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Sharlyne E. Tandoc
BEEd III - B
• The Student
• What is Educational Technology?
• Technology: Boon or Bane?
• Systematic Approach to Teaching
• The Roles of Ed Tech in Learning
• Roles of Technology in Learning
• Cone of Experience
• Learning Through Ed Tech 2
• Conceptual Model of Learning
• The Student After Ed Tech
I am Sharlyne E.
Tandoc, 25 years of
age, taking up
Bachelor in Elementary
Education Specialized
in T.L.E., at the Cebu
Technological
University – Moalboal
Campus.
Ed Tech 2 Portfolio
• Educational technology is a “complex,
intergrated 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. (Association for
Educational Communications and
Technology, 1977).
• Educational technology “consists of the
designs and environments that engage
learners … and reliable techniques or
method for engaging learning such as
cognitive learning strategies and critical
thinking skills.” (David H. Jonassen, et al
1999).
• Educational technology is a theory about
how problems in human learning are
identified and solved. (David H. Jonassen,
Kyle L. Pecks, Brens G. Wilson, 1999).
• Educational technology is a field involved in
applying a complex, integrated process to
analyze and solve problems in human
learning. (David H. Jonassen, et al 1999).
• Educational technology is a field study which
is concerned with the practice of using
educational methods and resources for the
ultimate goal of facilitating the learning
process. (Lucido and Borbo, 1977).
• Educational technology is a profession like
teaching. It is made up of organized effort to
implement the theory, intellectual technique
and practical application of educational
technology. (David H. Jonassen, et al 1999).
Ed Tech 2 Portfolio
 Technology can be fascinating and mind-
boggling in what it can do. It can bring distant places
and people together. It can transform societies,
economies and cultures by opening them up the
other ideas and other options, raising new
expectations and creating new needs. But the fact
remains that unless technology and all other agents
and factors of modernization are invested with
human values and used for the social good, then
they will be a little more than expensive toys for the
amusement of a few. (Fidel V. Ramos, 1997).
Technology is a blessing for man. With
technology, there is a lot we can do which we
could not do then.
However, when not used properly, technology
becomes a detriment to learning and
development.
The teachers are responsible in guiding the
learners in the proper use of technological
devices in the teaching-learning process.
Integration of technology in education should
Technology is BOON
• You can have constant or
instant communication
with someone.
• Easy access to
information.
• Encourages innovation
and creativity.
• Convenience of travelling
• Better housing and
lifestyle.
Technology is BANE
• Poor proxy for face-to-
face communication.
• Can lead to teens using
email to deceive parents
about their activities.
• Job loss due to human
work force being replaced
by machines.
• Teens are prone to get
addicted to computer
games.
DO
CAM
CAE
SMEF
APR
ITI
EO
RP
DO
CAM
CAE
SMEF
APR
ITI
EO
RP
STUDENT
S
DO
• Define Objective
CAM
• Choose Appropriate Method
CAE
• Choose Appropriate Experience
SMEF
• Selecting Materials, Equipment and
Facilities
APR
• Assign Personnel Roles
ITI
• Implement the Instruction
EO
• Evaluate Outcomes
RP
• Refine the Process
Traditional Way
• As delivery vehicles for
instructional lessons
• Technology serves as a
source and presenter of
knowledge.
• Assumes that knowledge
is embedded in the
technology and it
presents that knowledge
to a student.
Constructivist Way
• As partner in the learning
process.
• It engages learner in
active, constructive,
intentional, authentic, and
cooperative learning.
• Provides opportunities for
technology and learner
interaction for meaningful
learning.
Ed Tech 2 Portfolio
• For representing learner’s ideas , understanding
and beliefs
• For producing organized, multimedia knowledge
bases by learners.
• For accessing needed information
• For comparing perspectives, beliefs, and
opinions
• For representing and simulating meaningful real
world problems, situations and contexts
• For representing beliefs, perspectives,
arguments, and stories of others
• For discussing, arguing and building consensus
among members of a community
• For supporting discourse among knowledge-
building commities
• For helping what learners to articulate and
represent what they know
• For reflecting on what they have learned and
how they came to know it
• For supporting learners internal negotiations and
meaning making
• For constructing personal representations of
meaning
• For supporting mindful thinking
1.
• Augments motivation to learn;
2.
• Encourages collaborative learning;
3.
• Supports the development of critical
thinking skills; and
4.
• Supports the development of
problems solving skills
Verbal
symbol
Visual
Symbol
Recording, Still
Pictures, Radio
Motion Pictures
Educational Television
Exhibits
Study Trips
Demonstration
Dramatized Experiences
Contrived Experiences
Direct Purposeful Experiences
Ed Tech 2 Portfolio
Ed Tech 2 Portfolio
Meaningful Learning
• Gives focus to new experience that departs from the
learning of a sequence of words but gives attention to
meaning.
Discovery Learning
• Students perform tasks to uncover what is to be
learned. New ideas and new decisions are generated in
the learning process, regardless of the need to move on
and depart from the structured lesson previously set.
Generative Learning
• Active listeners who attend to learning events and
generate meaning from this experience and draw
inferences thereby creating a personal model of
explanation to the new experience in the context of
existing knowledge.
Constructivism
• Learners build a personal understanding through
appropriate learning activities and a good learning
environment.
Ed Tech 2 Portfolio
Ed Tech 2 Portfolio
Ed Tech 2 Portfolio
Ed Tech 2 Portfolio

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Ed Tech 2 Portfolio

  • 2. • The Student • What is Educational Technology? • Technology: Boon or Bane? • Systematic Approach to Teaching • The Roles of Ed Tech in Learning • Roles of Technology in Learning • Cone of Experience • Learning Through Ed Tech 2 • Conceptual Model of Learning • The Student After Ed Tech
  • 3. I am Sharlyne E. Tandoc, 25 years of age, taking up Bachelor in Elementary Education Specialized in T.L.E., at the Cebu Technological University – Moalboal Campus.
  • 5. • Educational technology is a “complex, intergrated 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. (Association for Educational Communications and Technology, 1977).
  • 6. • Educational technology “consists of the designs and environments that engage learners … and reliable techniques or method for engaging learning such as cognitive learning strategies and critical thinking skills.” (David H. Jonassen, et al 1999). • Educational technology is a theory about how problems in human learning are identified and solved. (David H. Jonassen, Kyle L. Pecks, Brens G. Wilson, 1999).
  • 7. • Educational technology is a field involved in applying a complex, integrated process to analyze and solve problems in human learning. (David H. Jonassen, et al 1999). • Educational technology is a field study which is concerned with the practice of using educational methods and resources for the ultimate goal of facilitating the learning process. (Lucido and Borbo, 1977).
  • 8. • Educational technology is a profession like teaching. It is made up of organized effort to implement the theory, intellectual technique and practical application of educational technology. (David H. Jonassen, et al 1999).
  • 10.  Technology can be fascinating and mind- boggling in what it can do. It can bring distant places and people together. It can transform societies, economies and cultures by opening them up the other ideas and other options, raising new expectations and creating new needs. But the fact remains that unless technology and all other agents and factors of modernization are invested with human values and used for the social good, then they will be a little more than expensive toys for the amusement of a few. (Fidel V. Ramos, 1997).
  • 11. Technology is a blessing for man. With technology, there is a lot we can do which we could not do then. However, when not used properly, technology becomes a detriment to learning and development. The teachers are responsible in guiding the learners in the proper use of technological devices in the teaching-learning process. Integration of technology in education should
  • 12. Technology is BOON • You can have constant or instant communication with someone. • Easy access to information. • Encourages innovation and creativity. • Convenience of travelling • Better housing and lifestyle. Technology is BANE • Poor proxy for face-to- face communication. • Can lead to teens using email to deceive parents about their activities. • Job loss due to human work force being replaced by machines. • Teens are prone to get addicted to computer games.
  • 15. DO • Define Objective CAM • Choose Appropriate Method CAE • Choose Appropriate Experience SMEF • Selecting Materials, Equipment and Facilities
  • 16. APR • Assign Personnel Roles ITI • Implement the Instruction EO • Evaluate Outcomes RP • Refine the Process
  • 17. Traditional Way • As delivery vehicles for instructional lessons • Technology serves as a source and presenter of knowledge. • Assumes that knowledge is embedded in the technology and it presents that knowledge to a student. Constructivist Way • As partner in the learning process. • It engages learner in active, constructive, intentional, authentic, and cooperative learning. • Provides opportunities for technology and learner interaction for meaningful learning.
  • 19. • For representing learner’s ideas , understanding and beliefs • For producing organized, multimedia knowledge bases by learners. • For accessing needed information • For comparing perspectives, beliefs, and opinions
  • 20. • For representing and simulating meaningful real world problems, situations and contexts • For representing beliefs, perspectives, arguments, and stories of others • For discussing, arguing and building consensus among members of a community • For supporting discourse among knowledge- building commities
  • 21. • For helping what learners to articulate and represent what they know • For reflecting on what they have learned and how they came to know it • For supporting learners internal negotiations and meaning making • For constructing personal representations of meaning • For supporting mindful thinking
  • 22. 1. • Augments motivation to learn; 2. • Encourages collaborative learning; 3. • Supports the development of critical thinking skills; and 4. • Supports the development of problems solving skills
  • 23. Verbal symbol Visual Symbol Recording, Still Pictures, Radio Motion Pictures Educational Television Exhibits Study Trips Demonstration Dramatized Experiences Contrived Experiences Direct Purposeful Experiences
  • 26. Meaningful Learning • Gives focus to new experience that departs from the learning of a sequence of words but gives attention to meaning. Discovery Learning • Students perform tasks to uncover what is to be learned. New ideas and new decisions are generated in the learning process, regardless of the need to move on and depart from the structured lesson previously set.
  • 27. Generative Learning • Active listeners who attend to learning events and generate meaning from this experience and draw inferences thereby creating a personal model of explanation to the new experience in the context of existing knowledge. Constructivism • Learners build a personal understanding through appropriate learning activities and a good learning environment.