Edu534 Reviewer
Edu534 Reviewer
Edu534 Reviewer
MODULE 1
Technology
- Sum of techniques, skills, methods, and processes used to produce goods or services.
Types of Technology
Instructional Technology - usage of digital technology (ex. Google Classroom)
Technology Productivity Tools - designed to simplify tasks and make you life easier (ex. Google sheets)
Information Technology - usage of computer
Assistive Technology - helps people with disability (ex. hearing aids)
Technology of Teaching - usage of technology in the teaching and learning process
- combination of all technologies
Information and Communications Technology - includes any communication device that encompasses radio, television,
cellphones, computer, and network hardware.
Educational Technology
- combined use of computer hardware, software and educational theory and practice to facilitate learning.
- creates, uses, and manages technological processes and educational resources that improves academic performance
Media
- communication outlet tools used to store and deliver information or data
Types of Media
Print Media - hard copy publications (ex. books, magazines, journals and newsletters)
Broadcast Media - distribution of audio or video content to a dispersed audience via any electronic mass communications
medium
Internet - a global network of computers that moves data from one place to another
Instructional Technology
- systematic way of designing, carrying out and evaluating the total process of learning and teaching in terms of specific
objective
- branch of education concerned with the scientific study of instructional design and development
Technology Tools
- refers to software, primarily, that can be used to develop or support online course content
Classcraft - engages students in the educational process and creates more harmonized learning environment with the use of
gaming principles
Adobe Spark Video - an app that engages students in editing their own instructional videos
Google Classroom - enables teachers to organize various tasks from a single digital location
Kidblog - allows kids to create their own journal-like entries in their own safe space
MODULE 2
Information and Communications Technology (ICT)
- and extensional term for information technology that stresses the role of unified communications and the integration of
telecommunications and computers
Roles of ICT in 21st Century’s Teacher Education
Helps pre-service and in-service teachers training.
Helps teachers to interact with students.
Helps in preparing their teaching and it provides feedback.
Access in institutions and universities.
Effective use of ICT software and hardware in the teaching and learning process.
Improves teaching skills and innovates teaching.
Helps in the effectiveness of classroom.
Improves Professional Development and Educational Management and Active Learning of Teacher Trainees.
It is now replacing the ancient technology since students are competitive nowadays, teachers needs to cope.
Prepares teachers for the use of their skills in the real classroom situation and also make students for their future occupation
and social life.
Different Type of ICT used in teaching
Audio/Video Cassettes
Radio Broadcast
Computers and Internet
TV Broadcast
MODULE 3
ICT Policy
- a road map to ICT implementation strategies
- adopted and pursued by various governments involving issues in ICT
National and International Policies of ICT
Vision and Planning - plan outlines and initiatives that the technology needs to be implemented for the objectives to be
achieved
ICT Infrastructure - promotes the provision of accessible, universal, affordable, reliable, modern and high quality
technological tools
Legal and Regulatory Framework - ensures the security and legality of the ICT sector
Human Resource Development - promotes the use of ICT to build a growing ICT savvy nation
Industry - enables a conducive environment for the promotion of investment and economic growth using ICT
Government - the user, purchaser, and regulator of ICT
- must support the ICT for the innovative, effective, and efficient delivery of information and services to the
public
MODULE 4
Safety Issues in ICT
Limited accessibility and network connection
Limited technical support
Lack of effective training
Lack of teacher’s competency
ICT Safety Rules Implementation
Use of online tools that include personal information must be agreed first by the school or leadership team
Assessment of privacy and security is required based on the level of risk.
Parents must be informed of what online tools are being used.
Seeks advice from the digital learning unit if the tool is departmentally brokered.
MODULE 5
Uses of ICT Policies in Teaching and Learning Environment
- Schools use a diverse set of ICT tools to communicate, create, disseminate, store, and manage information.
- Approaches can lead to higher order thinking skills if if teachers are digitally literate and trained to use ICT.
Educational Applications of ICT
One Laptop per Child - less expensive laptops are designed for use in school on 1:1 basis with features like lower power
consumption
Interactive White Boards or Smart Boards - allow projected computer images to be displayed, manipulated, dragged,
clicked or copied
E-Readers - electronic devices that can hold hundreds of books in digital form
Flipped Classroom- involves lecture and practice at home via computer generated-guided instruction and interactive
learning activities
Effective implementation of ICT Policies
Specific professional development opportunities in order to increase teacher’s ability to use ICT for teaching.
Positively impact teacher’s general attitudes towards ICT in the classroom and it also provide specific guidance on ICT.
Support teachers as they change their teaching.
Should use an incremental pathway, establishing infrastructure and bringing in sustainable and easily upgradable ICT.
MODULE 6
Dale’s Cone of Experience (1960)
- theorized by Edgar Dale
- believed that learners retain more information by what they do opposing to what they heard, read, or observed
- his research led to what we know today as “learning by doing” or the “experiential learning”/ “action learning”
- arranged based on its degree of concreteness from the bottom up to the top or its degree of abstractness from top to the
bottom
Verbal Abstract
Visual
Radio and Recording
Still pictures
Motion Pictures
Educational Televusion
Exhibits
Field Trips
Demonstration
Dramatizzation
Contrived Experiences Concrete
Direct Purposeful
Experiences
Percentage of what we remember based on the Edgar Dale
10% of what you read
20% of what you hear
30% of what you see
50% of what you see and hear
70% of what you say and write
90% of what you do or perform
MODULE 7
TPACK
- Technological Pedagogical Content Knowledge of Mishra and Koehler
- kinds of knowledge needed by a teacher for effective technology integration
TPACK Framework
- teachers need to have deep understandings of each of the above components of knowledge in order to orchestrate and
coordinate technology, pedagogy and content into teaching
Three major knowledge components of TPACK
Content Knowledge (CK) - mastery of the lesson
Pedagogical Knowledge (PK) - knowledge about variety of instructional practices, strategies, and methods to promote
student’s learning
Technological Knowledge (TK) - knowledge about traditional and new technologies that can be integrated into curriculum
Four components in the TPACK framework
Technological Content Knowledge (TCK) - knowledge of the reciprocal relationship between technology and content
Pedagogical Content Knowledge (PCK) - understanding of how particular topics, problems, or issues are organized,
represented, and adapted to the diverse interest of learners
Technological Pedagogical Knowledge (TPK) - understanding of technology can constrain and afford specific pedagogical
practices
Technological Pedagogical Content Knowledge (TPACK) - knowledge about the complex relations among technology,
pedagogy and content
Effective Use of TPACK
Concepts from content being taught can be represented using technology.
Pedagogical techniques can communicate content in different ways using technology.
MODULE 8
ASSURE Model
- ensures that instructional materials focus on achieving specific learning outcomes
- learners actively engage in the learning process
- learners always know what they are expected to learn and how
Instructional Design
- systematic development of instructional specifications
ASSURE MODEL
Analyze your learners - analysis of learners should include: general attributes, prior competencies, learning styles
State Objectives - good set of objectives is conformity to the ABCDs (Audience, Behavior, Conditions, Degree) of well
stated learning objectives
Select Media/Materials - pick instructional strategies, technology, and media to bring about the desired results
Utilize Media/Materials - essential to follow the five Ps:
- Preview the technology, media, and materials
- Prepare the technology, media, and materials
- Prepare the environment
- Prepare the learners
- Provide the learning experiences
Require Learner Participation - you make plans for how you will actively engage you students in the material you are
teaching
Evaluate and Revise - evaluate the impact of your teaching on student learning
- evaluation of your teaching strategies and the technology, media, and materials that you used
MODULE 10
Digital Literacy
- being able to make sense of digital media
- ability to analyse, prioritize, and ct upon the countless digital media 21st century citizens encounter on a daily basis
Four Principles of Digital Literacy
Comprehension - ability to extract implicit and explicit ideas from a media
Interdependence - it is how media form connects with another, whether potentially, metaphorically, ideally, or literally
Social Factors - sharing is no longer just a method of personal identity or distribution, but rather can create messages on its
own
Curation - ability to understand the value of information and keep it in a way that it is accessible and useful long term
Media Literacy
- to engage in a digital society, one need to be able to understand, inquire, create, communicate, and think critically to be
media literate
Media Literacy Five Core Concepts
All media messages are constructed
Media messages are constructed using a creative language with own rules
Different people experience the same media message differently
Media have embedded values and point of views
Information Literacy
- ability that enables an individual to acquire, evaluate, and use information
ICT Proficiency
Information, data and media literacies
Digital creation, innovation and scholarship
Digital learning and development
Communication, collabortaion and participation
Digital identity and well being
MODULE 11
Instructional Design Models
- provides guidelines to design appropriate pedagogical sentences to achieve instructional goals
- defined as the practice of creating instructional experiences to help facilitate learning effectively
- help trainers and educators to guide and plan overall process
Characteristics of Instructional Design Models
Instructional design is learner centered
Instructional design is goal oriented
Instructional design focuses on real world performance
Instructional design focuses on outcomes that can be measured in a reliable and valid way
Instructional design is empirical
Instructional design typically is a team effort
GAGNE’S NINE EVENTS OF INSTRUCTION MODEL
- helps trainers, educators, and instructional designers structure their training sessions
- a systematic process that helps them develop strategies and create activities for instructional classes
- covers all aspect of learning
Nine Events of Instruction
Gain attention
Inform learners of objectives
Prior learning
Present content
Provide guidance
Practice
Provide feedback
Assess performance
Enhance retention and transfer to the job
ADDIE Model
- the generic process traditionally used by instructional designers and training developers
- outdated due to its hierarchical structure which means that one had to complete the process in a linear way
- the most commonly used in instructional design, especially for new development
ADDIE Model Process
Analysis - needs, requirements, tasks, participant’s current capabilities
Design - learning objectives, delivery format, activities & exercises
Develop - create a prototype, develop course materials, review, pilot sessions
Implement - training implementation, tools in place, observation
Evaluate - awareness, knowledge, behavior, results
Merrill’s Principle of Instruction
- set of principles that can be found in most instructional design theories and models
- necessary for effective and efficient instruction
Merrill’s Principle
Problem Centered - acquire knowledge and skill in the context of real world problem or tasks
Activation - recall or apply existing knowledge and skill as a foundation for new skills
Demonstration - observe a demonstration of knowledge and skill to be learned
Application - use their newly acquired knowledge and skill to solve new problems or carry out tasks
Integration - reflect on, discuss and defend their newly acquired skill or integrate the skill into a real world activity
Bloom’s Taxonomy
- Bloom (1956) published taxonomy of educational objectives within the cognitive domain
- Anderson and Krathwol (2001) revised the taxonomy to be more adaptive to our current age by promising another
taxonomy that will meet the curriculum designers, teachers, and students needs better than the Bloom’s one.
Bloom’s Taxonomy 1956
Knowledge
Comprehension
Application
Analysis
Synthesis
Evaluation
Bloom’s Taxonomy 2001
Remembering
Understanding
Applying
Analyzing
Evaluating
Creating
MODULE 12
Teaching tools to enhance a lesson
Computer Games
- allow students to make decisions ans see instant results to evaluate their progress
- allow students to interact with material and learn without realizing they are learning
- a great way to reinforce your lesson and engage your students
Ex. Classcraft, Sheppard Software, Fun Brain, PBS Kids Games, National Geographic Kids Games
Videos
- a great way to get students excited to learning
Ex. Brainpop, National Geographic Kids and National Geographic in YouTube
Research
- enable students to quickly and easily collect information from a wide range of credible online resources
Presentations
- computers provide a variety of ways for students to share their knowledge
Ex. PowePoint, Prezi
Grades
- accessible to both students and parents
- allows everyone to get an immediate idea of how the student is doing
Teacher Websites
- message boards where students and teachers can have conversation and work out difficult topics
- can post materials that either goes with the lesson or more in depth so that the students who are interested can learn more
about a particular subject
Digital Textbooks
- interactive reading supplemented by games and quizzes get students actively involved in their reading
Video Conferencing
- allows students to practice and improve their public speaking and presentation skills
Podcast
- students can create audio clips to work out difficult topics and help educate their peers
- teachers can create unique podcasts to share with students on their personal website
Wikis and Blogs
- allows students to publish their ideas and stories as well as share them with friends and family
- encourage learning in an interactive way that feels less like traditional learning and more like fun
MODULE 13
Digital Learning Resources
- enhanced the way we learn and taken learning from a closed classroom to a more collaborative an open environment
- used to refer material included in a context of a course that support the learner’s achievement of the described learning goal
Four Types of Digital Learning Resources
Simulations and Models - usually equipped with interactive controls and activities where learners can vary any parameters in
specific models and see time changes in outcome
Graphic and Animations - have a high sharing potential, which enables the knowledge to reach wider audience
Quizzes and Games - innovative way to test learner’s knowledge and moreover can modify as per the situation and target
audience
E-books and E-notes - easily shareable and can be accessed almost anywhere allowing learners to stay in touch with a topic at
their convenience
Common Examples of Digital Learning Resources
Edmodo - an educational tool that connects teachers and students and is assimilated into social network
Projectqt - a tool that allows you to create multimedia presentations with dynamic slides in which you can embed interactive
maps, links, online quizzes, and other options
TED-Ed - an educational platform that allows to creating educational lessons
eduClipper - allows teachers and students to share and explore references and educational materials
Kahoot- an educational platform that is based on games and questions
Google Docs - a very powerful real time collaboration and document authoring tool
SurveyMonkey - an online survey software that helps you to create and run professional online surveys
Conventional Learning/C-Learning
- refers to conventional teaching and learning within a brick-and-mortar classroom facility
- refers to the traditional way of teaching where in most of the lecture method is used
Examples of Conventional Learning Resources
Posters
Flipcharts
Textbooks
Story Telling
Dictionaries
One act plays
MODULE 14
Distance Learning/ Distance Education/ E-learning/online learning
- form of education in which the main elements include physical separation of teachers and students during instruction and
the use of various technologies to facilitate student-teacher learning and communication
Four Characteristics of Distance Learning
Definition carried out through institutions, it is not self study or non-academic learning environment.
Geographic separation is inherent in distance learning, and time may also separate students and teachers. Accessibility and
convenience are important advantages of this mode of education
Interactive telecommunications connect individuals within a learning group and with the teacher.
Distance education just like other education, establishes a learning group or community, which is composed of students, a
teacher, and instructional resources.
Synchronous Distance Learning
- occurs when the teachers and students interact in different places but during the same time
- generally works best for students who can schedule set days and times for their studies
Ex. Instant messaging, Video Conferencing, Webcams, MUDs, MOOs, and chat
Asynchronous Distance Learning
- occurs when teachers and students interact in different places and during different times
- often relies on technology such as email, e-courses, online forums, audio recordings, and video recordings
Ex. Email, texting, newsgroups, blogs and social media
MODULE 18
Types of Assessment
Formative Assessment - happens during the classroom instruction
Summative Assessment - happens after the classroom instruction
Diagnostic Assessment - identifies student’s prior knowledge before instruction
Authentic Assessment - describes the multiple forms of assessment which reflect on the student’s learning
Performance Assessment - requires students to demonstrate, produce and perform the things they have learned
Current Trend in Assessment
- do not require a lot of time or cost a lot of money to administer
- generate scores that are familiar to educators
Major Features of Assessment
Integral to classroom culture
Oriented toward clear learning goals
Incremental and interactive
Providing feedback that is timely and specific
Focused on the process of learning as much as outcome
Using varied methods to deepen learning an meet diverse student needs
Role of ICT in Assessment
1. Offers educators variety of new tools.
2. Help teachers assess their student’s learning as well as their performance.
3. Involves the use of digital devices to assist in the construction and delivery.
4. Can use a multitude of formats.
5. Can use computers to construct their assessment tasks.
6. Used to analyze student responses, both to provide feedback to the student to the quality and relevance of their response.
Computer Assisted Assessment
- refers to the use of computers to assess students learning and performance
- a term that covers all assessments
- typically formative and helps students to discover whether they have learned what the educator intended and provide timely
feedback
Computer Adaptive Testing
- Adds a great deal of efficiency to the testing process.
Components of Computer Adaptive Testing
1. Calibrated item pool
2. Starting point or entry level
3. Item selection algorithm
4. Scoring procedure
5. Termination criterion
MODULE 19
ASSURE model
- a procedural guide for planning and delivering instructions that integrates technology and media into the teaching process.
Lesson planning
- an essential aspect of education and is the primary role of teachers
- best way to provide effective learning opportunities for students in the classroom
6 Tips to use ASSURE model in technology-enhanced lesson
Conduct surveys and online assessments to research audience
Choose tech tools that align with common goals
Give the tech tools and materials a test-run
Get learners involved
Understand that ASSURE strategy is a work in progress
MODULE 20
Seven key concepts of digital citizenship
Empathy
- a crucial way to understand how people talk and behave online
How the internet works
- the internet is an incredible network of interconnected servers and computers that direct web browser request through a
network of wired and wireless connections
Understanding User Data
- one of the most complex and concerning concepts in digital age
Practicing Digital Literacy
- the practice of reading information online and understanding what it means, where it originated, and whether it is accurate
Acknowledging the Digital Divide
- the disparity between those who have access to modern digital tools and those who don’t
Practicing Digital Wellness
- the practice of refraining from indulging in the internet and digital media for unreasonable amount of time
Securing Digital Devices
- takes everything a student have learned and applies it through real life
MODULE 21
Intellectual Property Rights
- protect your works or creation by unfair use of others
Trademark
- any name, symbol, figure, letter, work or mark adopted and used by a manufacturer or merchant in order to designate his
or goods and to distinguish them from those manufactured or sold by other
Trade secrets
- They are not a public information.
- Their secrecy provides an economic benefit to their holder.
- Their secrecy is actively protected.
- The ‘classified documents’ in the business world.
Copyright
- a formal declaration that the owner is the only one who can publish, reproduce or sell their particular work
a) Literary works
b) Musical works
c) Dramatic works
d) Pantomimes and choreographic works
e) Pictorial, graphic and sculptural works
f) Motion pictures and other audio visual works
g) Sound recordings
h) Architectural works
Patent
- a right granted to an inventor by the federal government that permits the inventor to exclude others from making, selling,
or using the work from a period of time
a) Utility Patents - granted to new machines, chemicals and processes
b) Design Patents - granted to protect the unique appearance or design of manufactured works
c) Plant Patents - granted for the invention and asexual reproduction of new and distinct plant varieties
Industrial Design Right
- protect the visual design of the object
MODULE 22
Cyberbullying
- use of internet and related technologies to harm other people in a deliberate and hostile manner
Types of Cyberbullying
Flaming - online fights using electronic messages with angry and vulgar language
Harassment - sending nasty, mean, and insulting messages
Denigration - dissing someone online
Impersonation - pretending to be someone else to get the person in trouble
Outing - sharing someone’s secrets and embarrassing information online
Exclusion - intentionally and cruelly excluding someone from an online group
Cyberstalking - threats that gives significant fear
Digital Safety Rules
1. Keep personal information professional and limited
2. Keep your privacy settings on
3. Practice safe browsing
4. Make sure your internet connection is secure. Use a secure VPN connection
5. Be careful what you download
6. Choose strong passwords
7. Be careful what you post
8. Be careful who you meet online
MODULE 23
Cyberspace
- a place in which online games occur, the land of chat rooms and the home of instant messaging conversations
- become an important location for social and political discussion
Ways to be a better netizen
1. Be aware of what you post online.
2. Be careful of what you say.
3. Be mindful of privacy.
4. Avoid sharing fake news.
5. Be truthful.
6. Credit the source when re-posting.
7. Do not engage in cyberbully or other internet crimes.
8. Share expert knowledge.
9. Recognize and respect diversity.
MODULE 24
Educational Portals
- websites that support different educational sectors by providing access to relevant information and tools
Examples of Educational Portals’
EdX - offers high quality courses from the world’s best universities and institutions
Academic Earth - provide online degree courses from accounting and economics to engineering and also behavioral
psychology
Internet Archive - an authentic website storing the originals from various big accessible knowledge
Big Think - experts write articles and record tutorials for the students
Coursera - a user friendly website where in students can find big universities and shareable electronic course certificate
Brightstorm - provide help in all subjects by explaining complex terminologies
CosmoLearning - provides academics as well as skill based learning to he students
Futures Channel - only represents the significant data catering student’s problems
Howcast - a one step website for all subjects
Khan Academy - an online coaching website
MODULE 25
Collaborative Technology’
- refers to tools and system design to better facilitate group work
- also known as ‘ groupware’
Types of Collaboration Technology
Teamwork - proximity, permissiveness, familiarity
Two-Way Telecommunications - allows groups to communicate even when not in close proximity via voice, video, and data
based technology
Propietary or Premise-Based Software - expands the share project managements functions and company’s network
Software-as-a-service - allows anyone to use the software regardless the location
Types of Collaborative Software Tools
Communication Technology
- the first ‘c’
- allow for messages , chat groups and conversations to be conducted between individuals and parties via internet
a. Email
b. instant messaging apps
c. digital voicemail applications
d. Voice-over-Internet-Protocol (VoIP) calls
Conferencing Technology
- allows two or more individuals to communicate with each other in real time, using internet base and cloud based platforms
- allows that same group of people to view unified screen
a. Video conferencing with shared screen capabilities
b. Document sharing software
c. Share applications, where users can simultaneously access certain apps in real time to check information
Coordination Technology
- most holistic of collaborative tools
- designed to integrate both teamwork and task word functions
a. Calendar
b. Employee time tracker or scheduling systems
c. Project management systems
d. Enterprise resource planning software
e. Internal employee as well as client portals