Unit I Critical Understanding of ICT
Unit I Critical Understanding of ICT
ICT
Aishwarya
ICT and Education
• Data
– Fact, figures, activities and transactions which are
recorded.
– Eg. Student details, bank transactions
• Information
– Processed data
– Knowledge obtained by studying, researching
and investigating data
ICT and Education
• ICT stands for information and communication
technology.
• Radio, TV, cellphones, smartphones, computer
network, hardware and software, satellite
systems(video conferencing)
ICT and Education
• UNESCO has defined ICT as forms of
technology that are used to transmit, process,
store, create, display, share or exchange
information by electronic means.
ICT and Education
ICT and Education
• Communication
– Exchange of information
– Act of transmitting or sharing information
– TV, radio, newspaper, smartphones, pc etc
• Technology
– Is the use of scientific knowledge, experience and
resources to create processed products
ICT and Education
ICT and Education
ICT and Education
• ICT in everyday life
– In business
– In financial services
– Entertainment
– Public services
– Education
ICT and Education
• Evolution of ICT
– Phase 1: Electromagnetic calculator
– Phase 2: Personal computers
– Phase 3: Microprocessor
– Phase 4: Networking
– Phase 5: Wireless Networks
ICT and Education
• Learning Theories
– Organized set of principles explaining how
individuals , acquire ,retain, and recall knowledge
1. Behaviorism
2. Cognitivism
3. Constructivism
ICT and Education
• Behaviorism
– objectively observable changes in behavior
– Learning as acquisition of new behavior or change in behavior
– https://www.youtube.com/watch?v=KYDYzR-ZWRQ
• Cognitivism
– Thinks mind is an information processor
– Retention and recall.
– Thought process behind the behavior
– https://www.youtube.com/watch?v=gugvpoU2Ewo
• Constructivism
– Knowledge creation by the learner
– Active involvement in re-creation
ICT and Education
• Nature of ICT
– Speed
– Precision
– Versatile
– Cost
• The National Policy on Education 1986, as modified in 1992,
stressed the need to employ educational technology to improve
the quality of education. The policy statement led to two major
centrally sponsored schemes, namely, Educational Technology
(ET) and Computer Literacy and Studies in Schools (CLASS)
paving the way for a more comprehensive centrally sponsored
scheme – Information and Communication Technology @
Schools in 2004. Educational technology also found a significant
place in another scheme on upgradation of science education.
The significant role ICT can play in school education has also
been highlighted in the National Curriculum Framework 2005
(NCF) 2005.
• Vision The ICT Policy in School Education aims at
preparing youth to participate creatively in the
establishment, sustenance and growth of a
knowledge society leading to all round
socioeconomic development of the nation and
global competitiveness.
• Mission To devise, catalyse, support and sustain ICT
and ICT enabled activities and processes in order to
improve access, quality and efficiency in the school
system Policy
• Goals To achieve the above, the ICT Policy in School Education will endeavour to:
• Create
• • an environment to develop a community knowledgeable about ICT
• • an ICT literate community which can deploy, utilise, benefit from ICT and contribute to nation
building • an environment of collaboration, cooperation and sharing, conducive to the creation
of a demand for optimal utilisation of and optimum returns on the potentials of ICT in education
• Promote
• • universal, equitable, open and free access to a state of the art ICT and ICT enabled tools and
resources to all students and teachers
• • development of local and localised quality content and to enable students and teachers to
partner in the development and critical use of shared digital resources
• • development of professional networks of teachers, resource persons and schools to catalyse
and support resource sharing, upgradation, and continuing education of teachers; guidance,
counselling and academic support to students; and resource sharing, management and
networking of school managers and administrators, resulting in improved efficiencies in the
schooling process • research, evaluation and experimentation in ICT tools and ICT enabled
practices in order to inform, guide and utilise the potentials of ICT in school education
• • a critical understanding of ICT, its benefits, dangers and limitations
• Motivate and enable
• • wider participation of all sections of society in strengthening the school education process
through appropriate utilisation of ICT
National Curriculum Framework 2005
• NCF focused on
• Learning without burden to make learning a joyful experience and move away from
textbooks to be a basis for examination and to remove stress from children. It
recommended major changes in the design of syllabus.
• To develop a sense of self-reliance and dignity of the individual which would for the basis
of social relationship and would develop a sense of nonviolence and oneness across the
society.
• To develop a child centered approach and to promote universal enrollment and retention
up to the age of 14.
• To inculcate the feeling of oneness, democracy and unity in the students the curriculum is
enabled to strengthen our national identity and to enable the new generation reevaluate.
• J. P. Naik has described equality, quality and quantity as the exclusive triangle for Indian
education.
• With respect to social context NCF 2005 has ensured that irrespective of caste, creed,
religion and sex all are provided with a standard curriculum.
Objectives
• ICT Infrastructure – Promote the provision of accessible, universal, affordable,
reliable, modern and high quality levels of ICT facilities and services.
• Legal and Regulatory Framework – Provide for the creation of an enabling
legal and regulatory environment that ensures the growth and development of
the Information and Communications Technology (ICT) sector.
• Human Resource Development – Promote the use of ICT to enhance
education and skills development and build a growing ICT-savvy Nation.
• Industry – Use ICT to create an enabling and conducive environment for the
promotion of investment and the development of a vibrant and sustainable
economy.
• Government – Government as a user, purchaser, and regulator must support
the use of ICT for the innovative, effective and efficient delivery of information
and services to the citizen and within the public sector.
ROLE OF TECHNOLOGY IN EMERGING PEDOGOGICAL PRACTICES
Virtual Reality
Allows the user to interact with new virtual worlds.
• E-Book
An electronic book, also known as an e-book or eBook, is a
book publication made available in digital form, consisting of
text, images, or both, readable on the flat-panel display of
computers or other electronic devices.Although sometimes
defined as "an electronic version of a printed book",some e-
books exist without a printed equivalent. E-books can be
read on dedicated e-reader devices, but also on any
computer device that features a controllable viewing screen,
including desktop computers, laptops, tablets and
smartphones.
• Rhizomatic learning
• Rhizomatic learning is a variety of pedagogical practices informed
by the work of Gilles Deleuze and Félix Guattari. Explored initially
as an application of post-structural thought to education, it has
more recently been identified as methodology for net-enabled
education.[3]In contrast to goal-directed and hierarchical theories of
learning, it posits that learning is most effective when it allows
participants to react to evolving circumstances, preserving
lines of flight that allow a fluid and continually evolving redefinition
of the task at hand. In such a structure, "the community is the
curriculum", subverting traditional notions of instructional design
where objectives pre-exist student involvement.
• Learning analytics
• Learning analytics is the measurement,
collection, analysis and reporting of data
about learners and their contexts, for
purposes of understanding and optimizing
learning and the environments in which it
occurs. A related field is
educational data mining.
• ubiquitous computing
• Ubiquitous computing (or "ubicomp") is a concept in
software engineering and computer science where computing is
made to appear anytime and everywhere. In contrast to
desktop computing, ubiquitous computing can occur using any
device, in any location, and in any format. A user interacts with the
computer, which can exist in many different forms, including
laptop computers, tablets and terminals in everyday objects such as
a refrigerator or a pair of glasses. The underlying technologies to
support ubiquitous computing include Internet, advanced
middleware, operating system, mobile code, sensors,
microprocessors, new I/O and user interfaces, networks, mobile
protocols, location and positioning, and new materials.
• mobile learning
• M-learning or mobile learning is "learning
across multiple contexts, through social and
content interactions, using personal electronic
devices".A form of distance education, m-
learners use mobile device
educational technology at their time
convenience.
• Game based learning (GBL) is a type of game
play that has defined learning outcomes.
Generally, game based learning is designed to
balance subject matter with gameplay and the
ability of the player to retain and apply said
subject matter to the real world.
• Kahoot
• cloud computing and software as a service
• Software as a Service (SaaS)
• Software as a service (SaaS) is a software
distribution model in which a third-party
provider hosts applications and makes them
available to customers over the Internet. SaaS is
one of three main categories of cloud computing
, alongside infrastructure as a service (IaaS) and
platform as a service (PaaS).
3d printing
The term "3D printing" covers a variety of processes in which material is joined or
solidified under computer control to create a three-dimensional object,with material
being added together (such as liquid molecules or powder grains being fused together),
typically layer by layer. In the 1990s, 3D-printing techniques were considered suitable only
for the production of functional or aesthetical prototypes and a more appropriate term
was rapid prototyping. As of 2019 the precision, repeatability and material range have
increased to the point that some 3D-printing processes are considered viable as an
industrial-production technology, whereby the term additive manufacturing can be used
synonymously with "3D printing". One of the key advantages of 3D printing is the ability
to produce very complex shapes or geometries, and a prerequisite for producing any 3D
printed part is a digital 3D model or a CAD file.
Marker space
• A makerspace is a collaborative work space for
making, learning, exploring and sharing with a variety
of maker equipment including 3D printers, laser
cutters, CNC machines, soldering irons etc.
• Makerspace equipment grows to reflect the interests
of its members, it doesn’t need to include specific
equipment to be considered a makerspace. If you
have cardboard, lego bricks or art supplies you’re in
business. It’s more of the maker mind-set of creating
something out of nothing and exploring your own
interests that’s at the core of a makerspace.