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Worksheetsmid term 2
Total questions: 63
Worksheet time: 2hrs 6mins
The art or craft of responding to educational needs, a complex, integrated process involving people, procedures, ideas, devices, and organization for analyzing problems and devising, implementing, evaluating and managing solutions to those problems involved in all aspects of human learning.
Educational Technology
Technology in Education
Instructional Technology
Educational Media
educare means?
to train
art or craft
art
craft
techne means
to train
art or craft
craft
art
It is the application of scientific findings in teaching methods, process or procedure in order to effect learning.
Educational Technology
Technology in Education
Instructional Technology
Technology Integration in Education
Is the application of technology to any of those process involved in operating the institutions which house the educational enterprise
Educational Technology
Technology in Education
Instructional Technology
Educational Media
It includes the application of technology to food, health, finance, scheduling, grade, reporting and other processes which support education within institutions.
Educational Technology
Technology in Education
Instructional Technology
Technology Integration in Education
It refers to those aspects of educational technology that are concerned with instruction as contrasted to design and operations of educational institution.
Educational Technology
Technology in Education
Instructional Technology
Technology Integration in Education
It is the use of learning technologies to introduce, reinforce, supplement and extend skills.
Educational Technology
Technology in Education
Instructional Technology
Technology Integration
These are channels, avenues or instruments of communication.
Educational Technology
Educational Media
Instructional Technology
Technology in Education
It is the knowing, making, modifying, and using of tools, machines, techniques, crafts, systems, and methods of organization, in order to solve a problem, improve a pre-existing solution to a problem, achieve a goal, handle an applied input/output relation or perform a specific function.
Technology as the use of gadgets, tools, or equipment to perform a task expediently and efficiently.
Technology as the collection of tools, including machinery, modifications, arrangements and procedures.
Gadgets as Technology
Teacher as Technology
This refers to reliable devices that enable one to make presentations repeatedly
Technology as the use of gadgets, tools, or equipment to perform a task expediently and efficiently.
Technology as the collection of tools, including machinery, modifications, arrangements and procedures
Gadgets as Technology
Teacher as Technology
These are gadgets, tools or equipment used to perform home chores faster, to entertain people through listening, watching or documenting events, and to follow a process for which desired products are obtained
Gadgets as Technology
Teacher as Technology
Technology as the collection of tools, including machinery, modifications, arrangements and procedures.
Technology as the use of gadgets, tools, or equipment to perform a task expediently and efficiently.
Facilitates learning through the use of varied instructional materials and creates situations through the use of a repertoire of teaching methods and strategies to facilitate learning
Teacher as Technology
Gadgets as Technology
Technology as the collection of tools, including machinery, modifications, arrangements and procedures.
Technology as the use of gadgets, tools, or equipment to perform a task expediently and efficiently.
Is just a tool in terms of getting the kids working together and motivating them. The teacher is the most important.”
Technology
Technology in Education
Instructional Technology
Educational Media
It is made up of any reliable technique or method of engaging learning.
Example: The use of metaphor
Technology is more than hardware.
Learning technologies can be any environment or definable set of activities that engage learners in active, constructive, intentional and authentic learning.
Technologies are not simply conveyors or communicators of meaning but they can also serve as resource materials for reflection and other thinking skills.
Technologies support learning
Th e use of The Marketplace Game is example of?
Technology is more than hardware.
Learning technologies can be any environment or definable set of activities that engage learners in active, constructive, intentional and authentic learning.
Technologies are not simply conveyors or communicators of meaning but they can also serve as resource materials for reflection and other thinking skills.
Technologies support learning.
The students may surf information about the risks of teenage pregnancy and make a reflection paper.
Technology is more than hardware.
Learning technologies can be any environment or definable set of activities that engage learners in active, constructive, intentional and authentic learning.
Technologies are not simply conveyors or communicators of meaning but they can also serve as resource materials for reflection and other thinking skills.
Technologies support learning
To fulfill a learning need and interactions with technologies learner-initiated and learner-controlled.
Learning technologies can be any environment or definable set of activities that engage learners in active, constructive, intentional and authentic learning.
Technologies are not simply conveyors or communicators of meaning but they can also serve as resource materials for reflection and other thinking skills.
Technologies support learning
Technology is more than hardware.
The students create diagrams to show relationship between variables
Interactions with the technologies are conceptually and intellectually challenging.
Technologies support learning.
Technologies are not simply conveyors or communicators of meaning but they can also serve as resource materials for reflection and other thinking skills.
Technology is more than hardware.
Computer programs like word processing, desktop publishing, photo editing.
Interactions with the technologies are conceptually and intellectually challenging.
Technologies function as intellectual tool kits that enable learners to build more meaningful personal interpretations and representations of the world.
Learners and technologies are intellectual partners in the learning process.
Technologies support learning.
Students use laptops in their studies and thesis-making.
Technologies support learning.
Interactions with the technologies are conceptually and intellectually challenging.
Learners and technologies are intellectual partners in the learning process.
Technologies function as intellectual tool kits that enable learners to build more meaningful personal interpretations and representations of the world.
Benefits of technology usage in education
Instructional effectiveness, Active learning, Multicultural education
Critical thinking, Cooperative learning
Communication learning, Multisensory delivery
All of the above
The theory and practice of design, development, utilization, management and evaluation of process and resources for learning.” -AECT, 1994
Educational Technology
Technology in Education
Instructional Technology
Educational Media
A profession must have a knowledge base that supports practice, Each domain of EdTech includes a body of knowledge based on both research and experience and make extensive use of models.
Theory and Practice
Theory
Practice
Educare
Conceptual models visualize relationships
Theory and Practice
Theory
Practice
Educare
Procedural models describe how to perform a task
Theory and Practice
Theory
Practice
Educare
Establishing a framework guide in planning the educational technology “the planning stage”
Design
Development
Utilization
Management
Production and development of materials based on the design, "the process of translating the design specifications into physical form"
Development
Utilization
Management
Management
Implementation and use of learning materials “action phase”
Evaluation
Utilization
Management
Development
The process for controlling instructional technology “linchpin/key player”
Evaluation
Management
Utilization
Development
Monitoring, assessing and giving judgment on the extent of usefulness of the learning materials and the process of determining the merit, worth, or value of an instructional program, project or product.
Design
Development
Utilization
Evaluation
• Gaining learner attention
• Encouraging the learner through production work
• Increasing perceptions of learner control
• Technology use as motivation
Motivation
Unique instructional capabilities
Support for new instructional approaches
Increased teacher productivity
• Linking learners to information sources
• Enabling learners visualize problems and solutions
• Tracking learners’ progress
• Linking learners to learning tools
Motivation
Support for new instructional approaches
Unique instructional capabilities
Increased teacher productivity
• Cooperative learning
• Shared intelligence
• Problem solving and higher-level skills
Unique instructional capabilities
Support for new instructional approaches
Motivation
Increased teacher productivity
• Saves time in record keeping and making instructional materials
• Freeing time to work with students
• Up-to-date teaching content and subject matter
• Student-friendly instructional materials
Increased teacher productivity
Support for new instructional approaches
Unique instructional capabilities
Required skills for an information age
• Technology literacy
• Information literacy
• Visual Literacy
Required skills for an information age
Support for new instructional approaches
motivation
Increased teacher productivity
A process of acquiring, remembering, and applying skills, knowledge, attitudes and other modes of response, a relatively permanent change in behavior or knowledge as a result of an experience or practice and the acquisition of knowledge-base used with fluency to make sense of the world, solve problems and make decisions.
Learning
Effect
Exercise
Readiness
One of the Principles of Learning: _________ is the degree of willingness and eagerness of an individual to learn something new.
Readiness
Exercise
Effect
Primacy
One of the Principles of Learning: _________ the things that are most often repeated are the ones that are best remembered.
Exercise
Effect
Primacy
Recency
One of the Principles of Learning: _________ learning is strengthened when accompanied by a pleasant or satisfying feeling.
Effect
Exercise
Primacy
Recency
One of the Principles of Learning: _________ The state of being first often creates a strong impression which may be difficult to change.
Primacy
Recency
Intensity
Readiness
One of the Principles of Learning: _________ The things most recently learned are best remembered.
Primacy
Recency
Intensity
Effect
One of the Principles of Learning: _________ The challenge provided should match the skills set of the students to achieve optimal learning. (Flow Theory) The learner will learn more from the real thing than from a substitute.
Freedom
Intensity
Recency
Primacy
One of the Principles of Learning: ____________ Things freely learned are best learned.
Freedom
Intensity
Recency
Primacy
Learning Theories: ________________ A theory of animal and human learning that focuses on objectively observable behaviors, and discounts mental activities. Learning is nothing more than the acquisition of new behavior.
Behaviorism
Cognitivism
Constructivism
Conditioning i
Learning Theories: ________________ Focuses on the “brain” - on mental processes, including how people perceive, think, remember, learn, solve problems, and direct their attention to one stimulus rather than another. It involves processing and storing information. Learning develops through receiving, storing and retrieving information.
Behaviorism
Cognitivism
Constructivism
Bruner’s 3 Levels of Representation
Learning Theories: ________________ • Learning is an active process in which learners construct new ideas or concept based upon their current/past knowledge, social interactions, and motivation. Focus on making connections between facts and fostering new understanding in learners. Learning occurs most effectively when students are engaged in authentic tasks that relate to meaningful contexts. Ultimate measure of learning: the ability of the student to utilize knowledge to facilitate thinking in real life
Behaviorism
Cognitivism
Constructivism
Dale’s Cone of Experience
Learning Theories: ________________ It is a visual model, a pictorial device that presents bands of experience arranged according to degree of abstraction and not degree of difficulty. “The individual bands of the Cone of the Experience stand for experiences that are fluid, extensive and continually interact” (Dale, 1969).
Behaviorism
Bruner’s 3 Levels of Representation
Dale’s Cone of Experience
Information Processing Theory
The Cone of Experience: _____________________ First hand experiences which serves as the foundation of learning
Direct Purposeful Experiences
Contrived Experiences
Dramatized Experiences
Demonstrations
The Cone of Experience: _____________________ Use of representative models and mock ups of reality
Contrived Experiences
Dramatized Experiences
Demonstrations
Study Trips
The Cone of Experience: _____________________ A reconstructed experience of original event
Dramatized Experiences
Contrived Experiences
Demonstrations
Study Trips
The Cone of Experience: _____________________ Visualized explanation of an important fact, idea or process by use of photographs, drawings, films, displays, etc.
Demonstrations
Study Trips
Exhibits
Television and Motion Pictures
The Cone of Experience: _____________________ Excursions, educational trips and visits conducted to observe an event
Study Trips
Exhibits
Television and Motion Pictures
Demonstrations
The Cone of Experience: _____________________ Displays to be seen/observed by spectators
Exhibits
Study Trips
Still Pictures, Recordings, Radio
Television and Motion Pictures
The Cone of Experience: _____________________ These can reconstruct the reality of the past
Television and Motion Pictures
Still Pictures, Recordings, Radio
Visual Symbols
Verbal Symbols
The Cone of Experience: _____________________ Visual and auditory devices
Still Pictures, Recordings, Radio
Visual Symbols
Television and Motion Pictures
Verbal Symbols
The Cone of Experience: _____________________ Charts, graphs, maps, diagrams
Television and Motion Pictures
Visual Symbols
Still Pictures, Recordings, Radio
Verbal Symbols
The Cone of Experience: _____________________ Words that represent objects or ideas
Verbal Symbols
Visual Symbols
Still Pictures, Recordings, Radio
Television and Motion Pictures
3 Level of Representation: ___________ A sequence of actions
Enactive
Iconic
Symbolic
None of the above
3 Level of Representation: ___________ A series of illustrations.
Enactive
Iconic
Symbolic
All of the above
3 Level of Representation: ___________ A series of symbols.
Enactive
Iconic
Symbolic
Active
Learning Theories: ________________ Developed by George Miller in 1956. The mind receives the stimulus, processes it, stores it, locates it, and then responds to it. An approach to the cognitive development of a human being, which deals with the study and the analysis of the sequence of events that occur in a person's mind while receiving some new piece of information
Information Processing Theory
Dale’s Cone of Experience
Bruner’s 3 Levels of Representation
Constructivism
Learning Theories: ________________ “A learner must proceed from the ENACTIVE to the ICONIC and only after to the SYMBOLIC"
Bruner’s 3 Levels of Representation
Constructivism
Dale’s Cone of Experience
Information Processing Theory
