Lesson 1: A Review of Educational Technology 1
The Educational Technology 1 (ET-1) course has truly paved the way for the learner to become aware, appreciative and equipped to use educational technology tools ranging from traditional to modern educational media.
Truly, the foundation for a truly satisfying exposure to educational technology has been firmly laid down by the ET-1 course, starting with thorough treatment of the history of educational technology, quality education, and the roles of ET in the 21st millennium.
In ET-1, the learner was also oriented towards averting the dangers of dehumanization which technology brings into societies, such as through ideological propaganda, pornography, financial fraud, and other exploitative use of technology. Sad to say, these dangers continue to affect peoples and cultures while widening the gap between rich and poor countries.
On the application of educational technology to instruction. Educational Technology 1 showed the 4 phases of application of educational technology in teaching-and-learning, namely; (a) setting of learning objectives (b) designing specific learning experiences (c)evaluating the effectiveness of the learning experiences vis-a-vis the learning objectives, and (d) revision as needed of the whole teaching-learning process, or elements of it, for further improving future instructional activities.
Adding to the technology sophistication of the learners, Educational Technology 1 fittingly refined the distinction between educational technology and other concepts, such as instructional technology ( which is the use of technology in instruction, different from school management), audiovisual aids (or learning media to stir the senses for more effective learning).
In sum, Educational Technology 1
served:
• To orient the learner to the pervasiveness of educational technology in society.
• To lend familiarization on how educational technology can be utilized as media for the avenues teaching-learning process in the school.
• To uplift the learner to human learning through the use of learning technology.
• To impact skills in planning, designing, using and evaluating the technology enriched teaching- learning process.
• To acquaint learners on basic aspects of community education, functions of the school media center, and finally
•
To introduce the learner to what is recognized
as the third revolution in education, the computer.
Lesson
2: An Overview: Educational Technology 2
Educational Technology 2 is concerned with " Integrating Technology into Teaching and Learning". Specifically this is focused on introducing, reinforcing, supplementing and extending the knowledge and skills to learners so that they can become exemplary users of educational technology. Mainly directed to student teachers, also professional teachers who may wish to update their knowledge of educational technology, it is our goal that this course can help our target learners to weave technology, with software (computer programmed learning materials) becoming a natural extension of their learning tools.
Necessarily, Educational Technology 2 will involve a deeper understanding of the computer as well as hands-on application of computer skills. But this is not say that the goal of the course is to promote computer skills. But this is not to say that the goal of the course is to promote computer skills. Rather, the course is primarily directed at enhancing teaching-and-learning through technology integration.
In essence, the course aims to
infuse technology technology in the student-teachers training, helping them to
adapt and meet rapid and continuing technology changes, particularly in the
thriving global information and communication technology (ICT) environment.
More
specifically, the course objectives are:
· To provide education in the use of technology in instruction by providing knowledge and skills on technology integration-in-instruction to learners.
· To impart learning experiences in instructional technology-supported instructional planning.
· To acquaint students on Information Technology or IT- related learning theories with the computer as a tutor.
· To learn to use and evaluate computer-based educational resources.
· To engage learners on practical technology integration issues including managing IT classrooms, use of the Internet for learning, cooperative learning through the use of information technology, etc.
·
To inculcate higher-level thinking and
creativity among students while providing them knowledge of IT-related learning
theories.
While the course is primarily intended for the use of student-teachers, it can also be of great to use to professional teachers, school administrators, teacher educators, and in fact anyone who is interested on how Information Technology can be used to improve not only instruction but the school management program and curriculum.
It may be
said, too, that the study of this course on integrating Information Technology
in instruction should not be considered as a formidable task, but rather as a
refreshing and exciting study given the idea that all learning should be fun.
Lesson 3:
To provide confidence to educators that they are taking the right steps in adopting technology in education, it is good to know that during the last few years, progressive countries in the Asia Pacific region have formulated state policies and strategies to infuse technology in schools. The reason for this move is not difficult to understand since there is now a pervasive awareness that a nation’s socio-economic success in the 21st century is linked to how well it can complete in a global information and communication technology (ICT) region. This imperative among nations has therefore given tremendous responsibilities on educators to create an educational technology environment in schools.
And since it
is understood that the state policies will continue to change, it is helpful to
examine prevailing ICT policies and strategies of five progressive states/city,
namely New Zealand, Australia, Malaysia, Singapore and Hong Kong.
New Zealand 2001 ICT Goals and
Strategy
( Web link for more a detailed
document)
GOAL
Government
with the education and technology sectors, community groups, and industry evisions
to support to the development of the capability of schools to use information
and communication technologies in the teaching and learning and in
administration.
STRATEGY
It forces schools to be:
•
Improving learning outcomes for students using
ICT to support the curriculum.
•
Using ICT to improve the efficiency and
effectiveness of educational administration.
•
Developing patnerships with communities to
enhance access to learning through ICT.
Focus
Areas
·
Infrastructure for increasing schools’ access to
ICTs to enhance education.
·
Professional development so that school managers
and teachers can increase their capacities to use ICT.
Initiatives
·
An online esource center with a centrally
managed website for the delivery of multimedia resources to schools.
·
A computer recycling scheme
·
A planning and implantation guide for schools
·
ICT professional development schools/clusters
Australia IT initiatives
In the adelaide declaration and national Goals for schools, information technology is one of the eight national goals/learning areas students should achieve. Students should be confident, creative and productive users of new teachnologies, particularly ICTs, and understand the impact of these technologies on society.
The plans for
achieving the and national goal fo IT are left to individual states and territories
with the Educational Network Australia (EdNA) as the as the coordinating and
advisory body. Across the states and territories, the common features to
planning, funding and implementation strategies are:
·
Fast local and wide area netwoks linking schools
across the state and territory
·
Substantial number of computers in schools,
ensuring adequate access
·
Continuing teacher training in the use of
teachnology for instruction
·
Technical support to each school
·
Sufficient hardware and software
·
Digital library resources
·
Technology demonstrations as models for schools
Malaysia Smart School-Level
Technology Project
Technology plays many roles in a
Smart School from facilitating teaching-and-learning activities to assisting
with school management. Fully equipting a school includes;
·
Classrooms with multimedia, presentation
facilities, e-mail, and groupware for collaborative work.
·
Library media center with database for
multimedia courseware and network access to internet
·
Computer laboratory for teaching, readily
accessible multimedia and audiovisual equipment
·
Multimedia development cente with tools creating
multimedia materials. Computer studies as a subject
·
Studio/theatette with control room for
centralized audio-visual equipment, teleconferencing studio, audio, room, video
and laser disc video room.
·
Teachers’ oom with on-line acess to courseware
catalogues and databases, information and resource management systems and
professional networking tools, such as e-mail and gruopware.
·
Server room equipped to handle applications,
management databases and web server
·
Administration offers capable of managing
databases of students and facilities, tracking students and teacher performance
and resources, ditributing notices and other information electronically
Singapore Masterplan for IT in
Education
The masterplan has four key dimensions;
Curriculum
and assessment
·
A balance between acquisition of factual
knowledge and mastery of concepts and skills
·
Students in more active and independent learning
· Assessment to measure abilities in applying infomation
Learning
resources
·
Development of a wide range of educational
software for instruction
·
Use of relevant internet resources for
teaching-and-learning
· Convenient and timely procurement of software materials
Teaching
Development
·
Training on purposeful use of IT for teaching
·
Equipping each trainee teache with core skills
in teaching with IT
· Tie-ups with institutions for higher learning and industy partners
Physical
and technological infrastucture
·
Pupil computer ratio of 2;1
·
Access to IT in all learning areas in the school
·
School-wide network, and school linkages whough
wide area network (WAN), eventually connected to Singapore One ( a broadband
access service for high-speedy delivey of multimedia services on island-wide
basis
Hong Kong Education Program
Highlights
Government raise the quality of
school education by promoting the use of IT in teaching and learning. The IT
initiative are;
·
On average, 40 computers for each primary school
and 82 computers fo each secondary school
·
About 85,000 IT training places for each
teachers at four levels
·
Technical support for all schools
·
An Information Education Resource Center for all
schools and teachers
·
An IT coordinator for each of 250 schools which
should have sound IT plans
·
Computer rooms for use by students for normal
school hours
·
An It Pilot Scheme to povide schools with
additional resources
·
Review of school curiculum to incorporate IT
elements
·
Development of appopriate software in
collaboration with gvernment, the private sector, tertiary institutions and
schools
·
Exploring the feasibility of setting up an
education-specific intranet
Lesson 4:
Levels
of integration
Now to provide moe specificexamples of levels of integration.
Ms. Cruz wants to show photos in her Social Studies class,
but the icture are so small. She decides to use the computer scan the photos
fo a computer projection to the class( a presentation softawae package) |
Result: good class presentation followed by a discussion |
Mr. Alonzo thinks it is tedious to do paper and pen match
worksheets. He decides to use the computer to put the woksheets into a
spreadsheet form. He then asked students to submit thei completed worksheet
to him by e-mail. |
Result: more active student activity |
Geography teacher, Mr. Sioson finds it difficult to
motivate her students to learn about other countries. Her supervisor
suggested an instructional simulation software in which students play
detectives to solve mysteries related to Geography. Ms. Sioson use the
computer-based material, also designed worksheets and question-answer sheets
to find out the students’ experience in the learning process. |
Result: an exciting group learning activity |
Mr. Roxas uses a computer-bases Trigonometry softwae,
projected to the class using a projector to supplement his teacher centered
class presentation. |
Result: an interactive class using a software |
English teacher Ms. Santos, used computer- based
activities (software) which students can go through duing library time |
Result: enrichment activity; recording- keeping features
of softwae allows checking of progress of student learning. |
Ms. Yu asks 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 employed by students |
In these examples,
Technology is the central instructional tool |
|
To dish out infomation on the Asean Region, Mr. Lopez
assigned newsletter computer production by group |
Result: increased social skills to group wok: planning,
creativity, computer skills |
The Rizal school has a partner school in the US. A joint
Science project allows the Phillipines and U.S schools to exchange
information on indigeneous 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. |
To reflect in
may need time for teachers who are novices in technology integration to become
adept technology instructional integrators. There is no need to worry since
technology integration is developmental and takes a gradual route to mastery
and expertise. In time, teachers can advance from basic to more complicated
levels of technology use in instruction
Lesson
5: Obstacles to IT pedagogical practice
Especially for educators living in developing or peasant economies, objections are likely to be heard such as that the use of the computer is time-consuming and expensive. Besides there is also the danger of a technology-centered classroom along the fear that computers may soon replace teachers.
Virtue is in
moderation and so, there is truly a need for teachers to balance their time for
the preparation and application of instructional tools. Through wise technical
advice, schools can also acquire the most appropriate computer hardware and
software. At the same time, training should ensure that the use of ET is fitted
to learning objectives. In addition, teachers should acquire computer skills
for so that they can serve as models in integrating educational technology in
the teaching-learning process.
Lesson
6: IT enters a New Learning Environment
It is helpful to see useful models of school learning that is ideal in achieving instructional goals through preferred application of educational technology. These are the models of Meaningful Learning, Discovery learning, Generative learning and Constructivism.
In these conceptual models, we shall see how effective teachers’ best interact with students in innovating learning activities, while integrating technology to the teaching learning process.
Meaningful learning
If the
traditional learning environment gives stress to rote learning and simple
memorization, meaningful learning gives focus to new experience that is related to what the learners already know. New experience departs from the learning of a sequence of words but gives attention to its meaning. It assumes that.
Students
already have some knowledge that is relevant to new learning
Students are willing to perform class work to find connections between what they know and what they can learn.
In the learning process, the learners are encouraged to recognize relevant personal experiences. A reward structure is set so that the learner will have both interest and confidence, and his incentive system sets a positive environment to learning. Facts that are subsequently assimilated are subjected to the learner’s understanding and application. In the classroom, hands- on activities are introduced so as to simulate learning in everyday living.
Discovery learning
Discovery
learning is differentiated from reception learning in which ideas are presented
directly to students in a well organized way, such as through detailed set of
instructions to complete an experiment or task. To make a contrast, in
discovery learning students perform tasks to uncover what to be learned. New
ideas and new decisions are generated in the learning process, regardless of
the need to move on or depart from organized setoff activities previously set.
In discovery learning, iti s important that the students become personally
engaged and not subjected by the teacher to procedures he/she is not allowed to
depart from.
Generative Learning
In generative learning we have learners who attend to learning events and generate to learning events and generate to learning events and generate meaning from this experience and draw inference s thereby creating a personal model or explanations to the new experience in the context of the existing knowledge.
Generative learning is viewed as
different from the simple process of storing information. Motivation and
responsibility are seen to be crucial to this domain of learning. The area of language
comprehension offers examples of this type of generative learning activities,
such as in writing paragraph summaries, developing answers and questions,
drawing pictures, creating paragraph titles, organizing ideas/concepts, and
others. In sum, generative learning gives emphasis to what can be done with a
piece of information, not only on access to them.
Constructivism
In constructivism, the learner
builds a personal understanding through appropriate learning activities and a
good learning environment. The most accepted principles of constructivism are
·
Learning consist in what a person can actively
assemble for himself and not what he can received passively.
·
The role of learning is to help the individual
live/adapt to his personal world.
FIGURE
1- SYSTEMATIC INSTRUCTIONAL PLANNING PROCESS
Following
modern trends in technology-related education, schools should now foster a student-centered
learning environment, wherein students are given leeway to use computer information
sources in their assignments, reports and presentation in written, visual, or
dramatic forms.
All these
suggestions show that teachers and schools can no longer avoid the integration
of educational technology in instruction. Especially in the coming years, when
portable and mobile computing will make computing activities easier to perform,
the approaches to classroom pedagogy must change. And with continuing change in
high-speed communication, mass storage libraries, educators should be open for
more drastic changes in the years ahead.
Lesson
7: IT for Higher Thinking Skills and Creativity Higher Level Learning Outcomes
Complex Thinking Skills |
Sub-Skills |
Focusing Information Gathering Remembering Analyzing Generating inducting, elaborating Organizing Imagining Designing Integration Evaluating |
defining the problem, goal/objective setting, brainstorming selection, recording of data of information associating, relating new data with old identifying idea constructs patterns deducing, classifying, relating visualizing, predicting planning formulating summarizing, abstracting setting criteria, testing idea, verifying outcome, revising |
Process
The act of proceeding; continued
forward movement; procedure; progress; advance. For example: “to learn is to
change. Education is a process that changes the learner.”
Product
Anything that is produced,
whether as the result of generation, growth, labor, or thought, or by the operation
of involuntary causes; as, the products of the season, or of the farm; the
products of manufactures; the products of the brain. For example: “I like to
tell people that all of our products and business will go through three phases.
There's vision, patience, and
execution.”
Lesson
8: Higher Thinking Skills through IT-Based Projects
In this
lesson, we shall discuss four types of IT-based projects which can effectively
be used in order to engage students in activities of a higher plane of
thinking. To be noted id the fact that these projects differ in the specific
process and skills employed, also in the ultimate activity or platform used to
communicate completed products to others.
It is to be understood that these projects do not address all of the thinking skills shown previously in the Thinking Skills Framework. But these projects represent constructivist project.
Key Elements of a constructivist
approach:
a) The teacher creating the learning
environment.
b) The teacher giving students
the tool
c) The teacher facilitating
learning.
Now let us see four IT-based
projects conducive to develop higher thinking skills and creativity among
learners.
I. RESOURCE-BASED PROJECTS
The teacher steps out of the
traditional role of being an context expert and information provider,
and instead lets the students
find their own facts and information.
The general flows of events in
resource-based projects are:
1. The teacher determines the
topic for the examination of class.
2. The teacher presents the
problem to the class.
3. The students find information
on the problem/questions.
4. Students organize their
information in response to the problem/questions.
TRADITIONAL AND RESOURCE-BASED LEARNING
Traditional learning
model |
Resource-based learning
model |
Teacher is expert and information provides |
Teacher is a guide and facilitator |
Textbook is key source of information |
Sources are varied(print, video. Internet, etc.) |
Focus on facts Information is packaged In neat parcels |
Focus on learning inquiry, quest, or discovery |
The product is the be-all and end-all of learning |
Emphasis on process |
Assessment is quantitative |
Assessment is quantitative and qualitative. |
II.
SIMPLE CREATIONS
In developing
software, creativity as an outcome should not be equated with ingenuity or high
intelligence. Creating is more consonant with planning, making, assembling,
designing or building.
Three
kinds of skills/abilities:
·
Analyzing-
distinguishing similarities and differences/ seeing the project as a problem to
be solved.
·
Synthesizing-
making spontaneous connections among ideas, does generating interesting or new
ideas.
·
Promoting-
selling of a new ideas to allow the public to test the ideas themselves.
The
five key task to develop creativity:
1. Define the task- clarify the goal of the
completed project to the student.
2. Brainstorm- the students themselves will be
allowed to generate their own ideas on the project. Rather than shoot down
ideas, the teacher encourages ideas exchange.
3. Judge the ideas- the students themselves make an appraisal for or against any
idea.
Only when students are completely
off check should the teacher intervene.
4. Act- the students do their work with the
teacher a facilitator.
5. Adopt flexibility- the students should be allowed to shift gears and not follow an action path rigidly.
III.
GUIDED HYPERMEDIA PROJECTS
The production of self-made
multimedia projects can be approached into different ways:
1. Instructive tools- such as in the
production by students of a power point presentation of a selective topic.
2. Constructive tools- such as when students do a multi-media presentation (with text, graphs, photos, audio narration, interviews, video clips, etc. to simulate a television news show.
IV.
WEB-BASED PROJECTS
Students can be made to create and post web pages on a given topic. But creating new pages, even single page web pages, maybe tool sophisticated and time consuming fort the average student.
It should be
said, however, that posting of web pages in the Internet allows the students (now
the web page creator) a wider audience. They can also be linked with other
related sites in the Internet. But as of now, this creativity project maybe to
ambitious as a tool in the teaching-learning process.
Lesson
9: Computer as Information and communication technology
In educational
technology course 1 the role of computer in education was well discussed. It was
pointed out that the advent of the computer is recognized as the third
revolution in education. The first was the invention of the printing press; the
second, the introduction of libraries and the third the invention of the
computer, especially so with the advent of the microcomputer in 1975. Thus
emerged computer technology in education
Through the
technology, educators saw the amplification of learning literacy. Much like reading,
the modern student can now interact with computer messages; even respond to
question or to computer commands. Again like writing, the learner can form
messages using computer language or programs.
Soon computer
assisted instruction (CAI) was introduced using the principle of individualized
learning through a positive climate that includes realism and appeal with drill
exercise that uses color, music and animation. The novelty of CAI has not waned
to this offered by computer-equipped private schools. But the evolving pace of
innovation in today’s Information Age is so dynamic that within the first
decade of the 21st century, computer technology in education has matured to transform
into an educative information and communication technology (ICT) in education.
FIGURE 6 – USES OF THE COMPUTER
AS ICT IN EDUCATION
THE PERSONAL COMPUTER (PC) AS ICT
Until the nineties, it was still possible to distinguish between instructional media and the educational communication media.
Instructional
media consist of audio-visual aids that served to enhance and enrich the
teaching-learning process. Examples are the blackboard, photo, film, and video
On the other
hand, educational communication media comprise the media communication to
audiences including learners using the print, film radio, and television or
satellite means of communication. For example, distance learning were
implemented using correspondence, radio, television or the computer satellite
system
Close to the
turn of the 21st century, however, such as distinction merged owing to the
advent of the microprocessor also known as the personal computer (PC). This is
due to the fact that the PC user at home, office and school has before him a
tool for both audio-visual creations and media communication.
To illustrate,
let’s examine the programs (capabilities) normally installed in an ordinary
modern PC:
· Microsoft Office- program for composing text, graphics, photos into letters, articles, reports etc.
·
Power-point-
for preparing lecture presentations
Excel- for spreadsheet and similar graphic sheets
·
Internet –
access to the internet
·
Yahoo or
Google- websites; email, chat rooms, Blog sites, news service
(print/video) educational software etc.
·
Adobe reader-
Graph/photo composition and editing
·
MSN-
mail/chat messaging
·
Game house-
video games
Lesson
10: The computer as a tutor
The computer
is one of the wonders of human ingenuity, even in its original design in the
1950s to carry out complicated mathematical and logical operations. With the
invention of the microcomputer (now commonly referred to PCs or personal
computers), the PC has become the tool for programmed instruction.
Educators saw much use of the PC. It has become affordable to small business, industries and homes. They saw its potential for individualization in learning, especially as individualized learning is a problem since teachers usually with a class of forty or more learners. They therefore devised strategies to use the computer to the break the barriers to individualized instruction
Computer-assisted
instruction (CAI)
The computer can be a tutor in
effect relieving teacher of many activities in his personal role as classroom
tutor. It should be made clear, however, that the computer cannot totally
replace the teacher since the teacher shall continue to play the major roles of
information deliverer and learning environment controller. Even with the
available computer and CAI software, the teacher must;
·
Insure that students have the needed knowledge
and skills for any computer activity
·
Decide the appropriate learning objectives
·
Plan the sequential and structured activities to
achieve objectives
·
Evaluate the students’ achievements by ways of
tests the specific expected outcomes.
On the other hand, the student in
CAI play their own roles as learners as they;
·
Receive information
·
Understand instruction for the computer activity
·
Retain/keep in mind the information and rules
for the computer activity
·
Apply the knowledge and rules during the process
of computer learning
During the computer activity
proper in CAI the computer too plays its roles as it:
·
Act as a sort of tutor (the role traditional
played by the teacher)
·
Provides a learning environment
·
Delivers learning instruction
·
Reinforces learning through drill and practice
·
Provides feedback
Today, educators accept the fact that the computer has indeed succeeded in providing an individualized learning environment so difficult for a teacher handling whole classes. This is so, since the computer able to allow individual student to learn out their own pace, motivate learning through a challenging virtual learning environment, assist student through information needed during the learning process, evaluate student responses through immediate feedback during the learning process also give the total score to evaluate the student’s total performance.
CAI
Integrated with Lesson
CAI computer learning should not stop with the drill and practice activities of students in effect, CAI work best in reinforcing learning trough repetitive exercise such that student can practice basic skills or knowledge in various subject areas. Common types of drill and practice programs include vocabulary building, math facts, and basic science, and history or geography facts. In these programs, the computer presents a question/ problem the first and the student is asked to answer the question/problem. Immediate feedback is given to the student’s answer. After the number of practice problems and at the end of the exercise, the students get a summary of his overall performance.
The question
arises: When and how can teacher integrate drill and practice programs with
their lessons? The following suggestion can be made:
·
Use drill and practice programs for basic skills
and knowledge that require rapid or automatic response by students (e.g.
multiplication table, letter and word recognition, identification of geometric
shapes, etc.)
·
Ensure that drill and practice activities
conform to the lesson plan/curriculum.
·
Limit drill and practice to 20-30 minutes to
avoid boredom.
·
Use drill and practice to assist students with
particular weakness in basic skills.
In integrating computer programs in instruction, use tutorial soft ware associated with cognitive learning. While practice exercise or learning by doing is still the heart of each tutorial, the tutorial software should be able to:
·
Teach new content /new information to students
(in as much as CAI provides practice on old or already learned content)
·
Provide comprehensive information on concepts in
addition to practice exercise
·
Can be effectively used for remediation,
reviewing or enrichment
·
Allow the teacher to introduce follow-up
question to stimulate student learning.
·
Permits group activity for cooperative learning
SIMULATION
PROGRAMS
·
Simulation software materials are another kind
of software that is constructivist in nature. This simulation software:
·
Teacher strategies and rules applied to
real-life problems/situation
·
Ask students to make decision on models or
scenarios
· Allow students to manipulate elements of a model and get the experience of the effect of their decisions
An example of such software is SimCity in which students are allowed to artificially manage a city environment. Decision-making involve such factors as budget, crime, education, transportation, energy resources, waste disposal, business/ industries available. (Note: soft ware may not be available on local computer shops. Still concept-learning is helpful).
INSTRUCTIONAL
GAMES
While relating to low level learning objectives (e.g. basic spelling or math skills), instructional computer games add the elements of competition and challenge.
An example is GeoSafari which introduces adventure activities for Geography History and Science. The program can be played by up to four players to form teams. Learning outcomes can be achieved along simplePROBLEM
SOLVING SOFTWARE
These are more
sophisticated than the drill and practice exercises and allow students to learn
and improve on their own problem solving ability. Since problems cannot be
solved simply by memorizing facts, the students have to employ higher thinking
skills such as logic, recognition, reflection, and strategy-making
The Thinking
Things 1 is an example of a problem solving software in which the team learners
must help each other by observing comparing.
MULTIMEDIA ENCYCLOPEDIA AND
ELECTRONIC BOOKS
The Multimedia
Encyclopedia can score a huge database with text, images, animation, audio and
video. Students can access any desired information, search it vast contents and
even download/print relevant portions of the data for their composition or
presentation. An example is the eyewitness children’s encyclopedia.
Electronic books provide textual information for reading supplemented by other
types of multimedia information (sounds, spoken words, pictures, animation).
These are useful for learning reading, spelling and word skills. Examples are
Just Grandma and Me animated storybook which offer surprises for the young
learner’s curiosity.
Lesson
11: The Computer as the Teacher’s Tool
In the
previous lesson, we saw how the computer can act as a tutor, particularly along
a behaviorist and cognitive approach to learning. But we also saw how certain
computer software programs have been developed to foster higher thinking skills
and creativity.
In this
lesson, we shall again look at the computer, but this time from another
perspective, the computer as the teacher’s handy-tool. It can in fact support
the constructivist and social constructivist paradigms of constructivist
learning.
Constructivist
was introduced by Piaget (1981) and Bruner (1990). They gave stress to
knowledge discovery of new meaning/concepts/principles in the learning process.
Various strategies have been suggested to foster knowledge discovery, among
these, is making students engaged in gathering unorganized information from
which they can induce ideas and principles. Students are also asked to apply
discovered knowledge to new situations, a process for making their knowledge
applicable to real life situations.
While
knowledge is constructed by the individual learner in constructivism, knowledge
can also be socially constructed. Social constructivism. This is an effort to
show that the construction of knowledge is governed by social, historical and
cultural contexts. In effect, this is to ay that the learner who interprets
knowledge has a predetermined point of view according to the social
perspectives of the community or society he lives in.
The psychologist Vygotsky stressed that learning is affected by social influences. He therefore suggested the interactive process in learning. The more capable adult (teacher or parent) or classmate can aid or complement what the learner sees in a given class project. In addition, Dewey sees language as a medium for social coordination and adaptation. For Dewey human learning is really human languaging that occurs when students socially share, build and agree upon meanings and knowledge.
Learning Framework |
Constructivism |
Social Constructivism |
Assumption |
Knowledge is constructed by the individual. |
Knowledge is constructed within a social context. |
Definition of Learning |
Students build their own learning. |
Students build knowledge influenced by the social context. |
Learning Strategies |
Gather unorganized information to create new concept/principle |
Exchange and share from ideas, stimulates thinking. |
General Orientation |
Personal discovery of knowledge. |
Students discuss and discover meanings |
Example |
8*5-8+8+8+8+8 |
Two alternative job offers option 1-8 hrs/day for 6days/week Option 2-9 hrs/day for 5 days/week |
FIGURE 7 SUMMARY OF THE TWO
LEARNING PERSPECTIVE
The Computer’s Capabilities
Given its present-day speed,
flexibility and sophistication, the computer can provide access to information,
foster creative social knowledge building, and enhance the communication of the
achieved project package. Without the computer, today’s learners may still be
assuming the tedious task of low-level information gathering, building and new
knew knowledge packaging. But this is not so, since the modern computer can
help teacher-and-students to focus on more high level cognitive tasks.
Based on the two learning
theories, the teacher can employ the computer as a/an:
·
As an information tool
·
A communication tool
·
A constructive tool
·
As co-constructive tool
·
A situating tool
Informative
tool
The computer can provide vast amounts of information in various forms, such as text, graphics, sound and video. Even multimedia encyclopedias are today available on the internet. The internet itself provides and enormous database from which user can access global information resources that includes the latest news, weather forecasts, airline schedule, sports development, entertainment news and features, as well as educational information directly useful to learners. The internet on education can be sourced for kinds of educational resources on the internet.
Along the constructivist point of view, it is not enough for learners to download relevant information using the computer as an information tool. Students can use gathered information for composition or presentation projects as may be assigned by the teacher. Given the fact that the internet can serve as a channel for global communication, the computer can very well be the key tool for video teleconferencing sessions.
Constructive
Tool
The computer itself can be used
for manipulating information, visualizing one’s understanding and building new
knowledge. The Microsoft Word computer program itself is a desktop publishing
software that allows uses to organize and present their ideas in attractive
formats.
Co-constructive
Tools
Students can use constructive tools to work cooperatively and construct a shared understanding of new knowledge. On ways of co-constructive is the use of the electronic whiteboard where students may post notices to a shared document/whiteboard. Students may also co-edit the same document from their homes.
The Computer-Supported
International Learning Environments (CSILE) is an example of an integrated
environment developed by the Ontario Institute for studied in Education. Within
CSILE, students can enter their ideas in notes and respond to each other’s
ideas. Manifest in the student- generated database are higher level thinking
processes-explaining, problem solving/finding, expertise and development,
literacy improvement.
Situating
Tool
By means of virtual reality (RS)
extension systems, the computer can create 3-D images on display to give the
user the feeling that are situated in a virtual environment. A flight
simulation program is an example of situating tool which places the user in a
simulated flying environment.
Multi-User domains or Dungeons (MUDs) MUD Object Oriented (MOOs), and Multi-User Shared hallucination (MUSHs) are example of situating systems MUDs and MOOs are text-based virtual reality environments on the Internet. When users log on to a MOO environment, they may interact with the virtual reality (such as by writing on a notice board) through simple text based commands. A school-to-school or classroom-to-classroom environment is possible whereby the user can choose to talk around the campus, talk with other users who are logged to the same site. To caution users, the computer as a situating tool is news and still undergoing further research and development.
Lesson
12: Information Technology in Support of Student-Centered Learning Classroom
The Traditional Classroom
It may be
observed that classroom are usually arranged with neat columns and rows of student
chairs, while the teacher stands in front of the classroom or sits behind his
desks. This situations is necessitated by the need to maintain classroom
discipline, also they allow the teachers to control classroom activities
through lecture presentation and teacher-led discussion.
Noticeably, however, after spending so many minutes in lesson presentation and class management, students can get restless and fidgety. Often enough, the teacher has to also mange misbehavior in class as students start to talk among themselves or simply stare away in lack attention. To prevent this situation, teachers often make students take time to work individually on worksheets can help the situation.
Another option is now presented
and this is adopting the idea of developing students to be independent learners
with the end of making them critical and creative thinkers.
The
SCL classroom
John Dewey
described the traditional learning process in which the teacher pours
information to students learners, much like pouring water from a jug into cups.
This is based on the long accepted belief that the teacher must perform his
role of teaching so that learning can occur. This learning approach is
generally known as direct instruction, and it has worked well for obtaining many
kind of learning outcomes.
The problem
with the direct instruction approach to learning, however, is the fact that the
world’s societies have began to change. Of course, this change may not be
strongly felt in many countries in which the economy longer depends primarily
on factory workers who do repetitive work without thinking on the job. The
traditional classroom and direct instruction approach to learning conform to
this kind of economies.
In contrast,
industrialized societies we find knowledge based economies in which workers
depends on information that can be accessed through information and
communication technologies (ICTs). Desiring to gain effectiveness, efficiency
and economy in administration and instructions, schools in these developed
economies have also adopted the support of ICTs. Their students have now become
active not passive learners, who can interact with other learners,
demonstrating independence and self-awareness in the learning process.
Generally the new school
classroom environment is characterized by student individually or in group:
·
Performing computer word processing for text or
graph presentation
·
Preparing power-point presentation
·
Searching for information on the internet
·
Brainstorming on ideas, problems and project
plans
·
As needed, the teacher facilitating instruction,
also giving individual instruction to serve individual needs.
Observably, there is departure
from traditional worksheet, read-and-answer, and d rill-and- practice activities. Students also no longer need to
mark the test of peers since the computer has programs for test evaluation and
computerized scoring of results.
Given this
trend in teaching-and-learning, it must be pointed out, however, that
traditional classroom activities-especially in less developed countries-will
continue to have a strong place in the classroom. In spite of this setback
experienced in some countries, the option has now been opened for the modern
teacher to shift gears to students centered learning.
Lesson
13: Cooperative Learning with the Computer
Singapore has
set the global pace for student-centered learning with a 2:1 (2 pupils with one
computer) ratio in its masterplan for IT in Education. This shows that even in
other progressive countries, the 1:1 :pupil-computer ratio is still an ideal to
be achieved. Reality therefore dictates that schools face the fact that each
classroom, especially in public or government schools, may not be equipped with
the appropriate number of computers.
The creativity
of the teacher will have to respond to the situation, and so cooperative
learning will likely be the answer to the implementation of IT supported
learning in our schools. But the situation may not be that bad since there are
motivational and social benefits to cooperative learning and these can
compensate for lack of hardware that educators face.
Defining cooperative learning
Cooperative or collaborative
learning is learning by small groups of students who work together in a common
learning task. It is often also called group learning but to be truly
cooperative
learning,
5 elements are needed:
1. A
common goal
2. Interdependence
3. Interaction
4. Individual
accountability
5. Social
skills
Therefore not every group work is
cooperative learning since students working on their work sheets physically sat
around a table may be working together without these features of cooperative
learning.
From several studies made on
cooperative learning, it is manifested that cooperative learning in its true
sense is advantageous since it:
a) Encourage
active learning, while motivating students
b) Increases
academic performance
c) Promotes
literacy and language skills
d) Improves
teacher effectiveness
In addition,
there are studies show that cooperative learning enhances personal and social
development among students of all ages, while enhancing self-esteem and
improving social relations between racially and culturally different students.
Cooperative
learning and the computer
Researchers
have made studies on the learning interaction between the student and the
computer. The studies have great value since it has been a long standing fear
that the computer may foster student learning in isolation that hinders the
development of the student’s social skills.
Now this mythical fear has been
contradicted by the studies which show that when students work with computers
in groups, they cluster and interact with each other for advice and mutual
help. And given the option to work individually or in a group, the students
generally wish to work together in computer-based and non-computer based
activities. Reflecting on this phenomenon, psychologists think the computer
fosters this positive social behavior due to the fact that it has a display
monitor – just like a television set – that is looked upon as something communal.
Therefore researchers agree that
the computer is a fairly natural learning vehicle for
cooperative (at times called
promotive) learning.
Components of cooperative
learning
Educators are
still wary about the computer’s role in cooperative learning. Thus they pose the
position that the use of computers do not automatically result in cooperative
learning. There therefore assign the teacher several tasks in order to ensure
collaborative learning. These are:
·
Assigning students to mixed-ability teams
·
Establishing positive interdependence
·
Teaching cooperative social skills
·
Insuring individual accountability, and
·
Helping groups process information
These are in addition to
assigning a common work goal in which each member of the group will realize
that their group will not succeed unless everyone contributes to the groups’
success. It is also important for the teacher limits learning group clusters
(six is the ideal number in a group) so there can be closer involvement in
thinking and learning.
Lesson
14: The Software as an Educational Resource
Whenever people think about
computers, they are most likely thinking about the computer machine such as the
television-like monitor screen, the keyboard to type on, the printer which produces
copies of text-and-graphics material, and the computer housing called “the box”
which contains the electronic parts and circuits (the central processing unit)
that receives/ stores data and direct computer operations. The computer machine
or hardware is naturally an attention- getter.
It’s more difficult to realize,
however, that the computer hardware can hardly be useful without the program or
system that tells what the computer machine should do. This is called software.
There
are two kinds of software:
1. The system software. This is the operating system that is found
or bundled inside all computer machines.
2. The application software.
This contains the system that commands the particular task or solves a
particular problem.
In
turn the applications software may be:
(a) A custom software that
is made for specific tasks often by large corporations, or
(b) A commercial software
packaged for personal computers that helps with a variety of tasks such as
writing papers, calculating numbers, drawing graphs, playing games, and so much
more.
Microsoft
Windows
Also referred to as program,
Microsoft Windows or Windows for short is an operating environment between the
user and the computer operating system. Also called a shell, it is a layer that
creates the way the computer should work. Windows uses a colorful graphics
interface (called GUI – pronounced “gooee”) that can be seen on the computer
screen or monitor whenever the computer is turned on.
The user can work with on-screen picture
es (icons) and suggestions (menus) to arrive at the desired software. Windows
95 (now improved with Windows 2003 and 2007) is software designed for Microsoft
Windows. Actually, Windows is in itself a self-contained operating system which
provides
·
User convenience – just click a file name to
retrieve data or click from program to program as easy as changing channels in
your TV screen
·
A new look – fancy borders, smooth and
streamlined text fonts
·
Information center – Windows puts all
communications activities (e-mail, downloads etc. in a single screen icon);
adapts/configures the computer for the Internet.
·
Plug and play – configures the computer with
added components, such as for sound and video.
Instructional
Software
Instructional software can be
visited on the Internet or can be bought from software shops or dealers. The
teacher through his school should decide on the best computer-based
instructional (CBI) materials for the school resource collection. But beware
since CBIs need much improvement, while web-based educational resources are
either extremely good or what is complete garbage. In evaluating computer-based
educational materials, the following can serve as guidelines:
·
Be extremely cautious in using CBIs and “free”
Internet materials
·
Don’t be caught up by attractive graphics,
sound, animation, pictures, video clips and music forgetting their
instructional worth
·
Teachers must evaluate these resources using
sound pedagogical principles.
·
Among design and content elements to evaluate
are: the text legibility, effective use of color schemes, attractive layout and
design, and easy navigation from section to-section (such as from game to
tutorial to drill-and-practice section)
·
Clarity in the explanations and illustrations of
concepts and principles
·
Accuracy, coherence, logic of information
·
Their being current since data/statistics
continually change
·
Relevance/effectiveness in attaining learning
objectives
·
Absence of biased materials (e.g. gender bias or
racial bias)
Lesson
15: The Internet and Education
The Internet ,also simply called
the Net ,is the largest and far-firing network system-of-all- system. How is
everything coordinated through the Internet? This is done through a
standardized protocol(or set of rules for exchanging data) called Transmission
Control Protocol/Internet Protocol(TCP/IP).To gain access to the internet, the
computer must be equipped with what is called a Server which has a special
software (program) that uses the Internet protocol. Originally developed and
still subsidized by the United State government, the Internet connect not only commercial,
industrial, scientific establishments but all other sectors including education
and its libraries, campuses and computer centers.
Getting
around the Net
The vast sea
of information now in the Internet, including news and trivia, is an
overwhelming challenge to those who wish to navigate it. Everyday, the Net
user-population and the available information continue to grow, and new ways
are continuously being developed to tour the Internet.
The most attractive way to move
around the Internet is called browsing. Using a program called a browser, the
user can use a mouse to point and click on screen icons to surf the Internet,
particularly the World Wide Web (the web), an Internet' s subset of text,
images, and sounds are linked together to allow users to access data or
information need.
The future of the Internet seems limitless.
Already its complexity has spawned and continue to spawn Net sites including
new demand for services to business, industries, science, government and even homes. Many experts predict that the
Internet is destined to become the centerpiece of all online communications on
the planet and in some future time in the solar system using interplanetary satellite
communication stations.
A
view of educational uses of the Internet
Today, even
elementary school graders in progressive countries like the United States are corresponding
via e-mail with pen pals in all 50 states. They ask probing question like,
“What is your state's most serious problems, “or how much does a pizza cost in
your state? This educational activity prodded by their schools are paying
dividends from increasing the pupil's interest in Geography to a greater understanding
of how people live in large cities and other places in the United States or the
world.
Educational software materials
have also developed both in sophisticated and appeal. There is now a wider
choice from rote arithmetic or grammar lesson to discovery and innovation projects.
But the real possibility today is connecting with the world outside homes,
classrooms, and Internet cafes. And today schools are gearing up to take
advantage of Internet access, where they can plug into the Library of Congress,
make virtual visits to famous museums in the world, write to celebrities and
even send questions to heads of states.
Lesson
16: Understanding Hypermedia
From the educational Technology 1
course the student has already become aware of
multimedia or an audiovisual
package that includes more than the instructional media(means of knowing)such
as text, graphics, audio animation and video clip.
Hypermedia is nothing but multimedia,
but this time packaged as an educational computer software where information is
presented and student activities are integrated in a virtual learning environment.
Most educational IT applications are hypermedia and these include:
·
Tutorial software packages
·
Knowledge web pages
·
Simulation instructional games
·
Learning project management and others
The presentation of
information-learning in hypermedia is said to be sequenced in a non linear manner,
meaning that the learner may follow his path of activities thus providing an environment
of learner autonomy and thinking skills
Characteristics
of hypermedia applications
There are two important features
that are outstanding among other features---that characterize the hypermedia
software:
1. Learner
control - This means the learner makes his own decisions on the path, flow or
events of instruction. The learner has control on such aspects sequence, page content,
media, feedback, etc. that he/she may encounter in the hypermedia learning
program.
2. Learner
wide range of navigation routes - the learners controls the sequence and pace
of his path depending on his ability and motivation. He has the option to
repeat and change speed, if desired. The learner also has a wide range of
navigation routes such as by working on concepts he is already familiar with.
In the use of hypermedia the following instructional events will prove
useful to the teacher:
·
Get the learner's attention
·
Recall prior learning
·
Inform learners of lesson objectives
·
Introduce the software and its distinctive
features
·
Guide learning, eliciting performance
·
Provide learning feedback
·
Asses performance
·
Enhance retention and learning transfer