Lesson Handout - EDUC 85 - Lesson 2 Basic Concepts in ICT
Lesson Handout - EDUC 85 - Lesson 2 Basic Concepts in ICT
30 March 2023
Lesson 2 – Basic Concepts in ICT
A. Activity (Motivation)
Show pictures of the Educational Technologies
B. Analysis
Are you familiar with those technologies?
Are you comfortable with those technologies?
C. Abstraction (Lesson Content)
Basic Concepts in ICT:
1. Technology - refers to a mix of process and product used in the application of knowledge. It
includes tools from pencil and paper to the latest electronic gadgets and tools for practical tasks.
2. Information and Communication Technology Literacy or ICT Literacy - is the use of
digital technology, communication tools and/or networks to access, manage, integrate, evaluate
create and communicate information in order to function in a knowledge society (Guro 21, 2011).
3. Digital Literary - is the ability to find, evaluate, utilize, share, and create contents using
information technologies and the Internet (Cornell University). According to American Libary
and communication, requiring both cognitive and technical skills
4. Digital Learning - is any type of learning that is accompanied by technology or by
instructional practice that makes effective use of technology. It encompasses the application of a
wide spectrum of practices which included blended or virtual learning. It can come as online or
off-line which utilizes digital technology.
5. On-line Digital Tools and Apps - use an Internet connection to access the information needed.
A common example is Skype. It is a telecommunication application software product that
specializes in providing video chat and voice calls between computers, tablets, mobile devices
via Internet and to regular telephones.
6. Off-line Digital Tools and Apps - can still be used even if tehre is no internet access. Among
these are Canary Learning, Pocket, Evertone, ibooks, KA ELITE (Gupta, Prinyaka, 2017).
7. Instructional Technology - is the theory and practice of design, development, utilization,
management, and evaluation of the process and resources for learnng (Association for
Educational Communications and Technology, Seels, B. B. & P. C. 1994).
8. Software - refers to program control instructions and accompanying documentation; stored on
disks or tapes when not being used in the computer. By extension, the term refers to any
audiovisual materials (Smaldino, 2005).
9. Multimedia - is a sequential or simultaneous use of a variety of media formats in a given
presentation of self-study program (Smaldino, 2005).
10. Internet - is a massive network of networks, a networking infrastructure. It connects millions
of computers together globally, forming a network in which any computer can communicate with
any other computer as long as they are connected to the internet. It is generally defined as a
global network connecting millions of computers (https:///www.webopedia.com).
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11. World Wide Web (wwww) - is also the Web which is a graphical environment on computer
networds that allows you to access, view and maintain documents that can include text, data,
sound and videos (Smaldino, 2005). It is a way of accessing information over the medium of the
internet. It is an information sharing model that is build on top of the Internet.
12. Web Access - is the ability of the learner to access the Internet at any point during the lesson
in order to take advantage of the array of available education resources.
13. Webquest - is an inquiry-oriented lesson format in which most or all information that
learners work with comes from the web. These can be created using various programs, including
simple word processing documents that include links to websites.
14. Productivity Tools - refer to any type of software associated with computers and related
technologies that can be used as tools for personal, professional or classroom productivity.
Examples: Microsoft Office, Apple works - word processing, grade and record keeping, web
page production, presentation (KFIT-Unesco 2016).
15. Technological Tool - is an instrument used for doing work. It can be anything that helps you
accomplish your goal with the use of technology. These can be classified as data/calculation
tools, design tools, discussion tools, email tools, and handled devices.
16. Data/Calculation Tools - Examples: spreadsheets, excels, sketchpads, probability
constructor
17. Design Tools - these are tools used to make models and designs, creating and building.
Included here are family tree maker, GollyGee, and crazy machines among others.
18. Discussion Tools - These are 4 different approaches that utilize discussion and interaction in
the internet. These are threaded discussion forum, blogging, live chat and video teleconferencing,
netiquette and safety on the net.
19. Email Tools - Emails are great communication tools for sending messages, photographs,
videos and other files. It allows you to reach out the others around the world. Examples are
google mail, Ymail, Yahoo mail and many more.
20. Handheld Devices - These become popular among learners. These include personal digital
assistants, Global Positioning System (GPS) and geographical keyboards, digital cameras,
mobile phone, palm, handled computers.
21. Webquest - is a teacher structured research experience for the students that is primarily
based on use of the World Wide Web and typically takes one or more instructional periods
(Bender & Waller, 2011).
22. Blog - is an online journal where posted information from both teachers and students are
arranged. There are three kinds of blogs: blogs used for communication, blogs used for
instruction, and blogs used for both (Ferriter & Garry, 2010).
23. Wiki- and editable website usually with limited access, allows students to colloboratively
create and post written work or digital files, such as digital photos or videos. Wikipedia is one of
the most widely recognized of all the wikis (Watters, 2011).
24. Flipped classroom -utilized a reverse instructional delivery, where the teacher is required to
use the web resources as homework or out of class activity as initial instruction of the lesson
which will be discussed during class time.
25. Podcast - is a video or audio multi-media clip about a single topic typically in the format of
the radio talk show. The two basic functions of podcast are to retrieve information and to
disseminate information (Eash, 2006).
26. Google Apps is a cloud-based teaching tool which is stored in the Google server and is
available for students both at home and in school. It includes the g-mail, a free-email for all;
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Google calendar - a tool used for organizational purposes; Google sites that provide options for
developing blogs and wikis; and Google docs is used for sophisticated word processing and
editing of the document.
27. Vlog - is a video blog where each entry is posted as a video instead of the text.
28. Facebook - is a popular social networking site used by students and adults worldwide to
present information on themselves and to the world.
29. VOIP (Voice Over Internet Protocol) - is a category of hardware and software that enables
people to use the Internet as transmission medium for telephone calls by sending data in packets
IP rather than traditional circuit transmission.
D. Application
Online Quiz
E. Assignment
Assign the students to be experts on the following technological tools used in class: Provide
the needed concepts and features on the technological tools and how to utilize them in class.
1. Google Meet
2. Google Classroom
3. Edmodo
4. G Suite
5. LMS
6. E-Learning
7. Flexible Learning
8. MOOCs
9. Zoom
10. Webex
11. Skype
12. Facebook
13. Flipgrid
14. Email Tools
15. Kahoot!
16. Webquest
17. Blog
18. Vlog
19. Wiki
20. Podcast
21. YouTube
22. Seesaw
23. Adobe Spark video
24. Classcraft
25. Nearpos Vr
26. Venngage
27. Canva
28. Ozobot Classroom
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29. Buncee
30. Bakpax
31. Pear Deck
32. Evo Classroom Kit
33. Glogster
34. TodaysMeet
35. Microduino
36. Tinytap
37. Because Learning
38. SiLAS Solutions
39. Labster
40. PhET Sims
41. ZeeMaps
42. Tiki-Toki
43. Popplet
44. Sutori
45. Lifeliqe
46. Storybird
47. Kidblog
48. LiveBinders
49. Padlet
50. Celestia
51. Project Noah
52. Video Games
53. Class Dojo
54. Clickers
55. Prezi
56. PowerPoint Presentation
57. Trello
58. Cold Turkey
59. Screencastify
60. Autodraw
61. Wakelet
62. Feedly
63. Creaza
Reference:
Bilbao, P., Dequilla, M. A. C., Rosano, D. A., & Boholano, H. B. (2019). Technology for
Teaching and Learning 1. Lorimar Publishing, Inc.
Prepared by: