1. UNDERSTANDING
T H E B A S I C C O N C E P T I N I C T
R E P O R T E R : J O Y J I E M . B A T U L A N
2. OBJECTIVES
At the lesson, the learners will be able to,
a.Define conceptually or operational terms that are basic
to be understanding of ICT.
b. Apply the concepts and term in communicating with
peers for further understanding.
c. Appreciate the importance integrating technology in
education.
3. INTRODUCTION:
3
• Technology plays a vital role in modern education
by providing tools that enhance teaching and
learning. The integration of digital resources has
revolutionized the way educators and students
interact with information. This report explores key
concepts and terms related to technology in
education, including ICT literacy, digital learning,
educational technology, and various online tools.
5. KEY CONCEPTS AND TERMS
5
1. Technology – refers to a mix of process and
product used in the application of knowledge . It
includes tools from pencil and paper to the latest
electronics gadgets.
2. ICT Literacy - The ability to effectively use digital
technologies, communication tools, and networks to
manage, evaluate, and create information in a
knowledge-based society.
6. 6
3. Educational Technology - The use of technology in
teaching and learning, incorporating both digital and
non-digital tools such as charts, pictures, models, and
electronic software.
4. Digital Literacy - The ability to find, evaluate, use,
share, and create content using digital technologies
and the internet.
5. Digital Learning - Learning that is accompanied by
technology, including blended and virtual learning
formats, accessible both online and offline.
7. 7
6. Online Digital Tools and Apps - Applications that
require an internet connection for access, such as
Skype, which enables video and voice communication
across multiple devices.
7. Offline Digital Tools and Apps - Software that
functions without an internet connection, including
applications like Canary Learning, Pocket, Evernote,
and KA LITE.
8. Instructional Technology - The systematic
application of technology in the design, development,
8. 8
9. Software - Programs that control computer functions
and audiovisual materials used in education.
10. Multimedia - The combination of various media
formats, such as text, audio, and video, for
presentations and self-study programs.
11. Internet - A global network that connects millions
of computers, enabling communication and
information sharing.
12. World Wide Web (WWW) - A system that allows
users to access, view, and maintain digital content such
as text, images, and videos over the internet.
9. 9
13. Web Access - The ability to access the internet for
utilizing available educational resources.
14. WebQuest - A structured lesson format where
learners gather information from the web using
various programs and links.
15. Productivity Tools - Software applications
designed to improve efficiency in academic and
professional tasks, including word processing and
data management.
10. 10
16. Technology Tools - Instruments used to facilitate
work through technology. These include:
Data/Calculation Tools: Spreadsheets, probability
constructors.
Design Tools: Software for creating models and
diagrams.
Discussion Tools: Platforms for online discussions, such
as blogs and live chats.
Email Tools: Communication tools like Gmail and Yahoo
Mail.
11. 11
17. WebQuest in Education - A teacher-led research
activity that utilizes the World Wide Web to guide
students in instructional learning.
18. Blogs - Online journals where students and
teachers can share and discuss information.
19. Wiki - A collaborative digital platform that allows
multiple users to edit and share content.
20. Flipped Classroom - A teaching approach where
students engage with online materials as homework
before class discussions.
12. 12
21. Podcast - Audio or video recordings focused
on specific topics, used for information retrieval
and dissemination.
22. Google Apps - Cloud-based tools such as
Gmail, Google Calendar, Google Sites, and
Google Docs that support educational activities.
23. Vlog - A blog format where content is
presented in video format rather than text.
13. 13
24. Facebook - A social networking platform
used for communication and information
sharing in educational contexts.
25. VOIP (Voice Over Internet Protocol) - A
communication technology that enables
voice calls over the internet instead of
traditional phone lines.
14. 14
Activity Instructions: Technology in Teaching and
Learning Puzzle Challenge
Objective:
Each group will work together to solve a puzzle related to
Technology in Teaching and Learning. The first group to
complete the puzzle will receive 5 points. After completing
the puzzle, one member from the group will present their
boon (advantage) and bane (disadvantage) of technology
in front of the class.
15. 15
Directions:
1.Form Groups – Divide the class into three groups.
2.Solving the Puzzle – Each group will be given a puzzle related to the topic.
3.Race to Complete – The first group to finish solving the puzzle wins and
earns 5 points.
4.Presentation – After solving the puzzle, one member from the group will
present their views on the boon (advantage) and bane (disadvantage) of
technology in education.
5.Next Groups – The remaining groups will continue working on their puzzle
and follow the same process when they finish.
6.Completion – The activity will end once all groups have completed their
puzzles and given their presentations.
16. CONCLUSION:
THE INTEGRATION OF TECHNOLOGY IN
EDUCATION ENHANCES TEACHING METHODS,
IMPROVES STUDENT ENGAGEMENT, AND
PROVIDES ACCESS TO VAST LEARNING
RESOURCES. BY UNDERSTANDING AND
UTILIZING THESE TECHNOLOGICAL TOOLS,
EDUCATORS AND LEARNERS CAN CREATE A
MORE DYNAMIC AND EFFICIENT LEARNING
ENVIRONMENT.