The document provides an overview of several theories and principles related to the use of technology in lesson design, including:
1. Dale's Cone of Experience which shows the progression of learning from concrete to abstract experiences.
2. The TPACK framework which identifies the technological, pedagogical, and content knowledge teachers need to successfully integrate technology.
3. Bloom's Digital Taxonomy, a hierarchy of learning activities involving technology, from basic recall to creative tasks.
The document also outlines models for lesson planning like SAMR (substitution to redefinition of tasks using technology) and the ASSURE model which begins with analyzing the learner.
The document provides an overview of several theories and principles related to the use of technology in lesson design, including:
1. Dale's Cone of Experience which shows the progression of learning from concrete to abstract experiences.
2. The TPACK framework which identifies the technological, pedagogical, and content knowledge teachers need to successfully integrate technology.
3. Bloom's Digital Taxonomy, a hierarchy of learning activities involving technology, from basic recall to creative tasks.
The document also outlines models for lesson planning like SAMR (substitution to redefinition of tasks using technology) and the ASSURE model which begins with analyzing the learner.
The document provides an overview of several theories and principles related to the use of technology in lesson design, including:
1. Dale's Cone of Experience which shows the progression of learning from concrete to abstract experiences.
2. The TPACK framework which identifies the technological, pedagogical, and content knowledge teachers need to successfully integrate technology.
3. Bloom's Digital Taxonomy, a hierarchy of learning activities involving technology, from basic recall to creative tasks.
The document also outlines models for lesson planning like SAMR (substitution to redefinition of tasks using technology) and the ASSURE model which begins with analyzing the learner.
The document provides an overview of several theories and principles related to the use of technology in lesson design, including:
1. Dale's Cone of Experience which shows the progression of learning from concrete to abstract experiences.
2. The TPACK framework which identifies the technological, pedagogical, and content knowledge teachers need to successfully integrate technology.
3. Bloom's Digital Taxonomy, a hierarchy of learning activities involving technology, from basic recall to creative tasks.
The document also outlines models for lesson planning like SAMR (substitution to redefinition of tasks using technology) and the ASSURE model which begins with analyzing the learner.
MODULE 6: THEORIES AND PRINCIPLES IN THE USE AND THE DESIGN OF
TECHNOLOGY- DRIVEN LESSONS
A. DALES CONE EXPERIENCE
• Developed by Edgar Dale in 1946. • It is first introduced in Dale’s 1946 book, Audio Visual Methods in teaching. • It is designed to “show the progression of learning experiences” from the concrete to the abstract. • According to Dale the arrangement of the cone is not based on its difficulty but rather based on abstraction. • It also helps teachers to plan different kinds of learning experiences in order to create the most effective learning environment for the purpose of studying geographical content. • The Dale’s Cone of Experience mainly focuses on experiences while also exhibiting such basic learning skills like reading, speaking, hearing, and observing. Typically, it focuses on how the children do something as they learn more from it. THE 8 M’s OF TEACHING 1. MILIEU -the learning environment. 2. MATTER - the content of learning. 3. METHOD - the teaching and learning activities. 4. MATERIAL - the resources of learning. 5. MEDIA - the communication system. 6. MOTIVATION - the arousing and sustaining internet. 7. MASTERY – the internalization of learning. 8. MEASUREMENT -the evidence that learning took more. 1. Text or Verbal Symbols – when a learner moves from direct and purposeful experiences to verbal symbols, the degree of abstraction gradually grows. And as a result, learners become spectators rather than participants. Learner can see, handle, taste, feel, and smell the most purposeful experiences. 2. Visual Symbols – graphic substitutes for literal reality. Representations of direct reality, which comes in the form of signs and symbols. Which are drawings, diagrams, charts, graphs, maps and posters. 3. Still Pictures, Radio, Recordings (Photos, Podcast, Audio) – a feast for the eyes or ears. It represents media that we can experience in no fixed order- photographs and audio recordings. 4. Motion Pictures (Videos, Animations) – a moving feast for the eyes and ears. 5. Exhibits – meaningful displays with limited handling. Exhibits are specifically designed for interactivity; others restrict learners to look but don’t touch. 6. Field Trips – Sights and sounds of real-world settings. This level extends the learning experience through excursions and visits to the different places that are not available inside the classroom. Through this level, the learning experience will not be limited to the classroom setting but rather extended to a more complex environment. 7. Demonstrations – This is how it works and/or how you do it. It is a visualize explanation of important fact, idea, or process through these of pictures, drawings, film and other types of media in order to facilitate clear and effective learning. In this level, things are shown based on how they are done. 8. Dramatized Experiences (Role-play Exercises) – These are commonly used as activities that allow students to actively participate in a reconstructed experience through role-playing or dramatization. 9. Contrived Experiences – Are substitute of real things when it is not feasible to bring the real thing to the class. These include models, mockups, specimens, objects, simulations and games. 10. Direct Purposeful Experiences (Hands-On Practice) – These refer to the foundation of experiencing learning. Using sense, meaning, knowledge and understanding are established. This is experiential learning where one learns by doing. B. TPACK (TECHNOLOGY, PEDAGOGY, AND CONTENT KNOWLEDGE) • TPACK is a technology integration framework that identifies three types of knowledge instructors need to combine for successful edtech integration - technological, pedagogical, and content knowledge. • Technology plays a significant role in students' lives both inside and outside the classroom. It not only enhances their comprehension of complex concepts but also fosters peer collaboration. Consequently, educational practice recommends that teachers incorporate technology into their classrooms. However, many teachers encounter challenges in implementing technology due to cost, accessibility, and time constraints. Moreover, a lack of understanding regarding the most effective use of technology across diverse subjects poses an additional barrier. • Explanation: Technology is crucial for students and teachers as it enhances teaching and learning. Teachers can use various applications like PowerPoint and video discussions to simplify their tasks and deliver engaging presentations. However, some teachers face obstacles due to limited technological knowledge, lack of internet access, and time constraints. In today's modern teaching era, many educators are actively seeking to improve their understanding of technology for effective teaching. ✓ Content Knowledge (CK) - this describes teachers’ own knowledge of the subject matter. CK may include knowledge of concepts, theories, evidence, and organizational frameworks within a particular subject matter; it may also include the field's best practices and established approaches to communicating this information to students. CK will also differ according to discipline and grade level – for example, middle-school science and history classes require less detail and scope than undergraduate or graduate courses, so their various instructors’ CK may differ, or the CK that each class imparts to its students will differ. ✓ Technological Content Knowledge (TCK) - this describes teachers’ understanding of how technology and content can both influence and push against each other. TCK involves understanding how the subject matter can be communicated via different edtech offerings, and considering which specific edtech tools might be best suited for specific subject matters or classrooms. o Pedagogical Knowledge (PK) - this describes teachers’ knowledge of the practices, processes, and methods regarding teaching and learning. As a generic form of knowledge, PK encompasses the purposes, values, and aims of education, and may apply to more specific areas including the understanding of student learning styles, classroom management skills, lesson planning and assessments. o Pedagogical Content Knowledge (PCK) - this describes teachers’ knowledge regarding foundational areas of teaching and learning, including curricula development, student assessment, and reporting results. PCK focuses on promoting learning and on tracing the links among pedagogy and its supportive practices (curriculum, assessment.), and much like CK, will also differ according to grade level and subject matter. In all cases, though, PCK seeks to improve teaching practices by creating stronger connections between the content and the pedagogy used to communicate it. ➢ Technological Knowledge (TK) - this describes teachers’ knowledge of, and ability to use, various technologies, technological tools, and associated resources. TK concerns understanding edtech, considering its possibilities for a specific subject area or classroom, learning to recognize when it will assist or impede learning, and continually learning and adapting to new technology offerings. ➢ Technological Pedagogical Knowledge (TPK) - this describes teachers’ understanding of how particular technologies can change both the teaching and learning experiences by introducing new pedagogical affordances and constraints. Another aspect of TPK concerns understanding how such tools can be deployed alongside pedagogy in ways that are appropriate to the discipline and the development of the lesson at hand. C. SAMR (SUBSTITUTION, AUGMENTATION, MODIFICATION, REDEFINITION) SUBSTITUTE - the tech acts direct tool substitute to the traditional ways we use in teaching. TRADITIONAL TOOLS: • Pencil and Paper SOME TECHNOLOGY TOOLS: • Google Drive, Tablet, Browser and Words AUGMENTATION - we also use substitutes for traditional ones in learning, but this is with functional improvement. MODIFICATION - the two stages S and A are replacements way of teaching/enhancement in tech. REDEFINITION - in this stage technology allows creation of new tasks, previously inconvenience. D. BLOOM'S DIGITAL TAXONOMY • It is classification of thinking organized by level of complexity a classification. • Author: Benjamin Bloom and David Krathwohl REVISED BLOOM’S TAXONOMY • David Anderson, one of the students of Benjamin Bloom, revised Bloom’s Taxonomy. • It provides a measurement tool for thinking about the changes that occur in the three broad categories: terminologies, structure, and emphasis. • Blooms digital taxonomy (2008) was developed by Andrew Churches as an extension of the original bloom's taxonomy and creates a hierarchy of learning activities in a digital environment. • The purpose of bloom's digital taxonomy is to inform instructions of how to use technology and digital tools to facilitate student learning experiences and outcome. THE SIX LEVELS OF BLOOM'S DIGITAL TAXONOMY 1. REMEMBERING – to recall facts and basic concepts or retrieval of material. 2. UNDERSTANDING – to explain ideas, concept or construct meaning from written material or graphics. 3. APPLYING – to use information in new situations. Such as models, diagram or presentation. 4. ANALYZING – to draw connections among ideas or determining how each part interrelates to an overall structure or purpose. 5. EVALUATING – to justify a stand or decision, to make judgement based on criteria and standards through checking and critiquing. 6. CREATING – to produce new or original work. E. ASSURE MODEL • ANALYZE LEARNER - with the learner as the center of the instructional process, the initial consideration is to get a clear picture of the learners’ learning styles, age level, interest or preferences, background, special needs and cultural diversity. • STATE OBJECTIVES - this is the main instruction guide that will direct the flow to reach the target. Known as the learning outcome expected of the lesson, this statement describes what the learner would be able to perform as a result of the instruction. • SELECT METHODS, MEDIA, MATERIALS - selecting the most appropriate way of delivering the lesson and using the applicable media or technology can effectively make learners acquire understanding of the lesson or gain the competence desired. • UTILIZE MEDIA MATERIALS - it is very important to preview or use media and materials before your lesson, especially when using technology (smart-board, document camera, streaming video), to make sure everything works appropriately. • REQUIRE LEARNER PARTICIPATION - requiring students to be actively involved in the lesson will not only engage students but will help them retain what they are learning. Some ways to do this are to incorporate cooperative learning structures, questioning, having discussions, or creating fun, hands-on activities, games and many more. • EVALUATE AND REVISE - assessing learners’ performance can take place across phases of the lesson. However, it is emphasized that the basic rule is that the evaluation should be congruent to the learning outcome provided in the lesson. Some learning outcomes can be sufficiently evaluated using a pen and pare test but there are other learning outcomes that can be assessed by using rubric or having an aggregated write-up through the use of a portfolio assessment. The teacher decides which is appropriate for the intention of the evaluative activity. F. MODELS OF TECHNOLOGY-ENHANCED INSTRUCTIONAL LESSON • CONTRIBUTORS - Learners can upload materials such as a video or an audio, post a message, submit an output in a drop box or add documents and eBooks and add a picture or contribute to a digital world using a “popup. • CREATORS - Students can collate a digital portfolio or commonly known as a Portfolio or create a virtual poster or an interactive resource. They can create a digital story, edit the entries and share. • COMMUNICATORS - Students can chat with peers, post a reply in a blog and contribute a comment to the let thread flow. Creating a wiki, editing and adding to it gives the students the chance to communicate their thoughts. • COLLABORATORS - Students can participate in posting ideas in a forum where there can be asynchronous communication. Using wikis to participate in groups with the aim to accomplish a task or comment on blogs are a few ways to perform the role of a collaborator in a new idea of a learning place. MODULE 7: INNOVATIVE TECHNOLOGIES FOR ASSESSMENT LEARNING AND TEACHING TYPES OF ASSESSMENT • FORMATIVE ASSESSMENT - is used to gather feedback and monitor students' progress during the learning process. It provides insights into their strengths and weaknesses, allowing teachers to adjust instruction accordingly. • DIAGNOSTIC ASSESSMENT - is used to identify students' existing knowledge, skills, and misconceptions before starting a new unit or topic. It helps teachers understand students' needs and tailor instruction accordingly. • SUMMATIVE ASSESSMENT - is used to evaluate students' learning outcomes at the end of a unit, course, or academic term. It assesses the overall understanding and mastery of the material. • AUTHENTIC ASSESSMENT - is designed to assess students' abilities in real-world, meaningful contexts. It focuses on applying knowledge and skills to solve practical problems or complete tasks that mimic real-life situations. TYPES OF RUBRICS • ANALYTIC RUBRICS - is a scoring tool used to assess student performance based on specific criteria or components of a task. It breaks down the assessment into separate criteria, allowing for a detailed evaluation of each criterion. Each criterion is typically assigned a separate score or rating. Ex.
• HOLISTIC RUBRICS - is a scoring tool used to assess overall
performance or quality of a task as a whole, without breaking it down into separate criteria. It provides a more general evaluation of the overall performance or quality, considering the work as a unified entity. Ex. MODULE 8: SOCIAL, ETHICAL AND LEGAL RESPONSIBILITIES IN THE USE OF TECHNOLOGY TOOLS AND RESOUCRCES INTERNET AND EDUCATION • The Internet, the most useful technology of modern times, helps us not only in our daily lives but also in professional lives. For educational purposes, it is widely used to gather information and to do research or add to the knowledge of various subjects. The internet has also brought advancements in technology, communication, and online entertainment. THERE ARE MANY BENEFITS OF THE INTERNET IN THE FIELD OF EDUCATION SOME OF THESE ARE: 1. The internet provides cost-effective and affordable education through videos and web tutorials. 2. The internet allows for constant interaction between students, teachers, and peers through social media and messaging apps. 3. The internet is an effective tool for teaching and learning, with teachers able to post materials and use interactive resources. 4. The internet provides easy access to quality educational materials and resources for both students and teachers. 5. The internet allows for interaction with digital media, saving paper and providing high-quality educational resources. 6. The internet keeps users updated with the latest information on various subjects. 7. The internet facilitates learning through multimedia, helping to simplify knowledge and visualize what is being taught. 8. The internet bridges communication gaps, making information distribution easier and increasing class community and motivation. CHARACTERISTICS OF A GOOD CITIZEN A GOOD CITIZEN: 1. Advocates for equal human rights for all. 2. Treats others courteously and never bullies. 3. Does not steal or damage others’ property or persons. 4. Communicates clearly, respectfully and with empathy. 5. Actively pursues education and develops habits for lifelong learning. 6. Spends and manages money responsibly. 7. Upholds basic human rights of privacy, freedom of speech, etc. 8. Protects self and others from harm. 9. Proactively promotes their own physical and mental health.
A GOOD DIGITAL CITIZEN:
1. Advocates for equal digital rights and access for all. 2. Treats others with respect in online spaces and never cyberbullies. 3. Does not steal or damage others’ digital work, identity or property. 4. Makes appropriate decisions when communicating through a variety of digital channels. 5. Uses digital tools to advance their learning and keeps up with changing technologies. 6. Makes responsible online purchasing decisions and protects their payment information. 7. Upholds basic human rights in all digital forums. 8. Protects personal information from outside forces that might cause harm. 9. Proactively limits health risks of technology, from physical to psychological. THE NINE ELEMENTS OF DIGITAL CITIZENSHIP 1. Digital Access - involves using technology to help students 2. Digital Etiquette - emphasizes treating other digital users with respect and avoiding inappropriate conduct, with a focus on preventing cyberbullying. 3. Digital Commerce - educates students on buying and selling responsibly in the digital market, providing them with knowledge about becoming better consumers or pursuing careers in digital sales. 4. Digital Rights and Responsibilities - highlight the privileges and freedoms that students have while using the internet, emphasizing fair treatment of others and respect for privacy. 5. Digital Literacy - teaches students internet skills to bridge gaps in digital literacy, enabling them to effectively use technology and access information online. 6. Digital Law Encompasses Guidelines and Policies - set by organizations, such as preventing plagiarism and regulating phone usage in classrooms. 7. Digital Communication - emphasizes the importance of safely and effectively communicating online through various platforms like texting, email, social media, and online games 8. Digital Health and Wellness - promotes proper practices in using the internet to safeguard students' psychological and physical well-being, including sitting correctly and managing screen time. 9. Digital Security - ensures that students are educated on internet safety, covering topics like the importance of online privacy, dealing with cyberbullying, and avoiding viruses, scams, and online strangers. FIVE TENETS OF GLOBAL DIGITAL CITIZENSHIP Personal Responsibility - involves managing personal finances, ethical boundaries, and health both online and offline. Global Citizenship - recognizes the interconnectedness of individuals worldwide and the need to understand and engage with different cultures. Digital Citizenship - involves behaving appropriately and safely in online environments. Altruistic Service - emphasizes caring for the well-being of others and contributing to society. Environmental Stewardship - encourages responsible use of earth's resources and preservation of the environment.
NETIZENSHIP AND NETIQUETTE FOR ONLINE COMMUNITIES
• A Netizen, according to Meriam - webster dictionary (April 26,2018) is an active participant in the online community of the internet. The medical dictionary refers to it as internet citizen who uses networked resources which connotes civic responsibility and participation. Thus, netizenship means citizenship on the internet or int the virtual world. • Netiquette, or the rules of socially accepted behavior online have to be observed in writing email, in other communication on the web. NETIQUETTES GUIDELINES 1. Protect your reputation. 2. Respect others. 3. Express yourself clearly and use emoticons. 4. Remember intellectual property. 5. Checking spelling, grammar, punctuation. 6. Pause before you post. 7. Do not share personal information. 8. Think about who or what you are representing. NETIZENSHIP AND NETIQUETTE FOR ONLINE COMMUNITIES Netizenship - refers to the concept of being a responsible and active citizen in the online world. it encompasses the rights, responsibilities, and ethical behavior of individuals while using the internet. Netizenship focuses on promoting digital literacy, online safety, and respect for others' rights and privacy. Netiquette - specifically refers to the specific guidelines and practices that individuals should follow to communicate respectfully and effectively on the internet. Netiquette is primarily concerned with interpersonal communication and fostering positive online language, avoiding offensive or harmful content, and respecting others' opinions. DIFFERENCES BETWEEN NITEZENSHIP AND NETEQUITTE OVERALL CONCEPT OF INLUCDING ASPETCSSUCH AS ONLINE PRIVACY, DIGITAL LITERACY, AND ONLINE COMMUNITY PARTICIPATION 1. Netizenship - encompasses various aspects of online behavior, while netiquette primarily focuses on interpersonal communication. 2. Netizenship - promotes responsible online citizenship and accountability, while netiquette emphasizes guidelines for polite and respectful behavior. 3. Netizenship - guides overall online presence, including social media usage and digital rights protection, while netiquette specifically applies to communication platforms. 4. Practicing Netizenship - leads to a positive online environment, while adhering to netiquette guidelines helps maintain respectful interactions and promotes healthy discussions. both contribute to creating a better online community. Netiquette, short for "Internet etiquette," refers to the set of social conventions and guidelines for behaving appropriately and respectfully when communicating online. These guidelines help create a positive and respectful online environment.
HERE ARE SOME COMMON NETIQUETTE GUIDELINES:
1. Treat others with respect and avoid offensive language. 2. Use clear and grammatically correct language. 3. Be mindful of how your words may be interpreted. 4. Avoid writing in all caps. 5. Respect privacy and do not share personal information without consent. 6. Use descriptive subject lines in emails and online forums. 7. Stick to the topic of discussion and avoid derailing conversations. 8. Be patient when waiting for responses. 9. Use emojis sparingly and don't overuse them. 10. Give credit and cite sources when using someone else's work or ideas. 11. Be mindful of how your message may be interpreted and ask for clarification if needed. 12. Use private messaging for personal or sensitive conversations. 13. Respect copyright and do not share copyrighted material without permission. 14. Avoid spamming and sending unsolicited messages or promotional content. 15. Follow the specific rules and guidelines of online communities and platforms.
GUIDELINES ON ONLINE USE OF COPYRIGHTED MATERIALS BY
SMALDINO, LOWTHER AND RUSSEL (2012) 1. Contrary to popular opinion, all material on the internet is copyrighted unless stated otherwise. 2. An email is an original work, fixed in a tangible medium of expression that is covered by the copyright. 3. Downloading an article from newspaper's website, making copies, and distributing them to your students prior to a class discussion on the topic is permissible following the current photocopying guidelines which permits making multiple copies for classroom use. COPYRIGHT INFRINGEMENT VS. PLAGIARISM Copyright Infringement - is the use of works without permission where the copyright holder has the exclusive right to reproduce, distribute, display or perform the protected work or to make derivative works. proper citations should be used when including them in our output. Plagiarism - is the use of someone else's words or ideas without giving credit to the original author.