EDUCATIONAL 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 is a ― complex, integrated process involving people, procedures, ideas, devices, and organizations to those problems involved in all aspects of human learning,

-          ―(AECT, 1977, as cited in Corpus & Lucido, 2008)

      Educational Technology ―consist of the designs and environments that engage learners… and reliable technique or method for engaging learning such as cognitive learning such as cognitive learning strategies and critical thinking skills

      Educational Technology is ―a field study which is concerned with the practice of using educational methods and resources for the ultimate goal for facilitating the learning process.

      Educational Technology, sometimes termed ad ―Ed Tech, is the study and ethical practice of facilitating learning and improving performance by creating, using, and managing appropriate technological processes and resources.

      Educational Technology includes, but is not limited to, software, hardware, as well as internet applications, such as wikis and blogs, and activities.

      The term Educational Technology is often associated with, and encompasses, instructional theory and learning theory.

      Educational Technology implies the use of all educational resources… men and materials, methods and techniques, means and media in an integrated and systematic manner for optimizing learning.

      According to modern educationists, learning not teaching is the crucial task of the entire educational processes and emphasis of teachers is regarded as a system which facilitates learning and makes learning effective as well as efficient. It is efficient in the sense that the learning with the use of Educational Technology becomes easy and interesting, durable and comprehensive.

 

Educational Technology in a Broader Perception: 

      In itsglobal sense, it includes the entire process of setting of goals, the continuous reformsof 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 versus Technology of 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.

 

  Other Terms Associated with Educational Technology:                                                                  Instructional Technology - is a part of educational technology. It refers to those aspects of educational technology that are concerned with instruction as contrasted to designs and operations of educational institutions. Instructional technology is a systematic way of designing, carrying out, and evaluating the total process of learning and teaching in terms of specific objectives.

 

Technology Integration - means using learning technologies to introduce, reinforce, supplement and extend skills

 

Educational Media - are channels or avenues or instruments of communication like books, magazines, newspapers, radio, television, internet, and other hardware.

 

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.

 

  Evolution of Educational Technology                                                                                                  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:

§  Programmed Instruction (by Skinner): focusing on the formulation of behavioral objective, breaking instructional content into small units, and rewarding correct responses early and often.

§  Bloom advocated a mastery approach to learning based in his taxonomy of intellectual behaviors. He endorsed instructional techniques that varied both instruction and time according to learner requirements. Models based on these designs were usually referred to as computer-based training (CBT), computer-aided instruction or computer assisted instruction (CAI) in the 1970s through the 1990s. in a more simplified form, the correspond to today‘s ―e- contents that often form the core of e-learning set ups, sometimes also referred to as web- based training (WBT) or e-instruction. The course designer divides learning contents into smaller chunks of text augmented with graphics and multimedia presentation. Frequent multiple-choice questions with immediate feedback are added foe self-assessment and guidance.

 

The 1980s and 1990s

 

§  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 schematization 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 playa 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     

1.   Educational Technology as media and audiovisual communications

 

     The perspective grew out of the audiovisual (AV) movement in the 1930s, when higher education instructors proposed that media such as slides and films delivered information in more concrete, and therefore more effective, ways than lectures and boos did.

     This movement produced audiovisual communications or the branch of educational theory and practice concerned primarily with the design and use of messages that control the learning process

     The view of education technology ad media to deliver information continues to dominate areas of education and the communications industry, as late as 1986, the National Task Force in Educational Technology equated educational technology with media, treating computers simply as another medium

      

2. Educational Technology as Instructional Systems and Instructional Designs

 

     This view originated form post0 World War II military and industrial trainers who were faced with the problem of preparing a large number of personnel quickly, Based on efficiency studies and learning theories from educational psychology, they advocated using more planned systematic approaches to developing uniform effective materials and training procedures.

     Their view was based on the belief that both human (teacher) and non-human (media) resources can be part of an efficient system for addressing any instructional need. Therefore, they equated ―educational technology with education problem solutions

     As these training personnel began to work with both university research and development projects and K-12 school, they also influenced practices in both of these areas. Behaviorist theories initially dominated and cognitive theories later gained performance

     In the 1990s, popular learning theories criticized systems approaches as being too rigid to foster some kinds of learning- particularly high-order ones. Thus, the current view of educational technology as instructional system is continually evolving.

3.   Educational Technology as vocational training

 

     Also known as Technology Education, this perspective originated form industry trainers and vocational educators in the 1980s.

     The believed (1) that an important function if school learning us to prepare students for the world of work in which they will use technology and (2) that vocational training can be a practical means of teaching all content areas, such as math, science and language.

     This view brought about a major paradigm shift in vocational training in K-12nschools away from industrial arts curricula centered on woodworking/metals and graphics/ printing shops toward technology education courses taught in labs equipped with high- technology stations, such as desktop publishing, computer-assisted designs (CAD)m and robotic systems.

 

4.   Educational Technology as computer systems (a.k.a educational computing instructional computing)

     This view began in the 1950s with the advent of computers, and gained momentum when they began to used instructionally in the 1960s

     As computers began to transform business and industry practices, both trainers and teachers began to see that computers also had the potentials to aid instruction. From the time computers came into classrooms in the 1960s until about 1990, this perspective was known as educational computing and encompassed both instructional and administrative support applications.

     At first, programmers and systems analysis created all applications. Nut by the 1970s, many of the same educators involved with media, AV communications, and instructional systems were also researching and developing computer applications

     By the 1990s, educators began computing became known as educational technology

 

  Benefits Derived from 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

 

a.  Easy –to-access course materials. Instructors can post their course material or important information on a course website, which means students can study at a time and location they prefer and can obtain the study material very quickly.

b.  Student Motivation. According to James Kulik, who studies the effectiveness of computers used for instruction, ―students usually learn more in less time when receiving computer-based instruction and they like classes more and develop more positive attitudes toward computers in computer-based classes

c.   Teachers must be aware of their students’ motivation in order to successfully implement technology into the classroom. Students are more motivated to learn when are interested in the subject matter, which can be enhanced by using technologies in the classroom and targeting the needs for screens and digital materials that they have been stimulated by outside of the classroom.

d.  More opportunities for extended learning. According to student completed in 2010, 70.3% of American family households have access to the internet. According to the Canadian Radio Television and Tele communications Commission. 79% of homes have access to Internet. This allows the students to access course material at home and engage with numerous online resources available to them. Student can use their computers and Internet to conduct research, participate in social media, e-mail, and play educational games and stream videos

e.  Wide participation. Learning materials can be used for long-distance learning and are accessible to a writer audience.

f.    Improved student writing. It is convenient for students to edit their written work on word processors. Which can, in turn, improve the quality of their writing. According to some studies, the students are better at critiquing and editing written work that is exchanged over a computer network with students they know.

g.  Differential Instruction. Educational technology provides the means to focus on active student‘s participation and to present differentiated questioning strategies. It broadens individualized instruction and promotes the development of personalized learning plans in some computer programs available to teachers. Students are encouraged to use multimedia components and incorporate the knowledge they gained in creative ways. This allows some students to individually progress form using low-ordered skills gained from drill and practice activities, to higher level thinking through applying concepts creatively and creating simulations. The ability to make educational technology individualized may aid in targeting and accommodating different learning styles and levels.

 

  Learning Theories that Shaped Educational Technology

                                                                                          There are three (3) main theoretical schools or philosophical frameworks of educational technology literature. These are Behaviorism, Cognitivism, and Constructivism.

 

Behaviorism - 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 Cone of Experience and the Three Tiered Model of Learning by Bruner     

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.

 

The implications of the Core of Experience in the teaching-learning process

 

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

 

  The Three Tiered Model of Learning by Bruner                                                                                                    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.

 

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.

 

  Role of Educational Technology in Learning   

 

  Educational Technology plays various roles   

 

·        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.    

·        Technology as tool to support knowledge construction

Ø For representing learners ideas, understandings and beliefs

Ø For producing organized, multimedia knowledge bases by learners

·        Technology as information vehicles for exploring knowledge to support learning by- constructing.

Ø For accessing needed information

Ø For comparing perspectives, belief and world views

·        Technology as context support learning-by-doing:

Ø For preparing and simulating meaningful real-world problems, situations and contexts

Ø For representing beliefs, perspectives, arguments, and stories of others

Ø For defining a safe, controllable problem space for student thinking

·        Technology as social medium to support learning by conversing:

Ø For collaborating with others

Ø For discussing, arguing, and building consensus among members of the community

Ø For supporting discourse among knowledge-building communities

·        Technology as intellectual partner to support learning by reflecting:

Ø For helping learners to articulate and represent what the know

Ø For reflecting on what they have learned and how they came to know it

Ø For supporting learners internal negotiations and meaning making

Ø For constructing personal representations of meaning

Ø For supporting mindful thinking

 

  Challenges of Technology in Education    

 

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

 

Ø Increase flexibility and access to learning, resulting in new markets being reached, and in particular, the lifelong learner market.

Ø The use of multimedia to develop psycho-motor and intellectual skills development, including problem solving and decision making.

Ø The use of internet technologies to develop knowledge management and collaborative learning skills; and

Ø The use of internet to develop global, multi-cultural courses and problems.

 

  Why use technology?                    

                                                                                                            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;

Ø To improve access to education and training

Ø To improve the quality of learning

Ø To reduce the cost of education; and

Ø To improve the cost-effectiveness of education

 

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.

 

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 the 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;

Ø There‘s a change in the way classes are traditional conducted

Ø The quality of instruction is improved in such as a way that it could not have been achieved without educational technology.

Ø There is planning by the teacher on the process of determining how and when technology fits into teaching-learning process.

Ø The teacher sets instructional strategies to address specific instructional issues/problems

Ø The use of technology provides the opening of opportunities to respond to these instructional issues/problem

Ø In sum, technology occupies a position (is a simple or complex way) in the instructional process.

 

Levels of Integration

 

Ø Simple/Basic Integration- there is no substantial change in the teaching-learning process form previous method. While technology helps, it does not play a pivotal role.

·        Example: A teacher wants to show photos in her social studies class, but the pictures are small. She decides to use the computer, scan the photos for computer projection to the class. (A presentation software package)

·        Result: Good class presentation followed by discussion

Ø Middle Level Integration- there is purposeful use of technology to support key learning areas.

·        Example1: A teacher uses computer-based Trigonometry software, projected in the class using a projector to supplement his teacher-centered class presentation

·        Result: an interactive class using software

·        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

Ø 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.

·        A New Learning Environment through Application of Educational Technology

·        Effective teacher best interact with students in innovative learning activities, while integrating technology to the teaching-learning process

 

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:

·        Are active ,purposeful learners

·        Set personal goals and strategies to achieve these goals

·        Make their learning experiences meaningful and relevant to their lives

·        Seek to build an understanding of their personal words so they can work/live productively

·        Build on what they already know in order to interpret and respond to new experiences.

 

  The Computer as Tutor                                                                                                                         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 an integral component of the future classroom and not a mere machine that can deliver routine drills and exercises.

 

Examples of Computer-assisted instructions (CAI)

·        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.

Hypermedia- is multimedia packaged as an educational computer software, where information is presented and student activities are integrated in a virtual learning environment.

Characteristics of Hypermedia applications

     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.

 

  Technology in the Classroom   

There are various types of technologies that can be or currently used in traditional classrooms. Among these are:

     Computer in the classroom. Having a computer in the classroom is an asset to any teacher. With a computer in the classroom, teachers are able to demonstrate a new lesson, present new material, illustrate how to use new programs, and show ne websites.

     Class website. An easy way to display a student‘s work to create a web page designed for the class. Once a web page is designed, teachers can post homework assignments, student work, famous quotes, trivia, games, and so much more. In today‘s society, children should know how to use the computer to navigate their way through a website, so why not gave them one where they can be published author.

     Class blogs and wikis. These are variety of Web 2.0 tools that are currently being implemented the classroom. Blogs allow for students to maintain a running dialogue. They work as tool for maintaining a journal of thoughts, ideas, and assignments as well as encourage student comment and reflection. Wikis are more group-focused to allow multiple members of the group to edit a single document and create a truly collaborative and carefully edited finished product.

     Wireless classroom microphones. Noisy classrooms are daily occurrences. With the help of microphones students are able to hear their teachers more clearly. Children learn better when they hear the teacher clearly. The benefit for teachers is that they no longer lose their voices at the end of the day

     Mobile devices. Mobile devices such as clickers or smartphones can be used to enhance the experience in the classroom by providing the possibility for professors to get feedback

     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 student‘s 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 country have I ever seen a good school without a blackboard, or a successful teacher who did not use it frequently?

 

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.

 

  Teaching and Learning with Visual Symbols  

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 - It is a diagrammatic representation of relationships among individuals with organization it includes the following:

 

     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

 

Graphs- there are several types of graphs:

     Circle or Pie graph- recommended for a showing a part of a whole.

     Bar graph- used in comparing the magnitude of similar items at a different entities to seeing relative sizes of the parts of a whole

     Pictorial graph- makes use of picture symbols

     Graphic organizer

 

Maps - it is a representation of the surface of the earth or some apart of it

 

  kinds of Maps    

1.          Physical map -combines in a single projection data like altitude, temperature, rainfall, precipitation, vegetation and soil.

2.          Relief map- has three dimensional representations and shows contours of the physical data of the earth or part of the earth.

3.          Commercial or economic map - also called product or industrial map since it shows land areas in relation to the economy.

4.          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 Multimedia              

                                                                                                      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


Basic Terms in Information and Communication Technology (ICT)