Linggo, Pebrero 28, 2016

Lesson 17 Tablets for textbooks in Schools

   

  • This lesson discusses about the tablets being a replacement to textbooks in classroom setting or in the teaching- learning process. Today, books are still the primary medium of instruction in most schools. Yet there is a disadvantage of using books for learning that are being debated upon. The errors in public school textbooks have also been exposed, errors resulting from wrong information, technical mistakes and editorial lapses. Today, technology is being viewed as a savior because the students are enamored by computer games.By that, the educators have begun to think that the computer screen can very  well serve as a power point educational medium.
  • As  to the application, future educators cannot meet this if they are assigned to the public or government schools as well as not all private schools will agree to this. So for us it would be a challenge on how we find alternative ways upon integrating process for the students to learn far better. We can employ different activities and strategies that will not solely based on textbooks or the students keep on reading with their textbooks without comprehension. But we should not also close our minds that someday all the textbooks will be replaced by tablets or even by the technologies that are being planned to be created for the new millennium learners. By, that we should always be prepared because whether we like or not , these inventions will stay and progress from generation to generation.


Lesson 16 The Internet and Education

       
                           - The Internet, also simply called the Net  is the largest and far - flung network system of all systems. The Internet is not really a network but a loosely organized collection of about 25, 000 networks accessed by computers on the planet.
        Everything is coordinated in the internet through a standardized protocol called Transmission Control ( TCP/ IP). To gain access to the Internet, The computer must be equipped with what is called server which has a special software program that uses the internet protocol.

         The great attraction of the Internet is that once the sign - up fees are paid, there are no extra charges. E- mail for example is free regardless of amount use. The vast sea o overwhelming challenge to those who wish to navigate it. The most atrractive way to move around the internet is called browsing . Using a program called the browser, the user can use a mouse to point and click on screen icons to surf the Internet, particularly the world wide web, an Internet's subset text, images and sounds are likened together to allow users to access data or information needed.

         Educational software materials have also developed both in sophistication and appeal. But the real possibility today is connecting and Internet cafes. Today schools are gearing up to take advantage of Internet access.

         Imagine the world without the Internet . We all know we can't imagine such a world the Internet is one of the reason why the world is the world we know today, a digital world. It is useful, convenient, and effective. Name it and the Internet can give you access to it. I'm not exaggerating here but my point is that the Internet gives people access to different information beyond borders, connecting lives and linking vast networks of people and culture who shares a common interest . The Internet for me is a powerful innovation of man, and made for the use of man.

Lesson 15 Understanding Hypermedia

        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. Most educational IT applications are hypermedia and these include tutorial software packages, knowledge webpages, simulation instructional 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 own path of learner autonomy and thinking skills.

          There are three important features that are outstanding that characterized the hypermedia software:

  1. LEARNER CONTROL - The learner makes his own decisions on the path, flow or events of instruction.
  2. LEARNER WIDE RANGE OF NAVIGATION ROUTES - The learner controls the sequence and pace of his path depending on his ability and motivation.
  3. VARIETY OF MEDIA - Which includes more than one media but does not necessarily use all types of media in one presentation.
          Hypermedia is an example of an educational software that we could use in the teaching - learning process. among these are different software that are useful and effective in a certain type of instructional activity. In using hypermedia, teachers allow students to follow him own path of activities and control the flow of instruction while making his own decisions. In the classroom environment, the learner will develop a sense of autonomy and independence at the same time developing higher - order thinking skills.

Lesson 14 The Software as an Educational Resource


  • The computer hardware can hardly be useful without the program or system that tells what the computer machine should do. This is also called the software. There are two kinds of software: The systems software, which is the operating software that is found or bundled inside all computer machines; and applications software, which contains the system that commands a particular task or solves a particular problem. In turn,  the applications software may be ; a custom software that is made for specific tasks often by large corporations, or a commercial software packaged for personal computers that helps with a variety of tasks such as writing papers, calculating numbers, drawing graphs, playing games and so much more.
There are two kinds of software:

1. The system software. This is the operating system that is found or bundled inside all computer machines.
2. The application software. This contains the system that commands the particular task or solves a particular problem.


  1. MICROSOFT WINDOWS - Also referred to as a program, is an operating environment between the user and the computer operating system. actually Windows is in itself a self - contained operating system which provides user convenience, a new look, information center, and plug and play configurations.
  2. INSTRUCTIONAL SOFTWARE  - Can be visited on the internet or can be bought from software shops or dealers. But beware since computer - based instructional materials need much improvement, while web - based educational resources are extremely good or what is complete garbage.

  • In using the computer, software is being used. there are software for entertainment, business, and also for education and instruction. Software is important because the computer is useless without it. It cannot function in the way that we know if there is no software, nor it can be useful to us. Choosing appropriate and updated educational software as teaching material is the responsibility of the teacher and the school. somehow, learning is quite interesting when educational software is used.

Lesson 13 Cooperative Learning with the Computer

COOPERATIVE LEARNING WITH THE COMPUTER

   - Singapore has set the global pace for student - centered learning with a 2 : 1 ( pupils with 1 computer ) ratio in its master plan for IT in Education. This shows that even in other progressive countries, the 1 : 1 pupil - computer ratio is still an ideal to be achieved. Reality, therefore, dictates that schools face the fact that each classroom, especially in public or government schools, may not be equipped with the appropriate number of computers.


   The creativity of the teacher will have to respond to the situation, and so cooperative learning will likely be the answer to the implemention of IT supported learning in our schools. But the situation may not be that bad since there are motivational and social benefits to cooperative learning these can compensate for the lack of hardware that educators face.

    Defining cooperative Learning

                Cooperative or collaborative learning is learning by small groups of students who work together in a common learning task. It is called group learning but to be truly cooperative learning, five (5) elements are needed:

  1.  A common goal
  2. Interdependence
  3. Interaction
  4. Individual Accountability
  5. Social Skills

     Therefore not every group work is cooperative learning since students working on their work sheets physically sat around a table may be working together without these features of cooperative learning.
         From several studies made on cooperative Learning, It is manifested that cooperative Learning in its true sense is advantageous since it:

  1. Encourages active learning, while motivating students;
  2. Increases academic performance;
  3. Promotes literacy and language Skills; and 
  4. Improves teacher effectiveness.
          The teacher is assigned several tasks in order to ensure collaborative Learning. These are:
  1. Assigning students to mixed - ability teams
  2. Establishing positive interdependence
  3. Teaching cooperative social skills
  4. Insuring individual accountability
  5. Helping groups process information
           The computer is a natural learning vehicle for cooperative learning. It promotes cooperation and collaboration within students working on a same tasks, also it develops enthusiasm and a sense of belonging between individual within  a group who shares a common goal. Every individual is given a sense of responsibility to do his part in achieving the goal. each responsibility is important for the other members where each result is interdependence with each other to achieve a good overall result.Social skills are also develop while students interact with each other, boosting their self - esteem.

Lesson 12 Information Technology in support of Students - Centered Learning

 

     In this lesson, we shall see now the teacher can expand his option to make himself more effective and relevant in the 21st millennium information age. In particular, the lesson shall respond to questions on student-centered learning approach, particular helps on designing and adapting students-learning activities shall be examined.

in addition, suggestion shall be made on how a student-centered classroom (SCL) can be supported by information technology (IT)

The Traditional Classroom
         It may be observed that classroom are usually arranged with neat columns and rows of student chairs, while the teacher stands in front of the classroom or sits behind his desk. This situation is necessitated by the need to maintain classroom discipline, also to allow the teacher to control classroom activities through lecture presentation and teacher-led discussion.


The SCL Classroom
          In industrialize societies we find knowledge-based economies in which workers depend on information that can be accessed through information and communication technologies (ICT's). Desiring to gain effectiveness, efficiency and economy in administration and instruction, schools in these developed economies have also adopted the support of ICT's. Their students have now become active not passive learners, who can interact with other learners, demonstrating independence and self-awareness in the learning process.
Generally the new school classroom environment is characterized by student individually or in groups:

  • Performing computer word processing for text or graph presentations
  • Preparing power-point presentation
  • Searching for information on the Internet
  • Brainstorming on ideas, problems and project plans
  • As needed, the teacher facilitating instruction, also giving individualized instruction to serve individual needs.

Lesson 11 The Computer as the Teacher's tool

    CONSTRUCTIVISM - was introduced by Piaget ( 1981) and Bruner ( 1990 ). They gave stress to knowledge discovery of meaning concepts principles in the learning process. Various strategies have been suggested to foster knowledge discovery, among these, is making students engaged in gathering unorganized information from which they can induce ideas and principles. Students are also asked to apply discovered knowledge to new situation, a process for making their knowledge applicable to real life situation.

    SOCIAL CONSTRUCTIVISM - Is an effort  to show that the construction of knowledge is governed by social, historical and cultural In effect, this is to say that the learner who intercepts knowledge has a predetermined point of view according to the social perspectives of the community or society he lives.

    CAPABILITIES OF COMPUTER
  • Informative Tool - The computer can provide vast amounts of information in various forms such as text, graphics, sound and video. The Internet itself provides an enormous database from which user an access global information resources as well as educational information directly useful to learners.

  • Communication Tool - Given the fact that the internet can serve as a channel for global communication, the computer can very well be the key tool for video teleconferencing sessions.

  • Constructive Tool - The computer can be used for manipulating information, visualizing one's understanding and building new knowledge. The Microsoft word is an example wherein it allow users to organize and present their ideas communication, the computer can very well be the key tool for video teleconferencing sessions.

  • Co- Constructive Tool - Students can use extension systems, the computer can create 3D images on display to give the use the feeling that are situated in a virtual environment. A Flight simulation program is an example which places the user in a simulated flying environment.

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


          The computer is an effective tool for teachers in teaching and for students to learn. There was a saying " A nail without a hammer is useless", and if you relate it in teaching, without the tools the teachers may not be able to teach students effectively. The computer have a lot of capabilities that a computer teacher can utilize. Effective use of the computer and proper integration of its uses in instruction changes the manner of teaching and learning. We know we can use computers, all we need is to treasure the benefits it brings in the educative process.

Sabado, Enero 30, 2016

Lesson 10 COMPUTER AS A TUTOR

The computer as a tutor

      The computer one of the wonders of human ingenuity, even in its original design in the1950's to carry out complicated mathematical and logical operations. with the invention of the microcomputer ( now also commonly referred to a PC or personal computers) the PC has become the tool for programmed instruction.

       Educators saw much use of the PC. It has become affordable to small business, industries and homes. They saw its potential for individualization in learning is a problem since teachers usually with the class of forty one or more learners. they therefore devised strategies to use the computer to break the barriers to individualized instructions.

Computer - assisted instructional ( CAI)
        The computer can be a tutor in effect relieving the teacher of many activities in has personal roles as classroom tutor. It Should be made clear however that the computer cannot totally replace the teacher since the teacher shall continue to play the major roles of information deliverer and learning environment controller. Even with the available and CAI software the teacher must.
Decide the appropriate learning objectives.
Plan the sequential and structured activities to achieve objectives.
Evaluate the student's achievement by ways of tests the specific expected outcomes.



On the other hand the students n CA 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.
Apply the knowledge and rules during the process of computer learning.
During the computer activity proper in CAI the computer too plays ts role as it:
Acts as sort of tutor ( the role traditional played by the teacher )
Provides a learning environment.
Delivers learning information.
Reinforces learning through drill - and - practice.

Provides feedback

           Today educators accept the fact the computer has indeed succeeded in proving an individualized learning environment so difficult for a teacher handling the whole classes. This is so since the computer is able to allow individual students to learn at their own pace motivate learning through immediate feedback during the learning process and also given the total score to evaluate the student's total performance.

  CAI Integrated with Lessons
         CAI computer learning should not stop with the drill and practice activities of students. in effect CAI beat in reinforcing learning through repetitive exercises such that students can practice basic skills or knowledge in various subject.

   While practice exercise or learning - by - doing is still the heart of each tutorial the tutorial software should be able to:
Teach new content / new information to students ( as CAI provides practice on old or already learned content.)
Provide comprehensive information on concepts in additional to practice exercises.
Call be effectively used 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. These simulation program are:
Teaches strategies and rules applied to real - life problems / situation.
Ass 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.
     An example of such  software is SIM CITY  in which students are allowed to artificially manage city given an imaginary city environment.


INSTRUCTIONAL GAMES

                     While relating to low level learning objectives instructional computer games add the elements of competition and challenge.
      An example's  GeoSafari which introduces adventure activities for Geography History and Science.





     PROBLEM SOLVING SOFTWARE
                      These are more  sophisticated allowed than the drill and practice exercises and allow students to learn and improve on  their problem solving activity.
       The thinking problem solving software in which the team learners must help each other by observing and comparing.

    MULTIMEDIA ENCYCLOPEDIA AND ELECTRONIC BOOKS
                       The multimedia Encyclopedia can store a huge database with text, images animation, audio and video.An example is eyewitness Children's Encyclopedia.





       

Lesson 9 COMPUTER AS INFORMATON AND COMMUNICATION TECHNOLOGY

          - Instructional media consist of audio- visual aids that served to enhance and enriched the teaching learning process. Examples are the blackboard photo film and video. On the other hand educat7onal commun8caton media comprise the media of communication to audiences including learners using the print, film, radio, and televisions or satellite means of communication For examples distance learning were implemented using correspondence, radio, televisions or the computer satellite system.

              Programs normally installed n 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 - Websites, e- mail chat rooms, blog sites, news services, ( print video ), educational software etc.

  • Adobe Reader - Graphics photo composition and editing.

  • MSN - mail / chat messaging.

  • Windows Media Player - CD VIDEO player editing film / video.

  • Cyber Link power - DVD player.

  • Game House - video game. 

            - The use of ICT has become an integral part of our society. Manly the computer the internet and social media had become a huge part n different aspects of the society: economy, industry, and education . In teaching. ICT is very useful in the sense that information and communication are important elements in teaching as a teacher we share and give information to our students during instructions and to be able to deliver the information effective communication is important . Through the use of ICT teachers and students can share and communicate information outside the classroom environment. It can be a tool for information  gathering storing and communicating . The vast capabilities of the computer and ICT are useful and essential in the world today for it can shrink the global world and we can easily connect different people from distance.

Lesson 8 HIGHER THINKING SKILLS THROUGH IT- BASED PROJECTS

              - The are four  types of  IT - based projects which can effectively be used in order to engage students n activities of a higher plane of thinking.

Key Elements

  1. The teacher creating learning environment.
  2. The teacher giving the students tool and facilities.
  3. The teacher facilitating learning.

Four IT-Based Projects


I. The Resource- based project - the teacher steps out of the traditional role of being an content expert and information provider, and intend lets the student find their own facts and information.

The General Flows of events in Resource-Based Projects

  1. The teacher determines the topic for the examination of the class.
  2. The teacher presents the problem to the class.
  3. The students find information on the problem/questions.
  4. Student's organize their information in response to the problem/questions.
Traditional and Resource-Based Learning


Traditional Learning Model
Resource based learning projects
Teacher is expert and information provide
Teacher is a guide and facilitator
Textbook is key source of information
Sources are varied (print, video, Internet, etc.)
Focus on facts information is packaged in neat parcels
Focus on learning inquiry, quest, or discovery
The product is the be-all and end-all of learning
Emphasis on process
Assessment is quantitative
Assessment is quantitative and qualitative

II. Simple Creations- in developing software, creativity as an outcome should not be equated with ingenuity or high intelligence. Creating is more consonant with planning, making, assembling, designing or building.
Three kinds of Skills/Abilities:
  1. Analyzing- distinguishing similarities and differences/ seeing the problem as a problem to be solved.
  2. Synthesizing- making spontaneous connections among ideas, does generating interesting or new ideas.
  3. Promoting- selling of a new ideas to allow the public to test the ideas themselves.
The Five key task to develop creativity:
  1. Define the task- clarify the goal of the completed project to the student.
  2. Brainstorm- the students themselves will be allowed to generate their own ideas on the project.
  3. Judge the ideas- the students themselves make an appraisal for or against any idea.
  4. Act- the students do their work with the teacher a facilitator.
  5. Adopt Flexibility- the students should be allowed to shift gears and not follow an action path rigidly.

III. Guided Hypermedia Projects- the production of self-made multimedia projects can be approached into different ways:

  1. Instructive tool - such as in the production by students of a power point presentation of selective topic.
  2. Constructive tools - such as when students do a multi - media presentation ( with text, graphs, photos, audio, narration.
IV.Web - based projects
                Students can be made to create and post web pages on a given topic but creating new pages, even single page web pages, maybe tool sophisticated  and time consuming fort the average student.

Lesson 7 EVALUATON OF TECHNOLOGY LEARNNG

     Evaluation of Technology in Learning  

- The standard student evaluation of learning must change. This is justified by the fact  that not only   has the new generation changed into digital learners but  the traditional world has metamorphosed into a digital world. Teachers must adopt a new mindset both instructional and evaluation. Evaluation must be geared to assessment of essential knowledge and skills so that learners can function effectively, productively,  and creatively in a new world. t must use evaluative tools that measure the new basic skills of the 21st century digital culture namely: solution fluency, information fluency, collaboration fluency, media fluency, creativity, fluency and digital citizenship. These six fluencies reflect process skills. On the other hand the change n evaluation approach s referred to a mass amateurization, a term which implies a mass reach of student outputs.

           
This why the standard student evaluation of learning must change

                                                 CHANGE

             C - Creativity
             H - Higher level thinking
             A - Amateurization
             N - New basic skills
             G - Generation
             E Evaluation

         

               -  As a future teacher students our teacher and we wants to be flexible analytical and creative in our way of teaching in teaching process. Teachers facilitate and evaluate us with the use of technology learning. For attaining the goals of teacher and student teaching process the evaluation of technology learning helps us to now the use of computer- based technologies as an integral support to higher learning process. in our modern world of teaching. digital technologies is very important tool especially in educational technology subject. We use technology not only for fun but also for academic purposes. Now a day many efficient teachers use the modern technologies in computing grades power point presentation with the help of educational media. The learning from verbal- text to digital world is become complex in the old generation compare in to the new generations who equip in the use of modern technology. Although some teacher in rural areas of school. The use of digital in teaching is fewer above them all the most important thing in evaluation of technology learning s the proper way of usage of educational media and learn to use and evaluate the outcomes.

Lesson 6 DEVELOPING BASIC SKILLS

   
  -Teacher adjusts their teaching to effectively match the new digital world of information and communication .technology they must on what basic knowledge and values need to develop by digital learners. These basic learners. These basic  literacies will not replace thec3R'S but they will be complemented by six essential to equip students they call them literacy skills referred to fluency are:



  1. Solution fluency - refer to capacity and creativity in problem solving.
  2. Information fluency - involves 3 submits skills which is ability to access, retrieve and reflect information.
  3. Collaboration - refer to team work with virtual or real partners n online environment.
  4. Media fluency - refers to channel of mass communication.
  5. Creativity fluency - which s artistic proficiency adds meaning by way of design, art and storytelling to package a message.
  6. Digital - s guided by principles of leaderships, global responsibility, environmental awareness global citizenship and personal accountability.
       HIGHER THINKING SKILLS 
                      - Bloom's taxonomy serves as general framework of skills
that requires information processing idea creation world problem- solving skills. The following taxonomy may be proposed.
  1. Remembering recall information.
  2. Understanding explain idea.
  3. Applying - use information in a new way.
  4. Analyzing- distinguish different parts.
  5. Evaluating - justify stand or position.
  6. Creating - new product point of view.

       The structured problem solving - process known as 4D's also exemplifies the instructional shift n digital learning.
  • Define the problem.
  • Design the solution.
  • Do the work.
  • Debrief on the outcome.
        Definitely, the six fluency skills (Solution, information ,collaboration ,media and digital ethics) are vital; to digital learners of today's era. There s a need for them to acquire and equip these skills n order to adjust and face the overwhelming challenges brought by modern  technology specifically n learning process. On the contrary, teachers must adjust there teaching to effectively match that new digital world information and communication technology (ICT). They should be flexible and creative n searching new ways to efficiently utilize and develop the basic digital skills which students truly need. Moreover, the new era opens the way for complex and higher cognitive skills. Therefore, Bloom's Taxonomy of Thinking skills must be developed.