EDUCATIONAL TECHNOLOGY 2 A BOON

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THE OPPOSITE OF MODERN TECHNOLOGY

Given its present-day speed, flexibility and sophistication, the computer can provide ;access to information, foster creative social knowledge building, and enhance the communication of the achieved project package.

—Based on the two learning theories, the teacher can employ the computer as a/an:

⇒ —As an information tool

—⇒ A communication tool

—⇒  A constructive tool

—⇒ As co-constructive tool

⇒ —A situating tool

—Informative tool

—⇒ The computer can provide vast amounts of information in various forms, such as text, graphics, sound and video. Even multimedia encyclopedias are today available on the internet.

Communication tool

⇒ The computer has been used in communication as evident by social networking site as to facebook , twitter and friendster. We can even chat/talk friends and families anywhere in the globe through the webcam. we send messenger and information through the interest in just seconds or minutes.

Constructive tool

⇒ —The computer itself can be used for manipulating information, visualizing one’s understanding and building new knowledge. The Microsoft Word computer program itself is a desktop publishing software that allows uses to organize and present their ideas in attractive formats.

—Co-constructive tools 

—⇒ Students can use constructive tools to work cooperatively and construct a shared understanding of new knowledge. On ways of co-constructive is the use of the electronic whiteboard where students may post notices to a shared document/whiteboard. Students may also co-edit the same document from their homes.

—Situating Tool

⇒ —By means of virtual reality (RS) extension systems, the computer can create 3-D images on display to give the user the feeling that are situated in a virtual environment. A flight simulation program is an example of situating tool which places the user in a simulated flying environment.

Understanding Hypermedia

⇒ Hypermedia  is nothing but  multimedia, but this time  packaged as an educational computer software where information is presented and student activities are integrated in a virtual learning environment.

Educational IT application are hypermedia and these include:

  • Tutorial software packages;
  • Knowledge web pages;
  • Simulation instruction games; and
  • Learning project management, and others.The presentation of information-learning activities in hypermedia is said to be sequenced in a non-linear manner, meaning that the learner may follow his path of activities thus providing an environment of learner autonomy and thinking skills. this fact makes it therefore important to understand hypermedia in the educational context in order to ensure their successful integration in the teaching-learning process. 

Characteristics of Hypermedia Application

1.) Learner Control

This means the learner makes his own decisions on the path, flow or events of instruction. The learner has control on such as aspects, as sequence, pace, content media, feedback etc. that he/she may encounter in the hypermedia learning program.

2.) Learner Wide Range of Navigation Routes

The learner controls the sequence and pace of his path depending on his/her ability and motivation. he has the option to repeat and change speed, if desired of course at the start, the learner may choose the learning activities he prefers. Meanwhile, the teacher has the prerogative to determine suitable learning objective.

The learner also has a wide range of navigation route such as by working on concepts he is already familiar with. they may even follow a linear or logical path even if the previous activity is half-completed. he may explore other sections opting to return or complete the previous activity.

THE COMPUTER AS A TUTOR

  

⇒  the computer is one of the wonders of human ingenuity, even it its original design in the 1950’s to carry out complicated mathematical and logical operations. With the invention of the microcomputer(now also commonly referred to PCs or personal computers), the PC has become the tool for programmed instruction.

Computer-assisted instruction(CAI)

⇒ The computer can be a tutor in effect relieving the teacher of many activities in his personal role as classroom tutor.

Even with the available computer and CAI software, the teacher must:

  • ensure that students have the needed knowledge and skills for any computer activity
  •  decide the appropriate learning objectives.
  • evaluate the students’ achievement by ways of tests the specific expected outcomes.

The students in CAI play their own roles as learners as they:

  • receive information
  • understand instructions for the computer activity
  • retain/keep in mind the information and rules for the  computer activity
  • delivers learning instruction
  • reinforces learning through drill-and-practice
  • provides feedback

CAI

⇒ works best in reinforcing learning through repetitive exercises such that students can practice basic skills or knowledge in various subject areas.

The questions  arises: when and how can teachers integrate drill and practice programs with their lessons? The following suggestions can be made:
  •  use drill and practice programs for basic skills and knowledge that require rapid or automatic response by students
  •  ensure that drill and practice activities conform to the lesson plan/curriculum
  •  limit drill and practice to 20-30 minutes to avoid problem
  •  use drill and practice to assist students with particular weakness in basic skills
  • teach new content/new information on to students (inasmuch as CAI provides practice on old already learned content)
  •   provide comprehensive information on concepts in addition to practice exercise.
  •  can be effectively use for remediation, reviewing, or enrichment.
  •  allow the teacher to introduce follow- up questions to stimulate students learning.
  •  permits group activity for cooperative learning

Simulation Programs

⇒ simulation software materials are another kind of software that is constructivist in nature. This simulation software:

  • qteachers strategies and rules applied to real-life problems/situations.
  • asks students to make decision on models or scenarios.
  • allows students to manipulate elements of a model and get the experience of the effects of their decisions.

Instructional Games

⇒ while relating to low-level learning objectives, instructional computer games add the elements of competition and challenge

Problem Solving Software

⇒ this are more sophisticated than the drill and practice exercise and allow students to learn and improve on their problem solving ability. Since problems cannot be solved simply by memorizing facts the students have to employ higher thinking skills such as logic, recognition, reflection, and strategy-making.

Multimedia, Encyclopedia And Electronic Books.

⇒ The multimedia encyclopedia can store a huge database with text, images, audio and video.

Electronic books provide textual information for reading, supplemented by others type of multimedia information(sounds, spoken, words, pictures animation).

COMPUTER AS INFORMATION AND COMMUNICATION TECHNOLOGY

      

DEFINITION

⇒ A device that computes, especially a programmable electronic machine that performs high-speed mathematical or logical operations or that assembles, stores, correlates, or otherwise processes information.

⇒ Is recognized as the third revolution in education.

  • 1st was the invention of the printing press.
  • 2nd the introduction of libraries.
  • 3rd the invention of the computer.
Through computer technology,
  • educators saw the amplification of learning among computer literacy.

like…

reading, the modern student can now   interact with computer message, even   respond to question or to computer   commands.

writing, the learner can form messages   using computer language or program.

  • Soon, computer-assisted introduction (CAI) was introduced using the principle of individualized learning through a positive climate that includes realism and appeal with drill exercises that uses color, music and animation.
  • But the evolving pace of innovation in today’s Information Age is so dynamic that within the first decade of the 21st century, computer technology in education has matured to transform à into an educative information and communication technology (ICT) in education.

Uses of the computer as ICT in Education

COMMUNICATION MEDIA

1. INTERNET                                                                                                                                                                      2. Email (text and video)                                                                                                                                                  3.Chat rooms                                                                                                                                                                    4.Blog sites

AUDIO VISUAL MEDIA

1.Multimedia                                                                                                                                                                       2. Text, sounds, graphics, charts, photos.                                                                                                                       3.Power point presentation

Programs (capabilities) normally installed in an ordinary modern PC.

  • Microsoft Office – program for composing text, graphics, photos into letters, articles, reports, etc.
  • Power-point – for preparing lecture presentations
  • Excel – for spreadsheets and similar graphic sheets
  • Internet Explorer – Access to the internet
  • Yahoo or Google – Website; e-mail, chat rooms, blog sites, news service (private/video) educational software etc.
  • Adobe Reader – Graphics/photo composition and editing
  • MSN – Mail/chat messaging
  • Windows media player – CD, VCD player
  • Cyberlink Power – DVD player
  • Windows media player – Editing film/video
  • GameHouse – Video games

 

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