed this
computing machine which was used in calculating and printing of simple math
tables.
1830- Analytical Engine- Also used in computing by Charles Babbage.
1870- Magic Lantern- a primitive version of a slide projector that projected images
printed on glass plates.
1890- The school slate was invented.
1890- Chalkboard 1900- Pencil
1905- Stereoscope- A three dimensional viewing tool.
1920- Radio 1925- Film Projector
1930- Overhead Projector 1936- The First Computer
1940- Ballpoint pen
Mimeograph-Made copies that can be distributed
1947- Transistor
1950- Headphones Slide rule
1951- Video Tapes
1953- IBM (International Business Machines)
1957- Reading Accelerator
Skinner Teaching Machine
1958- Educational Television
1959- Photocopier
1963- Computer Assisted Instruction (CAI)
Mouse
1965- Filmstrip Viewer
1969- Internet
1972- Handheld Calculator
1972- The Scantrom System of Testing
1973- First Mobile phones
1974- Birth of Microsoft
1977- The Apple II computer
1980- Plato Computer
1981- IBM
1985- CS ROM drive
1985-87- Era of Educational Computer Games
1990- The World Wide Web
TI-81 Calculator
1991- Laptop
1993- Personal Digital Assistants
1996- Mini Computers
1998- First e-book reader
1999- Interactive Whiteboard
2010- Apple Ipad
2015- Interactive Mobile Apps
Many researches have enumerated the roles and function of computers. Among
them are the following:
SECTION 3
CHAPTER 5
Drill-and-Practice Software
Selecting
o Control Over the Drill-and-Practice
o Answer judging
o Gives Appropriate Feedback
Benefits
o Immediate Feedback
o Motivation
o Saving Teacher Time
Limitations and Problems
o Perceived Misuse
o Criticism by Constructiveness
Tutorial Software
Selecting
o Extensive Interactivity
o Thorough User Control
o Appropriate Pedagogy
o Adequate Answer-Judging and Feedback Capabilities
o Appropriate Graphics
o Adequate Record Keeping
Benefits
o Immediate Feedback
o Motivation
o Saving Teacher Time
Limitations and Problems
o Criticism by Constructivism
o Lack of Good Products
o Reflect only One Instructional Approach
Simulating Software
Selecting
o Realistic and Accurate Representation of a System
Benefits
o Compress Time
o Slow Down Processes
o Get Students Involved
o Makes Experimentation Safe
o Make the Impossible Possible
o Save Monet and other Resources
o Allow Repetitions with Variations
o Allow Observation of Complex Processes
Limitations and Problems
o Criticism of Virtual Lab Software
o Accuracy of Models
o Misuse of Simulations
Instructional Games
Selecting
o Appealing Formats and Activities
o Instructional Value
o Physical Dexterity is Reasonable
o Social, Societal, and Cultural Considerations
Benefits
o More interesting
o Retention of Information is Longer
o Makes learning more engaging and motivational
Limitations and Problems
o Learning Versus Having Fun
o Confusion of Game Rules and Real Life Rules
o Inefficient Learning
o Classroom Barriers
Selecting
Benefits
o Promotes visualization in mathematics problem solving
o Fosters better understanding
o Improves interest and motivation
Limitations and Problems
o Effectiveness of Problem Solving Software
o Suitability in Learning Strategy of the Students.
CHAPTER 7
Questions that the teacher should ask herself/himself before using educational tool
and software:
Questions that the teacher should ask herself/himself during the implementation of
educational technology:
This is the stage where teachers finally decide whether the educational technology used in
instruction is of help in the teaching and learning process.
After the students submit their requirements, projects and other assessments, the
teachers evaluate all these and their learning process using checklist, rating
scales, and rubrics.
3. Software Theft
This happens when a person copies illegally copyrighted software for
personal or business use.
Single-User
Multiple-User
Network License
Community License
4. Information Theft
A computer crime when one deliberately steals information for purposes of
studying how to compete with other organizations or companies.
DISTANCE EDUCATION
A method of education where students can study in their own choice of place
and time, without having to meet their teacher face-to-face.
Hardware: Software
Computer Skype
Camera ooVoo
Microphone Adobe Acrobat Connect
Speaker MegaMeeting
Codec AT&T Connect
Connection
CHAPTER 10
THE INTERNET
LAN or Local Area Network- a network that covers only a limited geographical
area like in a classroom, computer laboratory, office or group of buildings.
WAN or Wide Area Network- a network that covers a large geographical area
like a city.
An ISP is a private company or government organization that lets you connect into
the vast Internet around the world.
CATEGORIES OF WEBSITES:
PORTAL
NEWS
INFORMATIONAL
BUSINESS
EDUCATION
ENTERTAINMENT
ADVOCACY
BLOG
Reflection: Now I know how an important component of the internet is, like
the connection or Internet Service Provider because if they are gone or they
are not invented, using computer is kind a useless. We cannot connect with
other especially if they are far from you. Also, using WWW (World Wide
Web), we can easily address our website.
Chapter 11
Roles of the Internet and the world web in
education
Asynchronous Communication
E-mail- It is the oldest and most common communication tool that is easy to
use and very reliable.
Forum- create social interaction for students and allow all students to have a
voice.
Blogs- is an online journal that is publicly accessible.
Wikis- It is a web-based communication tool that allows the teacher and
students to work together.
Mailing list- are programs that store and maintain mailing lists.
Tweets- are text-based posts that can be up to 140 characters that are posted
within a persons profile page.
Synchronous Communication
Chat- is widely used communication tool. It is easy to use by booth teacher
and students.
Instant Messaging- or IM is a service that allows users to use private
chatrooms in which members alert each other when they wish to chat.
Videoconferencing- it means, it conducting a conference between two or
more participants.
a) Browser- to locate information, select from these heading until you get to a listing
of links appropriate to your interests.
b) Searching- involves the use of online data-based. A user submits a query and
then examines websites that match the term provided in the query.
Search Engines
Index Search Engine
Meta-index or Metacrawler
WEBQUEST
Are web-based activities designed to help teachers integrate the internet into the
curriculum.
1. Introduction
2. Tasks
3. Process
4. Evaluation
5. conclusion
ONLINE GAMES
Reflection: Now I know how important the role of the internet and the World
Wide Web in the education is. The internet changed education significantly
especially on how the teachers, students and parents communicate with
other, how to find good resources to be used in the classroom and how to
use the internet to create and develop learning materials and activities.
Chapter 12
WEB TOOLS
It is called Read-write web because teachers and students have new ways
of creating, collaborating, and contributing (3Cs) of information.
3D Projects
Animation and comics Strip
Audio Editing Tools
Bookmarking and online collaboration
Blogging
Classroom Innovation
Desktop Publishing Tools
Games, Quizzes, and Educational Activities
Instructional videos and video sharing
Mind Mapping
Online Storage and Sharing
Photo Editing Tools
Presentation tools and slideshows
Social networking
Tag (Word) Clouds
Timeline
Video Editing Tools
Is a web that can demonstrate things in the approach which computer can
understand.
WEB RESOURCES
Online Tutorials
Instructional resources
Primary Sources
Keeping Track of Web Resources
Other Web Tools That are Helpful for Teachers and Students
Digital Storytelling eBook
RSS Social Bookmarking
Podcast Vodcast
Reflection: In this chapter, I already know what are the evolution of Web
from Web 1.0 to Web 5.0 and the importance of their uses. World Wide Web
has vast information that can be used in teaching and learning process. In
this chapter, I also discover what are the different web tools and resources
used in the classroom.