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Definitions:
Technology
Technology came from Greek word” techne”, which means craft or art. The term Educational
Technology refers to the art of craft of responding to our educational needs. Another word
“technique”, with the same origin, also may be used when considering the field educational
technology, So, Educational Technology may be extended to include the techniques of the
educator.
Technology is not just machines. It is a planned systematic method of working to achieve
planned outcomes-a process, not a product,
Technology refers to “all the ways people use their inventions and discoveries to satisfy their
needs and desires” ( The world Book encyclopedia). Hence, Educational Technology refers to
how people use their inventions and discoveries to satisfy their educational needs and desires.
i.e. learning.
Educational Technology
Educational Technology
In it global sense, it includes the entire process of setting of goals, the continuous
reforms of curriculum, the tryout of new methods and materials, the evaluation of the
system as an integrated whole and resetting of goals in the basis of the findings if
evaluation and innovation.
It is the component of curriculum reform concerned with the method where curriculum
reform is concerned with the content.
It is the application of scientific knowledge about learning and the conditions of
learning to improve the effectiveness and efficiency of teaching and training.
From the foregoing definitions of educational technology, it can be said that it is a very broad term. It is the
application of scientific findings in the method, process or procedure of working in the field of education
in order to effect learning. It embraces curriculum and instructional design, learning environment, and
theories of teaching-learning. It is the use of all human inventions for teachers their mission to teach in
order that students learn.
Technology in Education
Technology in Education is concerned with the equipment, preparation of ad hoc messages and
integration with traditional teacher-centered activities.
Technology Education is the most simply and comfortably defines as an array of tools that may
prove helpful in advancing student learning and may be measured in how and why individuals
behave.
Technology in Education is the” application of technology to any of the processes 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
Technology of Education
Technology of Education deals with the active use of mass media and computer science for the
individual pupils learning process under the teacher’s supervision. This is more scientific, more
psychological and more pedagogical than technology in education.
Technology in Education will be useful if it is properly planned and organized on psychological principles.
Henri Dieuzeide (1970) has rightly observed,” The Transition from technology in education to the
technology of education involves a thorough appraisal of existing educational system, of its objectives and
of the means used to attain them, before any decision is reached to employ these new techniques for specific
teaching purposes. The Teacher-turned technologist can then gradually assume the functions of an
educational engineer, whose job is to increase the output of the entire scholastic machine.
Instructional Technology is “ the theory and practice of design, development, utilization, ,management and
evaluation of processes and resources for learning” according to AECT Definition and Terminology
Committee.
Technology Integration- means using learning technologies to introduce, reinforce, supplement and extend
skills
IN SUMMARY, Corpuz and Lucido (2008) clarify that Educational Technology is a broad term which is
oftentimes given a narrow meaning , to mean just hardware. However according to him:
It refers to the use of all human inventions and discoveries to satisfy educational needs and desired,
like LEARNING.
Inventions and discoveries can be devices, tools, equipment, activities, procedures and processes.
Included among human inventions are the various educational media.
Educational technology is more than instructional technology in the same way that education is
more than instruction.
Technology integration is a part of instructional technology which, in turn is part of education
technology, and
Technology education is different for Technology in Education. The latter refers to the application
of technology in the operational education while the former refers to the application of technology
in the educative process that takes place in such education institutions.
Educational Technology can be back to the emergence of very early tools, like paintings on cave walls.
Usually, however, its history starts with the introduction of educational films (1900s) or Sidney Pressey’s
mechanical teaching machines in the 1920s.
Use of the new technology during US WWII training of soldiers through training films and other
mediated materials. Today, presentation-based technology, based on the idea that people can learn
through aural and visual perception, exist in many forms, such as streaming audio and video, or
Power Point presentation with voice over.
The 1950s led to two major, still popular designs:
Computer- based learning (CBL). Frequently on constructivist learning theories, these environment
focus on both abstract and domain specific problem solving. Preferred technologies include macro-
worlds ( computer environments where learner could explore and build), simulations (computer
environments where learner can play with parameters of dynamic systems), and hypertext.
In the mid-1980s, digitalized communication and networking in education started and became
popular by the mid-90s, in particular through the World-Wide Web (WWW), e-mail and forums.
There is a difference between two major forms of line learning. The earlier type, based on either
Computer Based Training (CBT) or Computer Based Learning (CBL)m focused in the interaction
between the student or and computer drills, plus tutorial on the one hand or micro-worlds and
simulations on the other. Both can be delivered today over the WWW.
Today, the prevailing paradigm in the regular school system is Computer-Mediated
Communication (CMC), where the primary form of interaction is between students and instructors,
mediated by the computer. CBT/CBL usually means individualized (self-study) learning, while
CMC involves teacher/tutor facilitation and requires scenarization of flexible learning activities. In
addition, modern ICT provides education with tools for sustaining communities and associated
knowledge management tasks. It also provides tools for students and curriculum management.
In addition to classroom enhancement, learning technologies also play a major role in full-time
distance teaching. While most quality offers still rely on papers videos and occasional CBT/CBL
materials, there is increased use of e-tutoring through forums, instant messaging, video-
conferencing, etc.
Courses addressed to smaller groups frequently use blended or hybrid deigns that mix presence
courses ( usually) in the beginning and at the end of a modules) with distance activities and use
various pedagogical styles (e.g. drill and practice, exercise, projects, etc)
The 2000s
The emergence of multiple mobile and global technologies gave a new principle to situated
learning theories favoring learning-in-context scenarios. Some literature uses the concept of
integrated learning to describe blended learning scenarios that integrate both school and
authentic settings.
Perspective that Defines Educational Technology
Educational Technology is intended to improve, education foe the 21st-century learner. Situations today are
considered” Digital Natives” who were born and raised in a digital environment and inherently think
differently because of this exposure to technology. Here are some of the claimed benefits of incorporating
technology into classroom
Overall, the use of internet in education has had a positive impact on students, educators, as well as the
educational system as a whole. Effective technologies use many evidence-based strateghies. (e.g. adaptive
content, frequent testing, immediate feedback, etc), as do effective teachers. It is important for teachers to
embrace technology in order to gain these benefits so they can address the needs of their digital natives.
The internet itself has unlocked a world of opportunity for students. Information and ideas that were
previously out of reach are not click away. Students of all ages can connect, share, and learn on a global
scale.
Using technology in the classroom can allow teachers to effectively organize and present lessons.
Multimedia presentations can make the material more meaningful and engaging.
“Technology’s impact on schools has been significant, advancing how students learn how teachers teach
and how efficiently and effectively educational services can be delivered,”said Carolyn April, director,
industry analysis, Comp TIA,” With emerging technologies such as tablets and notebooks, interactive
whiteboards and wireless solutions gaining ground in the classroom, the reliance on IT by education market
will only grow in the years ahead.
There are three (3) main theoretical schools or philosophical frameworks of educational technology
literature. These are Behaviorism, Cognitivism, Constructivism.
Behavrioism- this framework was developed in the early 20th Century with the animal learning experiments
of Ivan Pavlov, Edward Thorndike, Edward C. Tolman, Clark Hull, B.F Skinner, etc.
Cognitivism-learning theory has undergone a great deal of change since 1960’s and 1970s. Cognitive
theories look beyond behavior to explain Brain-based Learning. Cognitivists consider how human memory
works to promote learning
Constructivism- this is a learning theory of educational philosophy whose primary belief is that “learners
construct their own meaning from new information, as they interact with reality or others with different
perspectives.”
Constructivist learning environments require to use their prior knowledge and experiences to formulate
new, related, and/or adaptive concepts in learning. The role of the teachers in this framework is to become
facilitator providing guidance so that learners can construct their own knowledge
Dale’s cone of Experience is a model that incorporates several theories related to instructional design and
learning process. During the 1960s, Edgar Dale theorized that learners retain more information by what
they ‘do” as opposed to what is “heard,” read”, or” observed.”his research led to the development of the
Cone of Experience. Today, this”learning-by-doing” has become known as “ experiential learning” or
action learning.
1. Do not use only one medium of communication in isolation. Rather, use many instructional
materials to help the students conceptualize their experience
2. Avoid teaching directly at the symbolic level of thought without adequate foundation of the
concrete. Student’s concepts will lack deep roots in direct experience. According to Dale (1969),
these rootless experiences will not have generative power to produce additional concepts and will
not enable the learner to deal with the new situations that he faces.
3. When teaching, don’t get stuck in concrete. Strive to bring your students to the symbolic or abstract
level to develop their higher-order thinking skills
Harvard psychologist, Jerome S. Bruner presents a three –tiered model of learning. Where he points out
that every area of knowledge can be presented and learned in three distinct steps.
Through a
series of
Third SYMBOLS Symbolic
SYMBOLIC
ICONIC
ENACTIVE
It is highly recommended that a learner process from the ENACTIVE to the ICONIC, AND ONLY after to
the SYMBOLIC, The mind is often shocked into immediate abstraction at the highest level without the
benefit of gradual unfolding.
Source: Philip T. Torres, LEARNING EXECELLENCE, a Master Course in Learning How to Learn, 2009.
From the traditional point of view, it serves as presenter of knowledge just like teachers. It also
serves as productivity tool. With the internet, technology has facilitated communication among
people.
From the constructivist perspective, educational technology is a meaningful learning tool by
serving a learning partner. It engages learners in” active, constructive, intentional, authentic, and
cooperative learning’
The following are the roles of technology in learning according to the constructivist perspective.
The developments in the internet, the world-wide web in particular, and developments in multimedia
technology, are resulting in new approaches to designing and developing teaching and learning in higher
education. Here are some characteristics of such development as described by Bates
Increase flexibility and access to learning, resulting in new markets being reached, and in particular,
the lifelong learner market.
The use of multimedia to develop psycho-motor and intellectual skills development, including
problem solving and decision making.
The use of internet technologies to develop knowledge management and collaborative learning
skills; and
The use of internet to develop global, multi-cultural courses and problems.
Almost all people from different sectors of society offer a number of different reasons to justify the use of
technology for teaching and learning. Following are four (4) of the most frequent reasons given for using
technology;
New technologies are fundamentally changing the nature of knowledge. However, we still need to maintain
the balance between teaching and learning done through face –to-face contact, and technology base
learning.
Many skills cannot or should not be taught solely through technology, although the range of knowledge and
skills that can be taught effectively in this way is probably is much greater than most teachers will credit.
There is a need to be selective and sophisticated in our decisions as to how we want to use technologies to
learn and teach.
Integrating technology with teaching means the use of learning technologies to introduce, reinforce,
supplement and extend skills. There is no integrative process if for example the teacher makes students play
computer games to give them a rest period during classes. Neither is there integration, if the teacher merely
teaches students computer skills. Following are external manifestations of technology integration into
instruction;
There’s a change in the way classes are traditional conducted
The quality of instruction is improved in such as a way that it could not have been achieved without
educational technology.
There is planning by the teacher on the process of determining how and when technology fits into
teaching-learning process.
The teacher sets instructional strategies to address specific instructional issues/problems
The use of technology provides the opening of opportunities to respond to these instructional
issues/problems
In sum, technology occupies a position ( is a simple or complex way) in the instructional process.
Levels of Integration
Example2: A teacher ask her students to find information on H-fever in the internet. Students are
to create an information leaflet giving a family health tips on H-Fever.
Result: Creative skills are employed by students
High-level Integration- in these examples, technology is the central instructional tool.
Example 1: to provide information on the ASEAN Region, the teacher assigned a newsletter
computer production by the group
Result: increased social skills through group work; planning, creatively, computer skills
Example2: The Rizal School has a partner school in the U.S.A a joint science project allows, the
Philippine and U.S, schools to exchange information on indigenous herbal plants in both countries.
Video conferencing is held involving students of both schools.
Result: A more sophisticated technology-supported project demonstrating global communication
and socially relevant research.
Constructivism
Generative Learning
gen
Discovery Learning
Meaningful Learning
Meaningful Learning- gives focus to new experiences that are related to what the learner already knows.
Students already have some knowledge that is relevant to the new learning. Students are willing to perform
class work to find connections between what they already know and what they can learn.
Discovery Learning- Students perform tasks to uncover what is to be learned. New ideas and new decisions
are generated in the learning process, regardless of the need to move on and depart from organized set of
activities.
Generative Learning-learners are active, attend to learning events, generate meaning form those experiences
and draw inferences, thereby creating a personal model or explanation to the new experiences in the context
of existing knowledge.
Constructivism-the learner builds a personal understanding through appropriate learning activities and a
good learning environment. Learning consists of what a person can actively assemble for himself and not
what he can receive passively. The role of learning is to help the individual live/ adapt to his personal world.
Through the integration of educational technology in the teaching-learning process, learners have this four
learning domains:
Learners:
(MULTIMEDIA)
Text, sound, graphics.
(INTERNET) Chart, photos
E-mail (text and video) Power point
Chat rooms presentations
Blog site CD,DVD Players
News services (print, Educational Software
video clip)
Music/movie/television (INTERNET)
room Educational websites
Softwares, Course
wares
School
registration/records
The computer is a tutor in this new age of learning. It does not replace the teacher, although it assumes
certain roles previously assigned to teachers, who now has to take the new roles of facilitator and guide.
Computers will become a integral component of the future classroom and not a mere machine that can
deliver routine drills and exercises.
Simulation programs
Instructional games
Problem solving software
Multimedia encyclopedia and electronic books
Understanding Multimedia and Hypermedia
Multimedia- an audiovisual package that includes more than one instructional media (means knowing),
such as text, graphics, audio animation, and video clip. According to Moore. It simple means “multiple
media or combination of media combined in a product whose purpose is to communicate information.
Learner controlled-this means the learner makes his/her own decisions on the, flow or events of
instruction. The learner has control on such aspects as sequence, pace, content, media, feedback,
etc. that he/she may encounter in the hypermedia learning program.
Learner was a wide range of navigations routes- for the most part, the learner controls the sequence
and pace of his path depending on his ability and motivation. He has the option to repeat and change
speed, it desired. Of course, at the start, the learner may choose the learning activities he prefers.
Meanwhile, the teacher has the prerogative to determine suitable learning objectives.
There are various types of technologies that can be or currently used in traditional classrooms. Among these
are:
Interactive whiteboards
An interactive whiteboard that provides touch control of computer application enhances the
experience in the classroom by showing anything that can be on a computer screen. This is not only
aids in visual learning, but it is interactive, so the student can draw, write or manipulate images on
the interactive whiteboard.
Digital video-on-demand
Replacement of hard copy videos (DVD,VHS, etc) with digital video accessed from central server
(e.g. SAFARI Montage). Digital video eliminates the need for in-classroom hardware (player) and
allows teachers and students to access video clips immediately but not utilizing the public internet.
Online media
Streamed video websites can be used to enhance a classroom lesson (e.g. United streaming, teacher
tube, etc)
Online study tools
These are tools that motivate studying by making studying more fun and individualized for the
student
Digital games
The field of educational games and serious games has been growing significantly over the last few
years. The digital games are being provided as tools for the classroom and have a lot positive
effects, including higher motivation for the students.
There are many other tools being used. These may include: digital cameras, video cameras,
interactive whiteboard tools, documents cameras, or LCD projectors
Podcasts
Podcasting is relatively new invention that allows anybody to publish files to the internet where
individuals can subscribe and receive new files from people by subscription. The primary benefit
to pod casting for educators is quite simple. It enables teachers to reach a student in a way that is
both “cool” and a part of their lives. For technology that only requires a computer, microphone and
internet connection, pod casting has the capacity of advancing a students education beyond the
classroom. When students listen to the pod cast of the students as well as their won, they can
quickly demonstrate their capacities to identify and define”quality”. This can be a great tool for
learning and developing literacy inside and outside the classroom. Pod casting can help sharpen
students vocabulary, writing, editing, public speaking, and presentation skills. Students also learn
skills that will be valuable in the working world, such as communication, time management, and
problem-solving.
The most traditional but very effective technology in the classroom
According to Horace Mann, a noted American Educator,”indeed, in ni country have I ever seen a
good school without a blackboard , or a successful teacher who did not use it frequently”
Reality will tell us that the technology divide is evident in current educational situations.
Introduction of the terms like multimedia, hypermedia, etc. may not apply to many schools,
especially in the remote areas where electricity has not even been provided for one reason or
another, coupled with teachers who have no enough knowledge and or training in utilizing or
operating even a computer.
A chalkboard is available classroom equipment and the overhead projector (OHP) which has
become quite popular in schools. Like other state –of-the art instructional tools, the teacher has to
learn from proper techniques using chalkboards and OHPs to maximize it use and make it an
effective and efficient instructional equipment.
As implied in Edgar Dale’s Cone of Experience a teacher should not use only one medium of
communication in isolation, but rather use many instructional materials to help the students
conceptualize his experience. Thus, the use of visual symbols in teaching and learning is important.
It may be laborious on the part of the teacher, but the use of technology in preparing such materials
may help. These visual symbols include drawings, cartoons, strip drawings, diagrams, charts,
graphs, maps, etc,
Drawing – A drawing may not be the real thing, but it’s better to have a concrete visual aid than
nothing. To avoid confusion, it is good that the drawing correctly represents the real thing.
Cartoons – A first cartoon tells it story metaphorically. The perfect cartoon need no caption. The
less the artist depends on words, the more effective the symbolism, for the symbolism conveys the
message.
Strip drawings- these are commonly called comics or comic strips. According to dale the more
accurate term is “strip drawings.” Make use of strips that are educational and at same time
entertaining.
Diagrams- it is any line drawing that shows arrangements and relations as a part of the whole,
relative values, origins and development, chronological functions, distribution, etc.
Types of diagrams:
Affinity Diagrams- use to cluster complex, apparently unrelated data into natural and meaningful
groups.
Tree Diagram- use to chart out, in increasing detail, the various tasks that must be accomplished to
complete a project or achieve a specific objective.
Fishbone Diagram- it is called “cause-and-effect diagram. It is a structured form of brainstorming
that graphically shows the relationship of possible causes and sub-causes directly related to and
identifies effect/ problem. It is commonly used to analyze work-related problems.
Charts
Time chart-is a tabular time chart that represents data in ordinal sequence.
Tree or stream chart- depicts development, growth and change by beginning with a single course
(the trunk) which spreads out into many branches; or by beginning with the many tributaries which
then converge into a single channel.
Flow chart-is a visual way of charting or showing a process from beginning to end. It is a means of
analyzing a process. By outlining every step in a process, you can begin to find inefficiencies or
problems.
Organizational chart- shows how one part of the organization relates to the other parts
Comparison and contrast chart-used to show similarities and differences between tow thins,
(people, places, events, ideas, etc)
Pareto chart- is a type of bar chat, prioritized in descending order of magnitude or importance from
left to right. It shows at a glance which factors are occurring most.
Gantt chart- it is an activity time chart
Kinds of Maps
Physical map-combines in a single projection data like altitude, temperature, rainfall, precipitation,
vegetation and soil.
Relief map- has three dimensional representations and shows contours of the physical data of the
earth or part of the earth.
Commercial or economic map- also called product or industrial map since it shows land areas in
relation to the economy.
Political map- give detailed information about country, provinces, cities and towns, roads and
highways. Oceans , rivers and lakes are the main features of most political maps.
Project-based Learning Multi-media
Corpuz and Lucido (2008) explain that project-based multimedia learning does not only involve use of
multimedia for learning. According to them, students end up with a multimedia product to show what they
learned.
They are not only learners of academic content, but they are at the same time authors of multimedia
product at the end of the learning process.
The goals and objectives of a project are based in the core curriculum a laid down in the curricular
standards and are made crystal clear to students at the beginning of the project
The students work collaboratively over an extended time frame.
As they work, the employ like skills, including decision-making
Their learning task ends up with a multimedia presentation through their multimedia product
Terms Meanings
BPS (bits per second) The speed at which data are transmitted across
communication lines between computers
FTP (File Transfer Protocol) A way of transferring (on the internet) from one
computer to another
GPS (Global Positioning System An instrument that uses a satellite to pinpoint exact
location
GUI ( Graphic User Interface) Software that displays option to user in graphic
format consisting of menus and icons
IP( Internet Protocol) Agreed-upon way of doing and sending date across
the internet
ISP ( Internet Service Provider) An institution, company that provides access to the
internet
JPEG ( Joint Photographic Experts Group) A file format for storing and sending graphic
images on a network
LCD (Liquid Crystal Display or Diode) Devices consisting of light sensitive material
encased between two clear pieces of glass or plastic
designed to be place on overhead projector
MPEG( Motion Picture Experts Group) A file format for storing and sending video
sequences on a network
PDA( Personal Digital Assistant) Handled computer that can function as cellphone,
fax machine and personal organizer
PDF( Portable Document Format A file format invented by Adobe systems to save
documents in smaller file size and retains the
original look of the original layout, fonts and other
graphic elements
RAM( Random Access Memory) Type of internal computer that is erased when the
power is turned off