0% found this document useful (0 votes)
4 views

Detailed Lesson_Plan (Group 4) (1)

The lesson plan focuses on the key features of material adaptation and the integration of digital technology in language learning. It aims to enhance students' understanding and effectiveness in using adapted materials, promoting learner-centeredness, flexibility, and relevance. The plan includes various activities, discussions, and evaluations to engage students and assess their learning outcomes.

Uploaded by

Karen Grace Loro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
4 views

Detailed Lesson_Plan (Group 4) (1)

The lesson plan focuses on the key features of material adaptation and the integration of digital technology in language learning. It aims to enhance students' understanding and effectiveness in using adapted materials, promoting learner-centeredness, flexibility, and relevance. The plan includes various activities, discussions, and evaluations to engage students and assess their learning outcomes.

Uploaded by

Karen Grace Loro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 15

DETAILED LESSON PLAN

ELT 103 LANGUAGE LEARNING


KEY FEATURES OF MATERIAL ADAPTATION AND MATERIALS AND DIGITAL
TECHNOLOGY

I. OBJECTIVES
a. Identify and explain the key features of Material Adaptation
b. Understand the Integration of materials and Digital technology
c. The learners should be able to enhanced the effectiveness of materials in
achieving the desired learning outcomes.

II. SUBJECT MATTERS:


a. Content Standards: The students understand the content through identifying key
features of Material Adaptation in learning.
b. Performance Standard: The students learned the topic through integrating and
applying their desired design in Learning materials by the use of Digital Technology.
c. Learning competency: Understand the Key features of Material Adaptation and
Digital Technology used in Learning.
d. LC Code:
e. Content: Material Adaptation, Materials and Digital Technology
f. Materials: Laptop, Cellphone and Projector
g. References:

III. PROCEDURE
TEACHERS ACTIVITY STUDENTS ACTIVITY
A. PRELIMINARY Before we go on, let's start
ACTIVITIES our day with a prayer!
Prayer
May I request everyone to
stand

Okay may I ask Miss Okay, sir!


Sadugan to lead the prayer?
Classmates let us bow down
our head and close our eyes
(Prayer)

Thank you, Miss Sadugan


Greetings Good morning students! We are good sir!
How's your feeling today?

Well that's glad to hear!


Checking of Now, before we begin, is
Attendance
there an absent today?
No, sir
Okay good to hear
Setting of Standards Before we go on, let's
arrange first our chairs and sit
comfortably.

Don't make any noise during


the discussion, if you have
questions or clarifications just
raise your right hand.
B. Before we proceed, let's do a Our last topic last meeting all
DEVELOPMENTAL review first, so who can share about the Types of Material
ACTIVITIES what was the topic last Evaluation and Adapting
Review meeting all about? Materials

Very Good!
Motivation Now, before we go on to our
discussion, here let's play a
game first, entitled "Material
Masterminds"

Game mechanics:
 Design the ultimate
material for a specific
application (e.g., a
super-strong,
lightweight material for
building spacecraft, a
self-healing material
for repairing roads, a
material that changes
color based on
temperature).
 Players work in
teams, researching
different materials and
their properties. They
use digital tools to
simulate and test their
designs. The winning
team is the one that
creates the most
effective and
innovative material.

Motivation: Promotes
creativity, problem-solving,
and collaborative learning.
Introduces players to the vast
world of materials science.

Are the game mechanics


clear?
Yes, Sir!
Okay let's start!

C. LESSON Before we discuss let us read At the end of the discussion,


PROPER the lesson objectives first! students are expected to;
At the end of the discussion,
students are expected to; a. Identify and explain the key
Reading of objectives features of Material
a. dentify and explain the key Adaptation
features of Material
Adaptation b. Understand the Integration
of materials and Digital
b. Understand the Integration technology
of materials and Digital
technology C. The learners should be
able to enhanced the
C.The learners should be effectiveness of materials in
able to enhanced the achieving the desired learning
effectiveness of materials in outcomes
achieving the desired learning
outcomes

Okay, thank you for reading


class!
Proper Discussion And now!, lend us your ears
and mind, because today we
will be discussing about what
are the key features of
material adaptation and also
Material and Digital
technology
Okay let's go on to our topic,
the key features of material
adaptation
KEY FEATURES OF
MATERIAL ADAPTATION

1.LEARNER-
CENTEREDNESS AND
CRITICAL AWARENESS
DEVELOPMENT
- There are very few truly
learner-centered, language
teaching and learning
materials.
- The materials should put
learners at the center of the
learning process and make
them input providers.
- Teachers should be
facilitators and coordinators.
- Materials adaptation,
should be shared between
materials developers-
teachers and learners.

2. FLEXIBILITY AND
CHOICE
- Materials should be
flexible, should provide
choice, should enable
learners to develop a variety
of skills and learning styles.
Encourage them to
experience a wide range of
tasks and approaches, they
also become more
independent learners.
Learners themselves become
more flexible learners.
Learners can be encouraged
to experienced them all.

3. OPEN-ENDEDNESS AND
AESTHETIC EXPERIENCE
- this refers to the process
of reacting spontaneously
when reading literary texts
(typically represents the
immediate response to
language and literature),
involves interaction between
readers, language, and texts.
Literature and Aesthetic
experience, part of a
subjective process and is
created every time the text is
read or written.

4. AESTHETIC
EXPERIENCE AND
MATERIALS ADAPTATION
- Aesthetic Experience
promotes the subjectivity of
texts and their various
interpretations. Also,
materials should promote an
aesthetic experience, they
should not only be based on
right/wrong testing and
practice but, rather, they
should focus on open-ended
tasks and texts.

5. RELEVANCE
- To draw a link between
the adaptation process and
reading open-ended
materials, have the potential
to become relevant to the
learners when they fill those
gaps with their ideas,
interpretations and
discussions. It is only at this
level that materials become
relevant and potentially more
effective for learning
development.

6. UNIVERSALITY
- Materials should be based
on universality appealing
topics, culturally provoking,
culturally specific but, at the
same time, they are present
in all cultures. A rich source
of this type of topic comes
from literature, life
experiences, feelings,
relationships.

7. AUTHENTIC AND NON-


AUTHENTIC INPUT
- Materials should be
based on authentic texts. In
order to draw the learner’s
attention to certain linguistic
features with activities based
on texts selected from
authentic sources a
combination of authentic and
non-authentic tasks.

8. PROVOCATIVE TOPICS
AND TASKS
- Materials should include
topics and activities that can
potentially provoke a reaction,
provide an aesthetic
experience, whether it be
positive or negative, that is
personal and subjective.
The adaptation process is
considered at wo levels:
L1. Adapting materials with
the purpose of making them
effective and relevant to a
specific classroom.
L2. Adapting materials with
the purpose of changing their
objectives, in order to reduce
the distance between
research and classroom
practice.

Okay class thankyou for


listening to us, do you have
any clarifications, questions
and additions?

So since our discussion are


cleared! Let us proceed to our
next topic class!

MATERIALS AND DIGITAL


TECHNOLOGY

What is Digital Technology?


The term digital
technology is used to refer to
the ever-evolving suite of
digital software, hardware
and architecture used in
learning and teaching in the
school, the home and
beyond.
Is a term that is being
increasingly used in
education in place of now
dated terms like ICT,
educational technology,
computer-based education
and Technology- Enhanced
Learning.

Types of Digital Technology


Used in Education

1. PRODUCTIVITY TOOLS
Computer productivity tools
are software programs
designed to make computer
users more productive as
they work. Productivity tools
are programs that are
specifically created to be
used by professionals
specializing in the specific
field.

Example: (MS Office


Applications such as MS
Word, PowerPoint, Excel, and
etc.)

USES OF PRODUCTIVITY
TOOLS
Creation of Materials
Reference
Collaboration
Planning
Archiving Purposes
New teaching methods are
introduced

2.INSTRUCTIONAL
SOFTWARE
Instructional software are
types of software that assists
in the instruction of the
students.
They generally provide the
students the information
regarding the lesson and is
always followed-up with an
assessment.

TYPES OF
INSTRUCTIONAL
SOFTWARES

A. Applications
A group of applications
programs that is designed to
automate general-purpose
and specific tasks such as
word processing, database
management, spreadsheet,
attendance, accounting,
grade reporting, scheduling
and others.

B. Drill and Practice


Drill and practice software
provide exercises in which
students work example items
one at a time and receive
feedback on their
correctness.

C. Tutorials
A tutorial exposes the
learner to materials that is
believed not to have been
previously taught or learned.
A tutorial often includes pre-
test, posttest and drill and
practice activities.

D. Simulations
A simulation is a
computerized model of real or
imagined system designed to
teach how a system works
and allows learners to create
their own sequence for using
simulation.

E. Instructional Games
Instructional games are
courseware designed to
motivate learning by adding
game rules to learning
activities.

F. Problem- Solving
Problem-solving software
is a type of program that
places emphasis on critical
thinking, analysis, logic and
reasoning via the
presentation of a set of data
or problematic event.

G. Multimedia
Programs that support the
interactive use of text, audio,
still images, video and
graphics and manipulate
them to support learning.

H. Teachers Utilities
Non-instructional or
administrative programs used
to prepare instructional
materials or organize, store,
evaluate and report
information on pupils’
achievement and progress.

3.COMPUTER-BASED
LEARNING
TECHNOLOGIES AND
INSTRUCTION
Computer-based learning in
education refers to using
computers as a central part of
the educational experience.
Teachers use educational
websites and software to
enhance daily classroom
curriculum.
Example of CBL/CBI: I.
Spelling City
SpellingCity.com is a
website where students
practice spelling and
language skills. Teachers
input weekly spelling lists and
students
play games and practice
their words during the week.

Types of computer-based
instruction

 Computer-based
Learning
These are
materials that facilitate
communication and
cooperation between
students and teachers.
They utilize the
computer’s network
resources and the
internet.
 Computer-supported
Collaborative
Learning
CSCL can be
implemented in online
and classroom
learning environments
and can take place
synchronously or
asynchronously.
 Technology-
Enhanced Learning
Any learning
method that utilizes
technological
resources falls under
this category. They
have the advantage of
being more interactive,
cheaper and
convenience.

4. GENERAL REFERENCE
TOOLS
General reference materials
are academic programs
which provide learning
materials similar to books.
They are often including
multimedia, dictionary and
thesaurus. (Ex.
MerriamWebster)
There are two types of
General Reference Tools
User-generated Any content
text, video, images, reviews.
( Ex. Wikipedia and etc.)
✘Traditional Ex. Encarta

5. RESEARH TOOLS
Research tools are resources
mainly used for retrieving
information from several
sources.
Most of these research tools
use the Internet to search
information.
They generally include search
engines, wikis, blogs, internet
archives, etc.
Example:
Google

6. SUBJECT-SPECIFIC CD-
ROMs
Subject-specific CD-ROMs
are compact discs that
contain instructional software
regarding a particular topic.
They are often included as
companion CDs for books.
They tend to have a much
broader scope compared to
digital encyclopedias.

We’re done to our last topic,


thank you class for listening
during the discussion!

D.GENERALIZATION This time, as part of our


learning, let me ask you some
questions, raise your hand if
you want to answer!

1. How does material


adaptation impact the Student 1. Adapting a
sustainability of products? material has essential role in
sustainability of products,
through this, it minimizes
material usage, reduces
waste, less cost, and improve
creativity.

2. What are the ethical


Student 2. Using of AI in
considerations of using AI in
material design, has ethical
material design?
considerations such as, Bias
in AI decision-making can
lead to unfair outcomes,
process can be difficult to
understand, difficult to obtain,
high energy consumption,
does not prioritize
sustainability leading to
environmental harm,
displacement of human
intelligence to automated,
does not prioritize
accessibility and inclusivity,
and challenge existing patent
and copyright laws that leads
to plagiarism.

3. How will future


developments in digital Student 3. Through this,
technologies further influence digital technology industries
material adaptation? unlock new opportunities for
material adaptation, foster
innovation, sustainability, and
efficiency.

E. VALUING How do you reflect on the Student Answer: Material


importance of material adaptation enables te
adaptation in addressing development of eco-friendly
challenges related to materials, reducing te
sustainability, efficiency, and environmental footprint of
innovation? industries and promotes
sustainable practices, and
drives innovation by enabling
development of new material
usage, and energy
consumption.

F. APPLICATION Choosing Materials!

DIRECTION: From the


discussion, choose at least
on Digital Technology
Material used in Education,
from your chosen Materials
discuss how are you going to
implement it to your students
in the future.

G. EVALUATION Direction: Make your own


Adapting Learning materials
design using Digital
Technology. Provide
explanation about it
advantages in students
learning. Justify your chosen
design.

ASSIGNMENT Homework/Assignment:

Research a study that shows


the effectiveness of Adapting
Learning Materials in
Education. Write a 2
paragraph insight about the
content.

Prepared by: Checked by:


Klarenz Padilla Ms. Karen Grace B. Loro, LPT
Marlon Basco Cooperating Teacher
Johnsen Adrivan
Samuel Gonzales
Christel Jaje Parcon
Marvin Bandoy
Student Teachers

You might also like