Module 6 PROF ED 4
Module 6 PROF ED 4
Engaging Learners
with Computers
PROF ED 4: Technology in Teaching and Learning
Hardware Software
Dataware
1.2. Advantages of the
Computer in
Teaching and
Learning
1.2. Advantages of the Computer in
Teaching and Learning
1. Positive learning climate,
especially for slow
learners
2. Computers boost
cognitive skills control.
3. Multimedia enhances
learning experiences.
1.2. Advantages of the Computer in
Teaching and Learning
4. Easy progress tracking
and adaptation.
5. Student-controlled
learning pace
6. Rapid personalized
feedback
1.3. Disadvantages of
the Computer in
Teaching and
Learning
1.3. Disadvantages of the Computer
in Teaching and Learning
1. Expensive
2. Limited availability of
quality materials
3. Diminishing novelty,
software update’s impact
4. Concerns about
copyright infringement
1.3. Disadvantages of the Computer
in Teaching and Learning
5. Unrealistic expectations
of instant learning
6. Complexity challenges
for new users
7. Lack of structure for
learners
1.4. Teacher-Centered
Strategies
1.4. Teacher-Centered Strategies
Demonstration Presentation
1.4. Teacher-Centered Strategies
Drills-and-
Practices Tutorials
1.5. Student-Centered
Strategies
1.5. Student-Centered Strategies
Cooperative
Discussion
Learning
1.5. Student-Centered Strategies
Games Simulations
1.5. Student-Centered Strategies
Discovery Problem
Learning Solving
2. Computer-Aided
Instructions (Types)
2. Computer-Aided Instructions (Types)
1. Drill and Practice –
exercises designed to
increase fluency in a new
skill or body of knowledge
or to refresh an existing
skill or body of knowledge
Example: Using TypingClub
2. Computer-Aided Instructions (Types)
2. Tutorial – computer
assumes the role of a tutor
– introducing content,
providing practice, and
assessing learning
Example: Learning through
YouTube
2. Computer-Aided Instructions (Types)
3. Simulation – provides a
controlled learning
environment that replicates
key elements of real –
world experience, a real
situation, phenomenon, or
process.
Example: Using PhET Interactive Simulations
2. Computer-Aided Instructions (Types)
4. Instructional Games –
usually another type of CAI
(e.g., drill and practice or
simulation) modified to
include gaming elements.
Example: Using Kahoot
2. Computer-Aided Instructions (Types)
5. Problem Solving –
designed to foster thinking
or problem-solving skills
but does not fit into one of
the other categories.
Example: Using Project Euler
2.1. Advantages of
Computer-Aided
Instructions
2.1. Advantages of Computer-Aided Instructions
• Interactive • Records student
• Provides immediate performance
feedback • Dynamic
• Motivates learners • Uses multiple forms
• Can adjust for the of presentation
learner (difficulty
level, content)
2.2. Limitations of
Computer-Aided
Instructions
2.2. Advantages of Computer-Aided Instructions
• Can be expensive • Some applications
• Development is are ineffective
time-consuming. • CAI is not applicable
• Not all learning to all subjects/fields
outcomes are well-
addressed
3. Productivity Suite
and Academic
Software
(Terms, Definitions, and Examples)
3. Productivity Suite and Academic Software
1. Productivity software –
is typically generic
business application
software that educators
can use and adapt for the
administrative and
professional tasks.
Example: Microsoft Office
3. Productivity Suite and Academic Software
2. Academic software –
includes a wide variety of
software packages that can
be used to help the teacher
teach and those designed
to help the learner acquire
targeted competencies
Example: Google Classroom
3. Productivity Suite and Academic Software
3. Interactive software –
refers to software which
accepts input from
humans as it runs
Example: Microsoft Word
3. Interactive software advantages
• Empower students to steer their learning.
• Engage all senses, fostering tech-positive
attitudes.
• Foster self-confidence and online
collaboration skills.
3. Interactive software disadvantages
• May not hold students’ attention
• Limited resources may hinder
participation
• Prolonged computer use can cause
physical strain
4. Digital Technologies in the Classroom
Digital
camera/video
camera
4.1. Input Devices for Teaching and Learning
Microphone
Laptop
Electronic
whiteboard
4. Digital Technologies in the Classroom
Speakers
WiFi router
Headphone
Module 6
Engaging Learners
with Computers
PROF ED 4: Technology in Teaching and Learning