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Educational Technology

 “the art or craft of responding to educational needs”


 “…is the study and ethical practice of facilitating learning and improving performance by
creating, using and managing appropriate technological process and resources.” - Richey, et al
(2008)
 “…is a complex, integrated process involving people, procedures, ideas, devices, and
organization for analyzing problems and devising, implementing, evaluating and managing
solutions to those problems involved in all aspects of human learning.” - Association for
Educational Communications and Technology (1997)
 “…consists of the designs and environments that engage learners … and reliable technique or
method for engaging learning such as cognitive learning strategies and critical thinking skills.”
- David H. Jonassen, et al (1999)
 It is the application of scientific findings in teaching methods, process or procedure in order to
effect learning.
 It is the use of all human inventions – old and new, for teachers to realize their mission to teach
so that students can learn more.

What is Technology in Education?

 “… is the application of technology to any of those process involved in operating the institutions
which house the educational enterprise.
 It includes the application of technology to food, health, finance, scheduling, grade, reporting
and other processes which support education within institutions.”

What is Instructional Technology?

 It refers to those aspects of educational technology that are concerned with instruction as
contrasted to design and operations of educational institution.
 It is a systematic way of designing, carrying out and evaluating the total process of learning and
teaching in terms of specific objectives.

What is Technology Integration?

 It is the use of learning technologies to introduce, reinforce, supplement and extend skills.

Educational Media

 These are channels, avenues or instruments of communication.

Concepts of Technology

A. Technology as the use of gadgets, tools, or equipment to perform a task expediently and
efficiently.
 It is the knowing, making, modifying, and using of tools, machines, techniques, crafts,
systems, and methods of organization, in order to solve a problem, improve a pre-
existing solution to a problem, achieve a goal, handle an applied input/output relation
or perform a specific function.
Examples
 Use of mobile phones to allow communication faster and smoother.
 Making and using of online classroom platforms to enable student-teacher interaction beyond
the four walls

B. Technology as the collection of tools, including machinery, modifications, arrangements and


procedures.
 This refers to reliable devices that enable one to make presentations repeatedly.
Examples
 PowerPoint to enhance teaching and learning
 Digital storytelling to capture certain events in one’s life

C. Gadgets as Technology
 These are gadgets, tools or equipment used to perform home chores faster, to
entertain people through listening, watching or documenting events, and to follow a
process for which desired products are obtained.
D. Teacher as Technology
 facilitates learning through the use of varied instructional materials
 creates situations through the use of a repertoire of teaching methods and strategies to
facilitate learning
Examples
 the teacher uses visual, verbal, sound and manipulative technologies to cater the use of senses
to enhance perception
 the teacher develops modules for students’ learning

technology-as-teacher
learning tool to learn from

“technology-as-partner”
learning tool to learn with

“Technology is just a tool in terms of getting the kids working together and motivating them.
The teacher is the most important.” - Bill Gates

What is technology now?


1. Technology is more than hardware.
 It is made up of any reliable technique or method of engaging learning.
Example: The use of metaphor
2. Learning technologies can be any environment or definable set of activities that engage learners in
active, constructive, intentional and authentic learning.
Example: The Marketplace Game
3. Technologies are not simply conveyors or communicators of meaning but they can also serve as
resource materials for reflection and other thinking skills.
Example: The students may surf information about the risks of teenage pregnancy and make a reflection
paper.
4. Technologies support learning.
- To fulfill a learning need
Example: The students are downloading sample rubric to enable them to create their own rubric.
- interactions with technologies learner-initiated and learner-controlled
Example: The students develop PowerPoint presentations to make a clear report.
5. Interactions with the technologies are conceptually and intellectually challenging.
Example: The students create diagrams to show relationship between variables
6. Technologies function as intellectual tool kits that enable learners to build more meaningful
personal interpretations and representations of the world.
Example: Computer programs like word processing, desktop publishing, photo editing
7. Learners and technologies are intellectual partners in the learning process.
Example: Students use laptops in their studies and thesis-making.

Benefits of technology Usage in Education


1. Instructional effectiveness
2. Active learning
3. Critical thinking
4. Cooperative learning
5. Communication skills
6. Multisensory delivery
7. Multicultural education

Concepts of EdTech
A. Educational technology as the selection, development, managing and use of appropriate
technological process and resources
B. Educational technology as the choice of appropriate principles in the preparation and utilization of
conventional and non-conventional technology tools as well as traditional and alternative teaching
strategies
Five Domains of Educational Technology
“Educational technology is the theory and practice of design, development, utilization,
management and evaluation of process and resources for learning.” -AECT, 1994
Theory and Practice
• A profession must have a knowledge base that supports practice.
• Each domain of EdTech includes a body of knowledge based on both research and experience.
• Both theory and practice make extensive use of models.
• Theory: Conceptual models visualize relationships
• Practice: Procedural models describe how to perform a task

Design - Establishing a framework guide in planning the educational technology


Development - Production and development of materials based on the design
Utilization - Implementation and use of learning materials
Management - The process for controlling instructional technology
Evaluation - Monitoring, assessing and giving judgment on the extent of usefulness of the learning
materials

DESIGN
 “the planning stage”
 Purpose: create strategies
Theory and Practice:
• Instructional System Design
• Instructional Strategies
• Learner’s Characteristics
DEVELOPMENT
 the process of translating the design specifications into physical form
 production of learning materials from a detailed plan
Theory and Practice:

• Print Technologies
• Audio Technologies
• Still visuals
• Audio-visual
• Electronic and Integrated Technologies
• ICTs

UTILIZATION
 “action phase”
 the act of using processes and resources for learning
Theory and Practice:
• Media Utilization
• Implementation
• Institutionalization
• Policies and Regulations

MANAGEMENT
 “linchpin/key player”
 binds all the domains together
Theory and Practice:
• Project Management
• Resource Management
• Management of Delivery System
• Diffusion of Innovation

EVALUATION
 the process of determining the merit, worth, or value of an instructional program, project or
product
Theory and Practice:
• Problem Analysis
• Measurement
• Formative Evaluation
• Summative Evaluation

Importance of EdTech in Learning


1. As tools to support knowledge construction
 for representing learners’ ideas, understanding and belief
 for producing organized multimedia knowledge bases
2. as information vehicles for exploring knowledge to support learning-by-constructing
 for accessing needed information
 for comparing perspectives, beliefs and world view

3. as context to support learning-by-doing


 for representing and stimulating meaningful real-world problems, situations and context
 for defining a safe, controllable problem space for student thinking

4. as a social medium to support learning by conversing


 for collaborating with others
 for supporting discourse among knowledge-building communities
5. as intellectual partner to support learning-by-reflecting
 for helping learners articulate and represent what they know
 for constructing personal representations of meaning

ELEMENTS FOR USING TECHNOLOGY


1. MOTIVATION
2. UNIQUE INSTRUCTIONAL CAPABILITIES
3. SUPPORT FOR NEW INSTRUCTIONAL APPROACHES
4. INCREASED TEACHER PRODUCTIVITY
5. REQUIRED SKILLS FOR AN INFORMATION AGE
MOTIVATION
1. Gaining learner attention
2. Encouraging the learner through production work
3. Increasing perceptions of learner control
4. Technology use as motivation

UNIQUE INSTRUCTIONAL CAPABILITIES


1. Linking learners to information sources
2. Enabling learners visualize problems and solutions
3. Tracking learners’ progress
4. Linking learners to learning tools

SUPPORT FOR NEW INSTRUCTIONAL APPROACHES


1. Cooperative learning
2. Shared intelligence
3. Problem solving and higher-level skills

INCREASED TEACHER PRODUCTIVITY


1. Saves time in record keeping and making instructional materials
2. Freeing time to work with students
3. Up-to-date teaching content and subject matter
4. Student-friendly instructional materials

REQUIRED SKILLS FOR AN INFORMATION AGE


1. Technology literacy
2. Information literacy
3. Visual Literacy

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