Detailed Lesson_Plan (Group 4) (1)
Detailed Lesson_Plan (Group 4) (1)
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.
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
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.
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.
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.
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.
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.
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.
ASSIGNMENT Homework/Assignment: