Sunday, July 31, 2016

Lesson 5: The Cone of Experience


        The cone is a visual model, a pictorial device that presents bands of experiences arranged according to degree of abstraction and not degree of difficulty. The farther you go from the bottom of the cone, the more abstract the experiences become.


Direct Purposeful Movement- first-hand experience which serve as the foundation od our learning. We build up our reservoir of meaningful information and ideas through seeing, hearing, touching, tasting and smelling.
Contrived Experiences- in here, we make use of a representative models or mock up of reality for practical reasons.
Dramatized Experiences- by dramatization, we can participates in a reconstructed experiences, even though the original event is far removed from us in time.
Demonstrations- it is visualized explanations of an important fact, idea or process by the use of photographs, drawings, films, display, or guided motions.
Study Trips- these are the excursion, educational trips, and visits conducted to observe an event that is unavailable within the classroom.
Exhibits- these are displays to be seen by spectators. The may consist of working models arranged meaningfully or photographs with models, charts, and posters. Sometimes, exhibits are “for your eye only”
Television and motion pictures- television and motion pictures can reconstruct the reality of the past so effectively that we are made to feel we are there.
Still pictures, recordings, radio- these are visual and auditory devices which may be used by an individual or a group.
Visual Symbols- These are no longer realistic reproduction of physical things for these are highly abstract representations.
Verbal Symbols- they are not like the objects or ideas for which they stand. The usually do not contain visual clues to their meaning.

APPLICATION
Havard psychologist, Jerome S. Bruner, presents a three-tiered model of learning where he points out that every area of knowledge can be presented and learned in three distinct steps.
It is highly recommended that a learner proceeds from the ENACTIVE to the ICONIC and only after to the SYMBOLIC.

Three pitfalls that we should avoid with regard to the use of the Cone of Experiences:
  • Using one medium in isolation
  • Moving to the abstract without an adequate foundation of concrete experiences
  • Getting stuck in the concrete without moving to the abstract hampering the development of our students’ higher thinking skills.

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Lesson 4: Systematic Approach to Teaching

      
 


Systematic Organize

         Relating to or consisting of a systemic. Methodical in procedure or plan (systematic approach). Logical, presented or formulated as a coherent body of ideas or principle (systematic thought).  Efficient, effective in class that is marked by thoroughness and regularity (systematic efforts).

Systematic Approach to Teaching to Teaching

        It is a network of elements or parts different from each other from each other but each one is special in the sense that each performs a unique function for the life and effectiveness of the instructional system.
Purpose of a System Instructional Design
       To ensure orderly relationships and interaction of human, technical and environmental resources to fulfill the goals which have been established for instruction. The focus of systematic instruction planning is the student.


"It tells about the systematic approach to teaching in which the focus in the teaching is the students."





Systematic Instruction


Define Objectives- instruction begins with the definition of instructional objectives that consider the students’ needs, interest and readiness.
Choose appropriate methods- on the basis of these objectives the teacher selects the appropriate teaching methods to be used.

Choose appropriate experiences- based on the teaching method selected, the appropriate learning experiences an appropriate material, equipment and facilities will also be selected.

Select materials, equipment, and facilities- the use of learning material, equipment and facilities necessitates assigning the personnel to assist the teacher.

Assign personnel roles- Defining the role of any personnel involved in the preparation setting and returning of this learning resources would also help in the learning process.

Implement the instruction- with the instructional objectives in mind, the teacher implements planned instructions with the use of the selective teaching method, learning activities , and learning materials with the help of other personnel whose role has been defined by the teacher.
Evaluate outcomes- after instructions, teacher evaluates the outcome of instruction.

Refine the process- if the instructional objective was attained, teacher proceeds to the next lesson going through the same cycle once more.



EXAMPLES OF LEARNING ACTIVITIES

1. Reading









2. Writing

3. Interviewing

4. Reporting of doing Presentation

5. Discussing

6. Thinking

7. Reflecting

8. Dramatizing

9. Visualizing

10. Creating Judging

11.Evaluating


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Lesson 3: Roles of Educational Technology in Learning


Technology can play a traditional role, i.e. as delivery vehicles for instructional lessons  or in a constructivist way as partners in the learning process.
In  a constructivist way, technology helps the learner build more personal interpretations of life in her/his world. Technology is a learning tool to learn with not from. It makes the learner gather, think, analyze, synthesize information and construct meaning with what technology presents

Roles of Educational Technology in Learning:

       Technology as tools to support knowledge construction:
-          For presenting learners’ ideas, understandings and beliefs
-          For producing organized, multimedia knowledge bases for learners

·         Technology as information vehicles for exploring knowledge to support learning-by-constructing:
-          Accessing needed information
-          For comparing perspectives, beliefs and world views

       Technology as context to support learning by doing
-           for representing and simulating meaningful real-world problems, situations and contexts
-          for representing beliefs, perspectives, arguments, and stories of others
-          For defining safe, controllable problem space for student thinking

·         Technology as a social medium to support learning by conversing
-          For collaborating with others
-          For discussing, arguing, and building consensus among members of the community
-          For supporting discourse among knowledge building communities
       Technology as intellectual partner
-      For helping learners to articulate and represent what they know
       -      For reflecting on what they have learned and how they come to know it
       -      For supporting learners’ internal negotiations and meaning making
       -      For constructing personal representations of meaning for supporting mindful thinking


             "Educational technology plays various roles. Form the traditional point of view, it serves as presenter of knowledge just like teachers. It also serves as productivity tool. With the internet, technology has facilitated communication among people. From the constructivist’s perspective, educational technology is a meaningful learning tools by serving as a learning partner."

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Lesson 2: Technology: Boon or Bane?

"Technology is in our hands. We cam use it to build or to destroy"

Boon- is a thing beneficial or useful. It is also called “Advantage “.
Bane- it is curse or destruction. It is also called “Disadvantage”.

The education technology is boon when:
  • Technology is a blessing for a man. With technology, there is a lot that we can do which we could not do then.
  • Technology contributes much to the improvement of the teaching-learning progress and to the humanization of life.
  • With cellphones, webcam, you will be closer to someone miles and miles away.
  • Your teaching and learning have become more novel, stimulating, exciting, fresh and engaging with the use of multimedia in the classroom.
  • With your TV, you can watch events as they happen all over the globe.
The education technology is bane when:
  • When not used properly, technology becomes a detriment to learning and development.
  • The learner is made to accept as Gospel truth information the get from the Internet.
  • The learner has surfs the Internet for pornography.
  • The learner has uncritical mind on images floating on television and computers that represent modernity and progress.
  • The TV makes learner a mere spectator not an active participant in the drama of life.

THE INTEGRATION OF TECHNOLOGY IN THE INSTRUCTIONAL PROCESS MUST BE GEARED TOWARDS:
1.       Interactive and meaningful learning.
2.       The development of creative and critical thinking.
3.       The development and nurturing of teamwork.
4.       Efficient and effective teaching.

"Technology is made for man and not man for technology. Technology is made for the teacher and not teacher for technology."

Lesson 1: Meaning of Educational Technology



The word "technology" comes from the Greek word techne which means craft or art. Based on the etymology of the word "technology", the term educational technology, therefore, refers to the art or craft of responding to our educational needs.


Technology is not just machines. It is "planned, systematic method of working to achieve planned outcomes - a process not a product." (Dale, 1969) Technology also refers to any valid and reliable process or procedure that is derived from basic research using the scientific method.

Educational Technology- is the application in educative process that takes place in education institutions.

Educative Learning teaching and learning process.

Technology in Education- is the application of technology in the operation of education institution.
Instructional Technology- is refers to aspects of educational technology that are concerned with instruction.
Technology Integration- is using learning technologies to introduce supplement and skills.


BENEFITS FROM USING EDUCATIONAL TECHNOLOGY

I. Increase the quality of learning and the degree of its mastery through the use of special effects of unique programming that are considered individualized, valid and accessible.

II. Decrease the time spent in instruction for learners to achieve desired learning objectives.

III. Increase efficiency of Teachers

IV. Reduce educational cost without affecting quality of instruction.


GUIDELINE IN USING EDUCATIONAL TECHNOLOGY

1. Determine the purpose for which the instructional materials are to be used.
2. Define the objectives to determine the appropriateness of the material.
3. Know the content of the material.
4. Exercise flexibility so that the materials satisfy different purposes.
5. Consider diversity/variety of materials.
6. Relate materials to age, ability, maturity and interest of students.
7. Arrange the conditions so that the materials do not interrupt the momentum of the lesson.
8. Prepare the students for what they will see, hear, and do as lesson unfold.
9. Operate equipment for efficient use.
10. Summarize experiences gained and follow up with further relevant discussion.
11. Evaluate the results of the use materials together with the instructional process, to determine effectiveness.


Methods of teaching are instructional techniques that facilitate learning while, Media are the means of implementing those methods.


COMMONLY USED MEDIA/ MATERIAL FOR INSTRUCTION


1. Print media/ materials- consider to be the most dominant and the primary means of communicating subject matter to students. The principal aid to teaching and learning.

Examples of Print media/ materials:
-Books
-Textbooks
-Periodical  such as newspapers, magazines, journals, handouts and manuals.





2. Still pictures and graphics- useful means of expressing ideas; employ lines, patterns, colors, and shades to convey information.
Examples of still pictures and graphics:
-pictures
-graphics such as maps, diagrams, charts/ graphs,  table, poster and cartoons.
-visual display devices such as chalkboards, white board, magnetic board, bulletin boards.
-projection device such as slide of filmstrip projects opaque projectors and overhead projectors.



3. Sound recording and radio

-phonograph records
-audiotapes
-compact disc
-radio



4. Film and Television



5. Video recording

-videotapes and discs
-cables and satellites
-camcorders



6. Computer-based learning (CBL)- enables the students to study almost anytime and convenient locations and  with varying ability levels. 




7. The Web.





GENERAL PRINCIPLES/ CRITERIA FOR SELECTION OF INSTRUCTIONAL MATERIALS.



1. Appropriateness- materials must catch the general and specific objectives of the lesson; must be appropriate to the:
-difficulty of concepts taught
-vocabulary levels of students
-method use in teachings
-interest of learners.

2. Authenticity- materials must present accurate, up to up date, and reliable information.

3. Interest and appeal to users- materials must have the power to catch the interest of users, motivate them from learning and stimulate.

4. Organization and balance- materials must be very clear, well organized, logically sequenced.

5. Cost effectiveness/economy- materials used must be relative to the cost of other similar materials, their durability and the number of students-users.

6. Breadth- the scope of materials must suit many different types of learners and learning purposes.

TEN COMMANDMENTS FOR CREATING LEARNING MATERIAL

1. Do not overcrowd
2. Be consistent in format, layout and convention
3. Use appropriate typefaces and point uses.
4. Use bold and italics for emphasis, but don't overuse them.
5. Use titles, headings, and subheadings to clarify and guide.
6. Use number to direct through sequences.
7. Use graphics and illustrations to reinforce ideas.
8. Use symbols and icons as identifying markers.
9. Use color/video/audio/music to stimulate but not to overpower the senses.
10. Produce the materials with technical excellence- good quality, good audio, clear. etc...


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