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Introduction To Educational Technology

This is for Major 15

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Renabel Lauran
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0% found this document useful (0 votes)
14 views

Introduction To Educational Technology

This is for Major 15

Uploaded by

Renabel Lauran
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Detailed Lecture: Introduction to Educational Technology

1. Definition of Educational Technology

• Introduction:
o Educational Technology, often referred to as EdTech, is the systematic
application of technological resources and processes in the field of education to
improve teaching and learning outcomes.
o It involves the use of various digital tools and resources, such as software,
hardware, and the internet, to facilitate learning and improve performance by
creating, using, and managing appropriate technological processes and resources.
• Key Points:
o Purpose: The primary goal of Educational Technology is to make education more
efficient, effective, and engaging. It aims to address challenges in education, such
as access, quality, and cost.
o Components:
▪ Hardware: Devices like computers, tablets, interactive whiteboards, and
projectors.
▪ Software: Educational programs, Learning Management Systems (LMS),
and applications that facilitate learning.
▪ Processes: Methods and strategies, such as blended learning, flipped
classrooms, and online assessments, that utilize technology to enhance
teaching and learning.
o Scope: Educational Technology is applied across all educational settings,
including K-12 schools, higher education institutions, corporate training, and
lifelong learning programs. It encompasses formal learning (structured courses),
non-formal learning (workshops, seminars), and informal learning (self-directed
online learning).
• Examples:
o Khan Academy: A free online platform that provides instructional videos,
practice exercises, and a personalized learning dashboard.
o Google Classroom: An LMS that allows teachers to create, distribute, and grade
assignments in a paperless way.

2. Instructional Technology and Technology in Education

• Instructional Technology:
o Defined as the practice of using technology specifically for designing, delivering,
and managing instructional content.
o It involves the integration of educational theories and instructional design
principles to create technology-enhanced learning experiences.
o Examples:
▪ Interactive Simulations: Tools like PhET Interactive Simulations provide
interactive science and math simulations that help students learn complex
concepts through hands-on experience.
▪ Gamification: Educational games and quizzes that make learning
engaging and interactive, such as Kahoot! and Quizlet.
• Technology in Education:
o Refers to the broader use of technology in educational environments beyond just
instructional purposes.
o Includes technologies used for administration, communication, student
management, and institutional operations.
o Examples:
▪ Student Information Systems (SIS): Software like PowerSchool and
Infinite Campus manage student data, attendance, grades, and schedules.
▪ Virtual Classrooms: Platforms like Zoom, Microsoft Teams, and Google
Meet enable remote teaching and learning, especially crucial during the
COVID-19 pandemic.
• Distinction:
o While Instructional Technology focuses on the direct application of technology
to enhance learning and teaching, Technology in Education encompasses all
uses of technology in educational settings, including administrative and
managerial functions.

3. Historical Development of Educational Technology

• Early Beginnings:
o Pre-Digital Era:
▪ Chalkboards (19th Century): Introduced as a significant advancement in
classroom instruction, allowing teachers to present information to large
groups of students.
▪ Textbooks: The primary source of content, with printed materials being
the main medium for delivering educational content.
▪ Overhead Projectors (1920s): Allowed teachers to project written
content on a screen, making it easier to teach large classes.
• The Digital Revolution:
o 1980s-1990s:
▪ Personal Computers in Classrooms: The introduction of Apple II and
IBM PCs in schools marked the beginning of the digital era in education.
Computer literacy programs were introduced to teach basic computing
skills.
▪ Computer-Assisted Instruction (CAI): Early educational software
focused on drill-and-practice activities, such as Math Blaster and Oregon
Trail.
▪ CD-ROMs and Multimedia: Multimedia learning materials, combining
text, images, and sound, became popular for subjects like science and
history.
o 2000s-Present:
▪ Internet and Web-Based Learning: The proliferation of the internet led
to the creation of online resources, such as educational websites, e-books,
and digital libraries. Platforms like Wikipedia, YouTube, and Coursera
provided free access to vast amounts of educational content.
▪ Blended Learning Models: Combining traditional classroom instruction
with online learning activities. For example, students might attend classes
in person but complete assignments and projects online.
▪ Mobile Learning: The rise of smartphones and tablets enabled learning
on the go, with apps like Duolingo for language learning and Khan
Academy for subject-specific tutoring.
• Key Milestones:
o Learning Management Systems (LMS): Platforms like Moodle and Blackboard
allow educators to create and manage courses online, track student progress, and
facilitate communication.
o Open Educational Resources (OER): Free, openly licensed educational
materials that can be used, adapted, and shared. Examples include MIT
OpenCourseWare and OpenStax textbooks.

4. History of Information and Communication Technology (ICT) in Education

• Early Developments:
o 1970s-1980s:
▪ Introduction of Basic Computing: Schools began offering computer
literacy courses, teaching students how to use word processors, databases,
and simple programming languages like BASIC.
▪ Mainframe Computers: Some schools used large mainframe computers
for educational purposes, though access was limited.
o 1990s:
▪ Widespread Internet Access: The arrival of the World Wide Web in
schools revolutionized access to information. Search engines like Yahoo!
and Google became essential tools for research and learning.
▪ Multimedia Computers: The use of multimedia computers allowed for
the integration of text, audio, video, and animation into lessons, enhancing
engagement and understanding.
• Expansion of ICT in Education:
o 2000s:
▪ Learning Management Systems (LMS): Platforms like Blackboard,
Moodle, and Canvas became the backbone of e-learning, enabling
institutions to deliver courses online and manage student progress.
▪ Online Courses and E-Learning: The rise of e-learning platforms like
Coursera, Udemy, and Khan Academy provided access to high-quality
education to a global audience, often for free or at a low cost.
▪ Digital Literacy: Emphasis on teaching students how to use technology
responsibly, including internet safety, information literacy, and digital
citizenship.
o 2010s:
▪ Massive Open Online Courses (MOOCs): Institutions like Harvard and
MIT launched MOOCs, offering free courses to millions of learners
worldwide. Platforms like edX and Coursera led this movement.
▪ Cloud Computing: Schools began adopting cloud-based tools like
Google Workspace for Education (formerly G Suite), allowing for
collaborative work, real-time editing, and easy sharing of resources.
o 2020s:
▪ Remote Learning Boom: The COVID-19 pandemic forced a rapid shift
to remote learning, highlighting the importance of ICT in maintaining
educational continuity. Platforms like Zoom and Microsoft Teams became
essential for virtual classrooms.
▪ Artificial Intelligence (AI) in Education: AI is increasingly used for
personalized learning, where systems adapt content to meet individual
student needs. Examples include AI tutors and automated grading systems.
▪ Virtual Reality (VR) and Augmented Reality (AR): Immersive
technologies are being used to create realistic simulations and interactive
learning experiences, such as virtual field trips and lab experiments.
• Current Trends:
o Data Analytics in Education: The use of big data to track and analyze student
performance, enabling educators to identify at-risk students and tailor
interventions.
o Gamification: Integrating game elements into learning activities to increase
engagement and motivation. Examples include badges, leaderboards, and reward
systems in platforms like Duolingo.
o Digital Divide: Addressing the challenges of unequal access to technology, which
has become more apparent with the shift to online learning.

5. Five Phases of Using Computers in Education

• 1. Computer Literacy (1970s-1980s):


o Objective: Teach basic computer skills, including how to operate a computer, use
word processors, and understand simple programming.
o Examples:
▪ Logo Programming Language: Developed by Seymour Papert, Logo
was used to teach children programming by guiding a "turtle" to draw
shapes.
▪ Keyboarding Classes: Focused on teaching students how to type
efficiently, which became a foundational skill for future computer use.
• 2. Computer-Assisted Instruction (CAI) (1980s-1990s):
o Objective: Use computers to deliver instructional content through practice
exercises, tutorials, and simulations.
o Examples:
▪ Math Blaster: An educational game that helped students practice
arithmetic skills through engaging gameplay.
▪ Plato System: One of the first CAI systems, offering a wide range of
courses and simulations, primarily used in higher education and the
military.
• 3. Computer-Based Learning (1990s-2000s):
o Objective: Create interactive, self-paced learning environments using multimedia
resources.
o Examples:
▪ Rosetta Stone: A language learning software that uses interactive lessons
to teach foreign languages.
▪ Encarta Encyclopedia: A digital multimedia encyclopedia that provided
interactive articles, videos, and quizzes, widely used in schools before the
rise of Wikipedia.
• 4. Computer-Supported Collaborative Learning (CSCL) (2000s-2010s):
o Objective: Enhance collaborative learning through the use of technology,
enabling students to work together in virtual environments.
o Examples:
▪ Google Docs: Allows multiple students to collaborate on documents in
real-time, making group projects more efficient.
▪ Discussion Forums: Platforms like Moodle and Blackboard include
forums where students can discuss topics, ask questions, and share
resources.
• 5. Ubiquitous Computing in Education (2010s-Present):
o Objective: Integrate technology into all aspects of education, creating a seamless
learning experience where technology is always available.
o Examples:
▪ 1:1 Device Programs: Schools providing each student with a laptop or
tablet, such as the Chromebook initiatives in many U.S. school districts.
▪ Flipped Classroom Model: Students watch lectures online at home and
use class time for hands-on activities and discussions, leveraging
technology to maximize in-class learning.

Conclusion:

• The evolution of Educational Technology has profoundly transformed the landscape of


education. From basic computer literacy to the integration of AI and VR, each phase has
brought new opportunities and challenges. Understanding these developments allows
educators to better utilize technology in creating more effective and engaging learning
environments, ultimately preparing students for the demands of the 21st century.

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