Tics in The Classroom

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ICT IN

EDUCATION

MSc. William E. Yugsán


TECHNOLOGY SURVEY

• Which tech tools do you use most frequently?

• How many text messages do you send per day?

• What kinds of things do you use your computer for?

• How do you usually get your news?

• How much time do you spend on Social Media every


day?
• What online teaching tools are you familiar with?

• List 3 challenges you have faced with the use of


technology

• To what extent will technology make teaching


more efficient?

• What three things do you like about online


learning.

• What three things do you dislike about online


learning?
Time to pretend
I’m going to “give you” $25,000 for your teaching.
Please, decide what you are going to do with this
money.
IT MUST BE USED TOWARDS TECHNOLOGY
FOR YOUR INSTRUCTION.

Be prepared to share with the class when


you are done.
Is technology…

Angel? Demon?
Tim Berners-Lee www (1989)
He began development of the World Wide Web in 1989

Berners-Lee said, The original thing I wanted to do was


to make it a collaborative medium, a place where we
could all meet and read and write.

Berners-Lee saw the potential to construct a vast “web”


of linked information, built by people from around the
globe, creating the ability to share not just data but
personal talents and experiences in new and powerful
ways.
1st Stage – The first version of the Internet
• Read and write to the Web was slow
• Writing to the Web required knowledge of the HTML codes that make Web
pages work
• Creating content on the Web was difficult
• Almost no collaboration online
2nd Stage – Internet 2.0
• The past few years have seen the development of a wide variety of easy
Internet publishing tools
• We are not just consumers of information anymore, we are creators of
content
• we can be collaborators in the creation of content
• Friendly technological tools
• Interactive experiences (Uber, AirBnB, Facebook and Instagram)
Web 1.0
➢ Web 1.0 is the ancestor of the internet
that we use today.

➢ It was made up of static pages connected to a system via hyperlinks


➢ Users could only read or view the content and had no ability to
interact with it (plain text and images)

➢ The search engines like Yahoo operated as web directories

➢ Companies and Institutions established websites to showcase their


products and services, but user engagement was limited to passive
browsing (online brochures or catalogs for businesses and
organizations)
Web 1.0 and ESL education
• English language learners could use
receptive skills in non-participatory mode.
• English language learners could “access”
the information rather than “creating” it.
• The main function of web 1.0 for users was to let them read and consume
static pages (based on text, pictures and basic animation)
• English language learners could use only lower-order thinking skills such
as remembering and understanding.
• They had to refresh the web pages every time they entered the new
information.
• It did not support interactive environment and two-way communication.
WEB 2.0

❑ Interactive and user-centered web applications and sites.

❑ Web 2.0 websites are more dynamic, collaborative and feature-rich.


❑ Social media, job networking, e-commerce, and digital marketing.
Interactive experiences (Uber, AirBnB)
❑ Additionally, Wikipedia, Facebook, YouTube, and Twitter are all
examples of Web 2.0 sites.
❑ The user easily create, collaborate and share content.
❑ Mobile Internet access
Web 2.0 and ESL education
Web 2.0 allows its users to read, think and write (publish).
English learners are considered as the authors of web content. From content-centric
paradigm to social-centric paradigm.
The concept behind the use of web 2.0 in foreign language learning was based on
“interaction and immersion”.
Free, low cost, and easy access to digital, versatile and integrative tools to the
English language learners.
Web 2.0 technologies allow foreign language learners to interact and collaborate
virtually and establish personal communications.
Web 2.0 has a significant role in language learning beyond the classroom (everywhere).
Web 2.0 promotes better student-teacher relation and interaction leading to friendly
environment, helps learners feel more comfortable by being self-expressive.
Web 3.0 The Semantic Web - Intelligent Web
Web 3.0 is considered as the new paradigm in web interaction and will
mark a fundamental change in how developers create websites, but more
importantly, how people interact with those websites.
Artificial Intelligence
in Web 3.0, computers can understand information like
humans in order to provide faster and more relevant
results. They become more intelligent to satisfy the needs
of users.
3D Graphics
The three-dimensional design is being used extensively in websites
and services in Web 3.0. Museum guides, computer games,
ecommerce, geospatial contexts, etc. are all examples that use 3D
graphics.
Connectivity
The user experience evolves to another level of connectivity that
exploits all the available information.

Ubiquity
Web 3.0 is going to be omnipresent. Internet will be accessible to
everyone, everywhere and at all times. Content is accessible by multiple
applications; every device is connected to the web.
LET´S REMEMBER

1. The first version of the internet was… SLOW

2. Changing something in the first version of the internet required…

knowledge of the HTML codes

3. In the first version of the internet people were …. Consumers of information


EASY
4. The 2nd version of the internet has _________ internet publishing tools

5. In the 2nd version of the internet people are …. CONTENT CREATORS

6. In the 2nd version of the internet 2 or more people can…. COLLABORATE


INTERACTIVE
7. The 2nd version of the internet provides ____________experiences.
Changes in our lives • Politics
• Journalism
• Business
• Education
Consumers of information
Creators of information
Impact of Technology on Society
More changes: How we live our lives (society)
Privacy
In your opinion, What is privacy?
Privacy refers to the ability of an individual or group to keep their personal
information, behavior, and thoughts away from public scrutiny or
unauthorized access.
It is an essential aspect of human dignity and autonomy and protects
individuals from unwanted intrusion into their personal lives. (Learningedge,
2022)
Privacy in the digital era
• The definition of privacy (young generations)
Due to technology, people have lost control over
how their personal information is used and who it is
passed on to third parties.
Digital identity theft
Any digital identity theft definition
includes a malicious actor that illegally
acquires personal information (date of
birth, social security number, credit
card details etc.) and uses it for identity
fraud (cloning credit cards, applying for
loans, extorting the victim etc.).
#ladytantra
Data Mining

Every time someone creates a new social media account, they provide
personal information (name, birthdate, geographic location, and personal
interests). In addition, companies collect data on user behaviors: when,
where, and how users interact with their platform. All of this data is used by
companies to target advertising to their users. Sometimes, companies share
users’ data with a third-party, often without users’ knowledge or consent.
Phishing Attempts

Phishing is one of the most


common ways criminals attempt to
gain access to sensitive personal
information. Often in the form of
an email, a text message, or a
phone call, a phishing attack
presents itself as a message from a
legitimate organization. These
messages trick people into sharing
sensitive data, including passwords,
banking information, or credit card
details.
Malware Sharing
Malware Sharing

Malware (malicious software) is designed to gain access to


computers and the data they contain. Once malware has
infiltrated a user’s computer, it can be used to steal sensitive
information (spyware), extort money (ransomware), or profit
from forced advertising (adware). Social media platforms are an
ideal delivery system for malware distributors. Once an account
has been compromised (often by obtaining passwords through a
phishing attack), cybercriminals can take over that account to
distribute malware to all of the user’s friends or contacts.
• Be online is part of their lives • Always connected
• Communicating and collaborating with peers instantly

Nomophobia Nomophobia is a term describing a growing fear in


today’s world—the fear of being without a mobile
device, or beyond mobile phone contact
The practice of ignoring one's
Phubbing companion or companions in order to
pay attention to one's phone or
another mobile device.
Screen Time
The amount of screen time students are experiencing per day has a direct
correlation to their emotions, behaviors and mental health
Overuse of technology was in fact, associated with poor mental health

Overuse may cause withdrawal, resulting in feelings of anger, tension,


and/or depression when the technology is inaccessible.
Overuse may cause tolerance, resulting in the need for more technology, more
software, or more hours of use.
Using technology excessively can increase likeliness of lying, arguments, poor
achievement, social isolation, and fatigue.
Excessive use may also be related to impulse control deficit or depression,
chronic stress, low self-esteem, and anxiety (Mahmoodi, et al, 2018)
Let’s start from the basics
CHANGE!!!
Think about: the way we present content to our students.

Our students = VISUAL

The Homo videns (Giovanni Sartori)


In the classroom = visual aids
LET’S SUMMARIZE
CREATORS
Our students are _______________of CONTENT
information or ___________

CONTENT CREATORS

Teachers have to change the way we present content to our students

Our students are very visual individuals

Technology is just a tool

From theory to practice:

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