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TTL Lesson 1

TTL LESSON 1

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0% found this document useful (0 votes)
7 views14 pages

TTL Lesson 1

TTL LESSON 1

Uploaded by

yd5sz2j6nz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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TECHNOLOGY FOR TEACHING AND

LEARNING

If there is one thing that change the word so fast, it is TECHNOLOGY. While there exists
technology in the pass as non-digital technology, the current digital technology has been a factor that
shrunk the world and made it flat. It has provided a new environment for learning; new ways teachers
teach and also the new ways of how learners learn. In the beginning, it has created a divide between the
digital natives and the digital immigrants. However, as the years go by, such divide has become narrower
and even blurred. This has led to the new educational revolution in teaching and learning which has been
triggered by technology and resulted to better learning outcomes in the 21st century.

Intended Learning Outcomes

At the end of the module, the students should be able to:

a. Define basic concepts in understanding ICT in education


b. Determine the roles of ICT in Teaching for Learning
c. Identify learning theories, principles and researches applied in the use
and design of learning lessons with technology
d. Determine and explain the different technology driven teaching-
learning models

Lesson 1

Understanding the Basic Concepts and


Important Terms
Information and Communication Technology (ICT) is an extensional term for Information
Technology (IT) that stresses the role of unified communications and the integration of
telecommunications (telephone lines and wireless signals) and computers, as well as necessary
enterprise software, middleware, storage, and audio-visual systems, that enable users to access, store,
transmit and manipulate information.
Excite

Which word are you familiar with? Mark the word with an X. How many have you
identified? Compare your performance with your classmate.

Explore
Let us explore various resources to have a clear understanding of this lesson. Let us unpack
some concepts and terms related to technology for teaching and learning. You can further find more
explanation as you go along with your lessons or in other references in the library or in the web.
Here are some terms and concepts that you need to know and understand.
21st Century skills—Skills necessary for all
children to succeed as citizens and workers in this
century. These skills such as collaboration and
teamwork, creativity and imagination, critical
thinking, problem solving, digital literacy and
citizenship are building blocks for learning.

parishschool.org
Accessibility—The design of apps, devices,
materials and environments that support and enable
access to content and educational activities for all
learners. In addition to enabling students with
disabilities to use content and participate in
activities, the concepts also apply to
accommodating the individual learning needs of
students, such as English language learners,
students in rural communities, or students from
economically disadvantaged homes. Technology
can support accessibility through embedded
assistance—for example; text-to-speech, audio and
digital text formats of instructional materials,
programs that differentiate instruction, adaptive
testing, built-in accommodations, and other
assistive technology tools.

medium.com

Assistive technology device—Any item, or piece


of equipment or product system, whether acquired
commercially off the shelf, modified, or customized,
that is used to increase, maintain, or improve
functional capabilities of a child with a disability

news.microsoft.com

Asynchronous—Forms of accessing and providing


information that does not require interaction with
others to occur at the same time, i.e., forums, blogs,
email, website links, etc.

viewsonic.com

Blended learning—Learning occurs online and in


person, augmenting and supporting teacher
practice. This approach often allows students to
have some control over time, place, path or pace of
learning. In many blended learning models,
students spend some of their face-to-face time with
the teacher in a larger group, some face-to-face time
with a teacher or tutor in a small group, and some
viewsonic.com time learning with and from peers. Blended learning
often benefits from a reconfiguration of the physical
learning space to facilitate learning activities
providing a variety of technology-enabled learning
zones optimized for collaboration, informal learning,
and individual-focused study.
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).

thenextrex.com

Collaborative software or groupware


is application software designed to help people
working on a common task to attain their goals. One
of the earliest definitions of groupware is "intentional
group processes plus software to support them".

zopewiki.org

Cyber safety—The safe and responsible use of


information and communication online that
maximizes the user's personal safety and
minimizes security risks.

icl.coop

Data security—The policies and practices that


ensure data are kept safe from corruption and that
access is limited and appropriate. Data security
helps ensure privacy and protects personally
identifiable information.

Jotform.com
Differentiated instruction— Differentiation is
responsive teaching rather than one size fits all
teaching (Tomlinson, 2005). Teachers proactively
plan varied approaches to what students need to
learn, how they will learn it, and/or how they will
show what they have learned in order to increase
the likelihood that each student will learn as much
as he or she can, as efficiently as possible
(Tomlinson, 2003,
online.king.edu
Digital citizenship—The norms of appropriate and
responsible behavior with regard to technology use.

francisjimtuscano.com

Digital divide—The gap between students with


access to the Internet and devices at school and
home and those who do not.

thyblackman.com

Digital learning – Any instructional practice that


effectively uses technology to strengthen a student's
learning experience and encompasses a wide
spectrum of tools and practices, including –

(A) interactive learning resources, digital


learning content (which may include openly
licensed content), software, or simulations, that
engage students in academic content;
(B) access to online databases and other
Elearningindustry.com primary source documents;
(C) the use of data and information to
personalize learning and provide targeted
supplementary instruction;
(D) online and computer-based
assessments;
(E) learning environments that allow for rich
collaboration and communication, which may
include student collaboration with content experts
and peers;
(F) hybrid or blended learning, which occurs
during direct instructor supervision at a school or
other location away from home and, at least in part,
through online delivery of instruction with some
element of student control over time, place, path or
pace; and
(G) access to online course opportunities for
students in rural or remote areas.
Digital literacy—The ability to use digital
technology, communication tools or networks to
locate, evaluate, use and create information; The
ability to understand and use information in multiple
formats from a wide range of sources when it is
presented via computers; A person's ability to
perform tasks effectively in a digital environment.
Literacy includes the ability to read and interpret
media, to reproduce data and images through digital
manipulation, and to evaluate and apply new
knowledge gained from digital environments.
medium.com (Source: University Library, University of Illinois)

Digital use divide—Separates many students who


use technology in ways that transform their learning
from those who use the tools to complete the same
activities but now with an electronic device (e.g.
digital worksheets, online multiple-choice test). The
digital use divide is present in both formal and
informal learning settings and across high-and low-
poverty schools and communities.

pinterest.com
Digitization - refers to creating a digital
representation of physical objects or attributes. For
instance, we scan a paper document and save it as
a digital document (e.g., PDF). In other words,
digitization is about converting something non-
digital into a digital representation or artifact.

rmedia.com

Digitalization - refers to enabling or improving


processes by leveraging digital technologies and
digitized data.

innolutica-innovation.com
Educational technology—The practice of using
technology in instructional settings in support of
teaching, learning and academic achievement.

techcrunch.com

Flipped classroom—A course or subject in which


students participate in the primary delivery of
instruction by online learning off-site in place of
traditional homework and then attending the brick-
and-mortar school for a face-to-face to session to
address the issues and questions stemming from
the students' work, to provide opportunity for
practice and reinforcement, to provide feedback,
and to modify instructional guidance to meet student
fltmag.com needs.

Game-based learning (GBL)—Students learn


through playing games.

elearningindustry.com

Gamification—The application of game-like


mechanics to non-game entities to encourage a
specific behavior.

lynda.com
Google Apps - 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
gmail, a free-mail for all; 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 for the document.
consumer.huawei.com
Information and Communication Technology
and Literacy or ICT Literacy - 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).

typicalstudent.org

Instructional technology - the theory and practice


of design, development, utilization, management,
and evaluation of the processes and resources for
learning (Association for Educational
Communications and Technology, Seels, B.B.
&Richey, P.C. 1994).

threevillagecsd.org

Internet - 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

chrobia.co.uk

Makers—Individuals who use their imagination and


resources to design and build new things. Makers
are hobbyists, contractors, artists, engineers,
students, teachers, tinkerers, cooks, technology
enthusiasts, architects, crafters, performers,
scientists, writers, etc.

jaxenter.com
Non-authoritative website—A website written by
person(s) or groups who are not known experts in
the topic; or, the authors may not be endowed with
the authority to publish information on the website.

bitdegree.org

Performance-based learning—A set of strategies


for the acquisition, application and practice of
content knowledge, acquired skills, and work habits
in "real world" situations that are meaningful and
engaging to students.

school-news.com.au

Productivity tools - refers to any type of software


associated with computers and related technologies
that can be used as tools for personal, professional
or classroom productivity.

houseofit.com.au

Social Media - forms of electronic communication


(such as websites for social networking and
microblogging) through which users create online
communities to share information, ideas, personal
messages, and other content (such as videos)

impactbnd.com
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 audiovisual materials
(Smaldino, 2005).

techgeeze.com

Student-centered learning—A wide variety of


educational programs, learning, instructional
approaches, and academic-support strategies that
are intended to address the distinct learning needs,
interests, aspirations, or cultural backgrounds of
individual students and groups of students.

educationevolving.org

Synchronous learning - the kind of learning that


happens in real time. This means that you, your
classmates, and your instructor interact in a specific
virtual place, through a specific online medium, at a
specific time. In other words, it’s not exactly anywhere,
anyhow, anytime. Methods of synchronous online
learning include video conferencing, teleconferencing,
live chatting, and live-streaming lectures.

myviewboard.com

Synchronous tools—Ways of accessing and


providing information that require interaction with
others to occur at the same time, i.e., interactive
webinars, videoconferencing.

viewsonic.com
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 task.

schoolsofdehradun.com

World Wide Web (WWW) - also called a Web


which is a graphical environment on computer
networks that allows you to access, view and
maintain documentations 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 built on top of the Internet.

ctcgulf.com
_______________________________________________
Learning Task 1:

Name:____________________________ Date:__________________
Course/Year:_______________________ Activity Code:___________
Direction: With an ICT gadget, find a friend in FB, Twitter or Instagram who is also a college
student. Preference should be given to a Pre-service teacher from the Philippines or abroad. Choose at
least three (3) important concepts that you can discuss with him/her. Record your thoughts in the
discussion and also your friend’s thoughts. Are they similar or different? If they differ why?

MY FRIEND’S THOUGHT
MY THOUGHTS ABOUT THE ABOUT THE CONCEPT (Ask
CONCEPTS IDENTIFIED
CONCEPT your friend to get an
answer)

Example: Concept about


borderless classroom because
of technology

Concepts A

Concept B

Concept C
Learning Task 2:

Name: ___________________________ Date: _____________________


Course/Year:______________________ Activity Code: ______________
Direction: Fill-in/Complete the graphic organizer to summarize learning derived from the topics
discussed. Define each term and explain briefly the connections made.

Educational
Technology

___________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
_________________________________________.

Examine
Name: ___________________________ Date: _____________________
Course/Year:______________________ Activity Code: ______________

A. Essay: Answer briefly the following questions given below.


1. Given the lack of resources in our rural areas in the Philippines, what media can still be used
for effective learning in schools?
Answer:___________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________.
2. Computer shops are pervasive around schools, but these are mainly used for playing games.
Without judging on the possibly dehumanizing effects of excessive computer game habits, how can a
learner best use computer resources as they may be available in schools or at home?
Answer:___________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
__________________________________________________________________________________
______________.

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