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TECHNOLOGICAL UNIVERSITY OF THE PHILIPPINES

MANILA

COLLEGE OF INDUSTRIAL EDUCATION

EDUCATIONAL TECHNOLOGY 2

TOPIC:

 DEVELOPING BASIC DIGITAL SKILLS


 EVALUATION OF TECHNOLOGY LEARNING

SUBMITTED BY:

SHEL MARIE P. DELA ISLA

DATE REPORTED:

NOVEMBER 22, 2017


DEVELOPING BASIC DIGITAL SKILLS

As technology progresses, the teacher and learners should cope-up with it. The
integration of technology in the classroom gives more opportunities to the learner and
the teacher to expand their ways of teaching, resources of instructional materials and
explore while learning. So as a teacher or a learner of the 21st century, you need to be
clear of what skills you need to have for the teaching-learning process to be effective.
But this doesn’t mean that the 3R’s will be replaced. The reading, writing, and ’rithmetic.

Fluency Skills:

1. Solution Fluency
This refers to the capacity and creativity 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
This involves 3 subsets of skills, namely;
a. An ability to access information, access may involve not only of the
internet, but other sources like the CD-ROM software.
b. An ability to retrieve information, retrieved information may include not only
texts, but images, sound and video. The searches must be perceptive of the
trends in the digital info scope, in the accuracy of data, and in the
methodology for data gathering.
Retrieved information may include not only texts but images, sound and
video.
c. An ability to reflect on, assess and rewrite for instructive information
packages.

3. Collaboration Fluency
This refers to the teamwork with virtual or real partners in the online
environment. There is virtual interaction in social networking and online gaming
domains. Distance has been abridged, such that learning comes to an exciting
potential for partnership in discovery learning. Individual and school to school
partnerships are now possible for multi-cultural learning.
4. Media Fluency
Media refer to channels of mass communication (radio, television,
magazine, advertising, graphic arts) or digital sources. There is a need for an
analytical mind to evaluate the message in a chosen media, as well as a creative
ability to publish digital messages. There are paid-for and free-domains, such as
blog pages, in which personal reflection or journal messages can be published
without cost. Sited on the education sector especially of developed countries,
published articles, researches and lesson plans are easily accessible by
researches and learners.

5. Creativity Fluency
Artistic proficiency adds meaning by way of design, art, and story-telling to
package a message. Font, color, patterns, lay-out are elements to creative
fluency. Templates for PowerPoint presentation and blogs are available for free
access in the internet.

6. Digital Ethics
The digital citizen is guided by principles of leadership, global
responsibility, environment awareness. Global citizenship, and personal
accountability. Sad to say, the digital world is not free from those who exploit the
digital space for personal selfish commercial and criminal activities.

Higher Thinking Skills

The Bloom’s Taxonomy of Thinking Skills can serve as a general framework of skills, a
new era of creativity in the digital world has led to introducing a kind of framework 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
 Individual analysis  Works sequentially
of images, events through a series of
and ideas events
Left
 Drawing the literal Right  Understanding the
Hemisphere
meaning (direct Hemisphere meaning or theme
meaning of the in a figurative
letter or word) literacy piece

The structured problem solving-process known as 4D’s also exemplifies the


instructional shift in digital learning:

Define Design Debiref


D the
Problem
D the
Solution
D Do the
Work D the
Outcome
EVALUATION OF TECHNOLOGY LEARNING

In the integration of technology, the standard in evaluating learning must change


too. By possessing the basic skills of a 21st century teacher or learner, the way of
evaluating the students should be aligned to it too. The six fluencies reflect process
skills. In reading, for example, single text reading becomes less important compared
with the empowerment process of being imbibed by varied informative, educational and
recreational literature – textual, audiovisual, and digital. Apart from reading, learners are
asked to engage in the process of writing reports, essays, articles, stories, power-point
presentations, video scripts, drama skits, etc.

Mass Amateurization

The change of evaluation approach is referred to as mass amateurization, a term


which implies a mass reach of student outputs. This will entail inculcating adeptness
among students over media along publishing, visual creation, audio-video recording,
internet website postings and multimedia productions.

ACTIVITY

Dramatization

 The students will be divided into 6 group


 Each group will be assigned to one fluency skill
 The group will present a dramatization that shows the skill that is assigned to
them