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In school, students use their cell phones to tell their parents that they will come
home late because they will practice for a play to be shown during the schools
foundation day.
A teacher can ask their students to inform her about their progress in the class
through email, which both the teacher and the students can readily access.
A student uses a printer to get a copy of his paper to be submitted to the teacher
easily and neatly.
Another student can send his paper via electronic mail to the teacher to meet the
deadline for submission.
Some people need to use gadgets or tools to perform home chores faster like
washing machine, rice cooker, hair blower, electric fan, floor polisher, electric food
mixers, blenders and grinders.
Students use electric food mixers, blenders, and grinders in their technology and
Livelihood class to produce some delicacies for sale.
Student gatherings are made more memorable and happier with the use of music
players, amplifiers, digital camera, televisions, and microphones.
The Teacher as a Technology
After describing some gadgets associated with technology, one very important
technology asset is the teacher.
The teacher uses visual technology, verbal technology, sound technology, and
manipulative technology.
The teacher uses gadgets and tools to make learning fast, efficient, and effective.
In evaluating the students, the teacher may use rating scale, scorecard,
checklist, test and rubrics.
To realize this, the following assumptions about technology are agreed upon.
3. Technologies are not simply conveyors or communicators of meaning but they can
also serve as resources materials for reflection and other thinking skills.
6. Technologies should function as intellectual tool kits that enable learners to build
more meaningful personal interpretations and representations of the world.
7. Learners and technologies should be intellectual partners in the learning process,
where cognitive responsibility for performing is distributed to the part of the partnership
that perform is the best.
The teacher and the learner should be able to select technologies which can help
leaners attain the intended outcomes of instruction.
The teacher can give modules to the students to work on their own during
important meetings held during class time.
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.
Design
Evaluation Development
Management Utilization
Management it is applied in the implementation of all the different domains and its
effect on the outcomes of learning.
Domains of educational Technology
Domain 1 Design
The theory and practice of design includes instructional system design, (ISD),
instructional strategies, and learners characteristics.
Instructional system
Theory and Practice Design
Instructional Strategies
Learners characteristic
2. Constructivism represents the natural complexity of the real world. Design the
life cycle of a butterfly starting from a worm to a full blown butterfly.
5. Constructivism fosters reflective practice. The teacher can request the students
to create scenarios of their learning experiences on the teachers way of motivation.
6. Constructivism promotes context and content. Context and content are the bases
of students reflection and understanding about the lesson.
Technology stars with design which includes Instructional System Design ( ISD),
Instructional strategies, and learners characteristics.
In designing technology, instructional strategies follow the identification of the
instructional design.
Another factor in designing instructional strategies is knowledge of the
characteristics of the learner, their interest and needs.
Digital storytelling will be interesting to learners who are fond of using digital
camera, composing and documenting events, like class field trips, school fair, and other
school celebrations.
Domain 2 Development
Integrated technologies
ThTheyyyyyy Electronic technologies
Theory and practice
ICT'
Audio-Visual technologies
Still Visuals
Audio technologies
Print technologies
Audio technologies are provided to accompany presentations that caters to the sense
of hearing.
Other technologies under development are still visuals and audio visuals to make
presentations interesting and appealing to the sense.
Domain 3- Utilization.
Utilization
Media Utilization
Theory and Practice Implementation
Institutionalization
Policies and Regulation
Technology is the phase where learning materials are considered, implemented and
used in actual teaching and learning activities.
Information and communication Technology ( ICT) and other materials can be taken
from the computer through surfing, paraphrasing, cutting and pasting.
Domain 4 Management
Management
Evaluation
Problem analysis
Measurement
Evaluation Formative Evaluation
Summative Evaluation
This phase shows the different process involved in judging the worth of the materials
produced.
A software is available to evaluate the finished learning materials.
Technology Focus
Technological Competence
Technological competence refers to the ability to use with ease and
confidence and equipment, tools or gadgets mentioned above.