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Sample Session Guide 8: ENHANCING TEACHING & LEARNING USING TECHNOLOGY

4 hours

1. Principles of Teaching and Learning Using Technology


Effective use of technology by students in learning activities by teachers and students:
 enhances learning.
2. Technology’s role in developing higher order thinking skills (HOTS).
3. Steps in using online applications in teaching and learning
a) Kahoot is a game based classroom response system played by the whole class in real time.
Multiple-choice questions are projected on the screen. Students answer the questions with
their smartphone, tablet or computer.
b) Edpuzzle is a video platform for teachers and students. It empowers teachers to make any
video their lesson with really easy to use tools and powerful analytics.
c) Diigo is a multi-tool for personal knowledge management dramatically improve your workflow
and productivity easy and intuitive, yet versatile and powerful.

4. Significance of online applications in teaching and learning process.

1. Identify principles of teaching and learning using technology.


2. Determine the steps in using online applications in teaching and learning process (kahoot,
edpuzzle, diigo).
3. Appreciate the significance in using online applications in teaching and learning through
creating a technology-oriented classroom activity.
4. Create an appropriate classroom activity for each online application discussed (kahoot,
edpuzzle and diigo).
Activity Sheet: Give one, Get one, Move on!
Slide deck 1-38: ENHANCING TEACHING & LEARNING USING TECHNOLOGY
(Kahoot, Edpuzzle, Diigo)
References:
Edpuzzle. Retrieved February 5, 2018
from https://support.edpuzzle.com/hc/en-us/articles/115001719972-What-is-Edpuzzle-
Youtube. Retrieved February 5, 2018
from https://www.youtube.com/watch?v=iTQpvkQdQOw
Youtube. Retrieved February 6, 2018
from https://www.youtube.com/watch?v=AtGg8fCM0JU
Diigo. Retrieved February 6, 2018 from
https://www.diigo.com/about
Orlando, J. Magna. Retrieved February 7, 2018
from https://www.magnapubs.com/online-courses/technology-to-enhance- teaching-
and-learning-3235-1.html
Winona State University, Retrieved February 7, 2018
from http://www.crlt.umich.edu/gsis/p4_6
Eberly Center for Teaching Excellence. Tools for Assessment. Retrieved February 7, 2018
from https://www.cmu.edu/teaching/assessment/examples/courselevel-
bycollege/hss/tools/jeria.pdf
Google. Retrieved February 7, 2018 from
https://www.pinterest.com/pin/228346643583315857/
Give one, Get one, Move on!
SAY: This activity is to establish relationship among participants through exploring ideas on
TECHNOLOGY from your partners. Exchange ideas with them.

Note to facilitator:

Emphasize that ideas should be about online application teaching learning. As such Kahoot, Diigo,
edpuzzle etc should be mentioned.

DO:

 Present the instructions.


• Walk around the room and find a partner.
• Give one idea to your partner.
• Get one idea from your partner.
• Move and look for another partner.
 Call partners to share what they have talked during the activity
 Note down the key words they mentioned from the sharing
 Connect the key words to the next activity

Let’s go kahooters!Note to the facilitator: Make sure that each group has a laptop or a smartphone
that has internet connection.

SAY: This activity makes use of an online learning application.

DO:

 The participants will be grouped by table. There are eight tables so there will be eight groups.
 Each group will make a unique group name.
 Each group will answer questions using the online application called Kahoot by logging in on the
site kahoot.it.

DO: Ask the participants

1. How do you feel about the activity?


2. What are the principles you have learned from the activity?
3. What realization came into your mind when performing the activity?
(Note: Dig into their answers until ideas on using online application in the teaching-learning process
come out and connect these to your discussion in the abstraction.)

DO: Present the slide deck of the following

 Principles of Teaching and Learning Using Technology


1. Effective use of technology by students in learning activities enhances their learning.
2. Effective use of technology by students in learning activities develops their thinking
and process skills.
3. Effective use of technology by teachers for productivity makes them more efficient
and helps them improve their teaching practices.
 Technology’s role in developing HOTS
1. Technology’s distance learning capability expands opportunities to practice HOTS.
2. Technology's potential as a motivational tool encourages and supports practice of
HOTS
3. Technology’s capability to provide information from various sources and to retrieve
and process them fast help facilitate and enhance active engagement in HOTS
4. Technology provides engaging venues to convey and construct ideas (Brown, 2009)
5. Technology helps students focus and express their own thinking (Owen, 2002)
6. Technology helps students create non-linguistic representations of what has been
learned that enhances understanding of content (Marzano, et.al., 2001)
 Discuss and explain the key concepts and steps of Kahoot, Edpuzzle, and Diigo.
1. Kahoot! is a tool for using technology to administer quizzes, discussions or surveys. It
is a game based classroom response system played by the whole class in real time.
Multiple-choice questions are projected on the screen. Students answer the
questions with their smartphone, tablet or computer.
Steps:
a) Sign up or log in: Go to https://kahoot.com, and log in to your account or
sign up
b) Pick a game type
c) Add details and settings
d) Add questions
e) Save progress
2. Edpuzzle is a video platform for teachers and students. It empowers teachers to
make any video their lesson with really easy to use tools and powerful analytics.
Steps:
(A video clip will be played: Edpuzzl – How to Create my First Lesson)
3. Diigo is a multi-tool for personal knowledge management dramatically improves
your workflow and productivity easy and intuitive, yet versatile and powerful.
Steps:
(A video clip will be played: Intro to Diigo – Online Tools 2016)

Think and Create

SAY: With your group, you are going to apply what we learn. In this activity you are to think and
create a technology oriented classroom activity using any of the online applications.

DO:

 Give the instructions


1. Within your group, create an appropriate classroom activity for either kahoot or edpuzzle or
both. Indicate that activity in a lesson outline.
2. Your group output must be presented to the class after 60 mins. Each group will present the
output after the allotted time.
 Mill around
 Process their output
ASK:
1. How did you find the activity?
2. How would you rate your output?
3. Why you rate it that way?
4. What new ideas have you learned from the activity?
5. What teachings concepts you must unlearn? Why?

Ask:
How can the use of technology enhance teaching and learning?

DO: Present the slide with the statement:


“Technology won’t replace teachers but teachers who use technology will probably replace teachers
who do not.”

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