SPT 5 Educational Technology: Learning Outcome
SPT 5 Educational Technology: Learning Outcome
Learning Outcome:
At the end of this Module, the students should have been
able to:
Introduction
The term “21st century” has become the central part of educational
thinking and planning for the future. Administrators and teachers are
actively searching for ways to prepare students for the future, and the
educational system has been evolving faster than ever before. Creating a
21st century education system is about making sure that all students are
prepared to succeed in a competitive world – a world with plenty of
opportunities for highly skilled individuals and limited options for
everyone else.
Learning Outcome:
At the end of this lesson, the students should have been able
to:
Introduction
As a learner, have you observed students using their laptop
computers? Let’s look at these two freshmen in college, Jill and Lara. Both
of them just finished their class in English. They are looking for the
answers to their assignments. “Let us surf for the novels written by
Shakespeare in our laptop”, Jill said. Let’s avail of the WIFI in the lobby.
When two girls reached the lobby, they sat in a corner and set their
laptops. Jane put out her broadband after opening her computer. Then
she started surfing for the topic of their assignment.
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
school’s foundation day. The gadget, which is a cell phone, allows
communication to reach the target faster and smoother.
A teacher can ask her students to inform her about their progress in the
class through email, which both the teacher and the students can readily access.
Another student can send his paper via electronic mail to the teacher to
meet the deadline for submission
Other materials are digital storytelling and games which can be repeatedly
used in class discussions. Digital story telling immerses the learner into the
dynamics of digital communication and self-expression. It includes a
collection of photo stories and arranged sequentially to capture certain events
in one’s life like a memorable field trip in a factory, celebrating the school’s
foundation day, and communicating through the use of television or
computer, and LCD memorable moments in a student’s life like graduation,
school fair, and other events.
Student gatherings are made more memorable and happier with the use
of music players, amplifiers, digital cameras, televisions, and microphones.
The teacher uses gadgets and tools to make learning fast, efficient, and
effective. The teacher uses many teachings aids such as real objects (realia),
pictures, show cards, charts, bulletin board, blackboard and chalk,
handouts, workbooks, practice exercises, audio visual materials like radio,
tape recorder, tape and videotapes in introducing new lessons. The teacher
shows videotapes about natural occurrences like an erupting volcano, stages
in the growth of a plant, life cycle of a butterfly and many more when giving
lectures and conducting class discussions about the lessons. The teacher
develops modules for students’ learning depending upon their ability levels.
Modules are also used for individualized study or independent activity when
the teacher is unable to meet the class due to suspension of classes.
In evaluating the students, the teacher may use rating scale, scorecard,
checklist, tests and rubrics. These materials can be presented using a
blackboard, handouts, paper and pencil tests, printed rubrics, or PowerPoint
presentation.
believed that students cannot learn from technology. On the other hand,
technology can support meaning making by students. This will happen when
students learn with technology. To realize this, the following assumptions
about technology are agreed upon.
Example: The use of metaphor. If you are an insect, which insect would
you like to be? Probable answers: A firefly. Why? So I can give light to
others. A butterfly. Why? So I can enjoy the colorful wings.
Students are given time to go around the room and fill in the squares
with names by asking their classmates the items written in the squares.
The first student to finish writing all the data will be the winner. This
game enables the students to conduct purposive inquiry and at the
same time know their classmates more. This game is best given at the
beginning of the class or semester.
Activity
Spelling activity using body movements. Spell the word LOT by using
your arms, legs, and body.
MATHEMATICS ALGEBRA
The teacher and the learner should be able to select technologies which
can help learners attain the intended outcomes of instruction. If there are
principles to be learned, experiments can be used. For instance, in teaching the
principle “acid reacts on metal”, the students can use a metal container and heat
vinegar in it. Later, the students can investigate the discoloration in the metal
container. The application of this principle can be applied in keeping acidic food.
For instance, fruit salads with pineapple should never be kept in metal container
because pineapple is acidic. The result will be spoilage of the food. The process
of performing the experiment is a technology.
Design
Evaluation Development
Theory
and
Practice
Management Utilization
• Domain 1- Design
The theory and practice of design includes Instructional System Design,
(ISD), instructional strategies, and learner’s characteristics.
5. Constructivism foster reflected practice. The teacher can request the students
to create scenarios of their learning experiences on the teacher’s way of
motivation. They can be asked to write reflective journals about the motivation
applied by the teacher and react on the extent of its effectiveness using their own
opinion. Motivation is a form of technology.
6. Constructivism promotes context and content. Context and content are the
bases of student’s reflection and understanding about the lesson. The teacher
designs situations where the students recall the context and content of certain
issues or events which the students have experienced watching or hearing. For
instance, the context of an erupting volcano will have an adverse effect on the
lives and crops of the people. Likewise, the students can write their reflections
about this event. The content of the volcano’s lava will surely be harmful to the
people living near the volcano but the people prefer to stay in their houses. Some
social negotiations for the collaborative effort to convince the people to vacate the
area can be offshoots of students’ ideas on how to conduct collaborative
construction of knowledge through social negotiations. Here, social negotiation is
a form of technology.
Practice is repeated action in applying a particular theory. It promotes continuous
implementation or use of a particular gadget, tool, or activity. Through continuous
practice, mastery eventually takes place.
Technology starts with design which includes Instructional System Design, (ISD),
Instructional strategies, and learner’s characteristics. ISD provides a framework to
guide the program designer.
Just like a tailor, a pattern is necessary in sewing well-fitted pants for the customer.
A recipe is needed to yield a good dish to be served as meals. A teaching guide will help
the teachers use a textbook effectively.
In designing technology, instructional strategies follow the identification of the
instructional design. The strategies might involve single learner or group of learners. It
may also include the teaching method like direct or indirect teaching.
Computer games frequently involve one or two players. Usually, tutorial programs
involve one player.
Another factor in designing instructional strategies is knowledge of the
characteristics of the learner, their interests and needs. A simple teaching program
design is created for beginners while a more complicated one is made for older mature
learners. Visual aids are also designed based on the age level of the learners. Teenagers
and early adolescents enjoy adventure, and adult images rather than characters well-
loved by young children.
Digital storytelling will be interesting to learners who are fond of using other school
celebrations. Technology gadgets like cell phone, i-pod, laptops and others are specially
designed for students who are fond of music, dances, movies, and films.
• Domain 2 –Development
DEVELOPMENT
• Print technologies
THEORY • Audio technologies
AND • •
Still Visuals
PRACTICE • Audio-visual
technologies
SPT 5 - Module 1 Lesson 1 | 12
• ICT’s
• Electronic technologies
Integrated technologies
JMJ Marists Brothers
Notre Dame of Marbel University
College of Engineering and Technology
COMPUTER STUDIES DEPARTMENT
• Domain 3 – Utilization
UTILIZATION
THEORY
AND • •
Media Utilization
• Implementation
PRACTICE
• Institutionalization
• Policies and regulation
• Domain 4 – Management
MANAGEMENT
• Domain 5 – Evaluation
EVALUATION
THEORY
• Problem• Analysis
AND
• Measurement
PRACTICE • Formative Evaluation
• Summative Evaluation
depending on the skill or knowledge being evaluated like paper-and-pencil test for
teacher also uses rubrics, checklist, rating scale, and authentic assessments.
A software is available to evaluate the finished learning materials. There are
specifications which may include organization, content, relevance, creativity,
appropriateness, and audience impact. The developer can also device evaluation
instruments that fit well to the materials produced.
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. The
degree of utilization of tools and techniques to improve student learning constitute the
main concern of Educational Technology manifested by the acquisition of the intended
learning outcome.
Technological Competence
Technological Competence refers to the ability to use with ease and confidence
the equipment, tools or gadgets mentioned above. The correct and careful use of these
tools and gadget will lead to satisfaction of the users. Likewise, proper use of guarantee
safety, good results and good product. Well-used digital camera will lead to good
pictures. Gadgets powered by electricity must be properly to avoid accidents and
unsatisfactory products. The guiding principle in technological competence is to master
the instructions first before using the equipment, tools or gadgets.
References