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Course Outline: Ed. Tech.

Topic: Concepts About Educational


Technology
Instructor: Sheila May B. Labajo Reporter: Bernadeth A. Bagsain

Concepts About Educational Technology


Different Concepts of Technology

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, system, 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.

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.

Technology as the collection of tools, Including Machinery, modifications,


arrangements and procedures
This refers to reliable devices that enable one to make presentations repeatedly.
Teachers and students show power point presentation using the computer LCD to
enhance teaching and learning.
Other materials are digital storytelling and games which can be repeatedly used in class
discussions.
Other Gadgets as a Technology

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.

1. Technology is more than hardware. It is made up of any reliable technique or method


of engaging learning, such as cognitive learning strategies and critical thinking.

2. Learning technologies can be any environment of definable set of activities that


engage learners in active, constructive, intentional, and authentic learning. Technology
can be introduced in a form of a game.

3. Technologies are not simply conveyors or communicators of meaning but they can
also serve as resources materials for reflection and other thinking skills.

The students can download researches about learning styles as well as


questionnaires about learning styles.
4. Technologies support learning when:

They fulfill a learning need.


Examples: Students can download sample rubrics to enable them to create their
own rubric.
Interactions with technologies are learner-initiated and learner-controlled.
Examples: The students develop powerpoint presentation to make a clear and
interesting report within a given time limit.
5. Interactions with the technologies are conceptually and intellectually engaging.

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.

Concepts of Educational Technology

Educational technology as the selection, development, and use of appropriate


technological processes and resources.

The teacher and the learner should be able to select technologies which can help
leaners attain the intended outcomes of instruction.

The development of a storyboard by taking pictures using a digital camera about


a certain event like a field trip to the farm is an application of technology in developing
materials for presenting stories in a class.

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.

As application of theory and practice, educational technology has five domains


namely, design, development, utilization, management and evaluation of process and
resources for learning (Association for Education Communication and Technology or
AECT).
Five Domains of Educational Technology

Design

Evaluation Development

Management Utilization

Domains Establishing a framework to guide in planning the educational technology.


Development Using the design or framework, materials are produced and developed.
Utilization Implementing and using the learning materials used to enhance
knowledge and skills of learners. It is also known as the action phase.

Evaluation Monitoring, assessing, and giving judgment on the extent of usefulness of


the learning material in achieving the expected outcomes.

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

Here are some reasons why constructivism facilities knowledge construction:


1. Constructivism provides representation of reality. Designing programs can be
meaningful if the learner experienced the activities which are familiar and real.

Example: Is answering exercises about experiments which the learner


underwent.

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.

3. Constructivism represents authentic tasks which focus on contextualizing


rather than abstracting. The teacher can design evaluation tools with the use of
samples for very well-made cell phone holder made from beads, satisfactory made cell-
phone holder from beads, and poorly-made cell-phone holder out of beads.
4. Constructivism provides real world case-based learning environments rather
than pre-determined instructional events. The constructivism uses technology from
past experiences and knowledge to come up with something new and unique.

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.

Practice is repeated action in applying particular theory. It promotes continuous


implementation or use of a particular gadget, tool, or activity.

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

The theory and practice of development of educational technology includes print


technologies, audio technologies, still visuals, Audio- visual technologies, information
and communication technologies, electronic technologies, integrated technologies.
Development of print technologies in the computer focuses on the senses.
In using the computer, varied fonts, clip arts and colored figures are available to suit
the artistic skill of the user.

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

The theory and practice on utilization of educational technology includes media


utilization, implementation, institutionalization and 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

Theory and Project


Practice Management
Resources
Management
Management of
Delivery System
Diffusion of
Innovation
The theory and practice on management of educational technology includes project
management, resources management, management of delivery and diffusion of
innovation.
Domains 5- Evaluation

Evaluation

Problem analysis
Measurement
Evaluation Formative Evaluation
Summative Evaluation

The theory and practice of evaluation of educational technology includes problem


analysis, measurements, formative evaluation, and 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

The focus on integration of technology will be on facilitating and enhancing the


teaching-learning episodes undertaken by both the teachers and the students.

Technological Competence
Technological competence refers to the ability to use with ease and
confidence and equipment, tools or gadgets mentioned above.

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