Lecture 1:technology For Teaching and Learning 1
Lecture 1:technology For Teaching and Learning 1
and Learning 1
College of Education - Lamut Campus
BEE- 1
Lesson 1: ICT Competency Standards for Philippine
Pre-Service Teacher Education
Lesson Outcomes:
1. Identified the competency standards of ICT necessary in
teaching for pre-service teacher education;
2. Familiarized with the ISTE National Educational
Technology Standards for Teachers
What are competency standards?
What are the ICT standards for teaching
and learning in Philippine pre-service
teacher education?
ICT Competency Standards (CHED-UNESCO) as provided in
the 2017 Policy Standards and Guidelines (PSG) for
Pre-Service Teacher Education
st
2.4 Use ICT tools to develop 21 century skills: information media and
technology skills,learning and innovation skills, career skills and
effective communication skills
DOMAIN 3: Pedagogy
6. Social, Ethical, Legal and Human Issues Technology Operations and Concepts
ACTIVITY 1: SURVEY on the USE of ICT
1. Form a group of at most five members. (You will work with your group mates until FINAL TERM).
2. Use the survey instrument on the use of ICT in the Classroom. (To be posted in the messenger
group chat).
3. Ask permission from the school head or principal that you will conduct a survey. YOU CAN ALSO
ASK ONLINE.
4. With your group, conduct a survey of at least 20 elementary teachers for those who will teach from
K to Grade 6.
5. Consolidate your data.
Lesson Outcomes:
1. Technology as a tutor.
2. Technology as a teaching tool.
3. Technology as a learning tool.
A. For Teachers and Teaching
1. Information Technology
2. Telecommunication Technology
3. Networking Technologies
The DICT Roadmap
1. ICT in Education Masterplan for all levels
2. Content and application development through the Open Content
in Education Initiative (OCEI)
3. PheDNET - is a “walled” garden that hosts educational learning
and teaching materials and applications for use by Filipino
students, their parents and teachers.
4. Established Community eLearning Centers called eSkwela for
out-of-school youth (OSY)
5. eQuality program for tertiary education through partnerships with
state universities and colleges (SUCs)
6. Digital Media Arts Program
7. ICT skills strategic plan
Some Issues on ICT and Internet Policy and
Regulations
Global Issues:
Choose two articles or cases that you will work on. Use the template uploaded in the Google Classroom
to answer.
Lesson 5: Safety Rules on the Use of ICT including
e-Safety Rules
Lesson Outcomes:
1. No trailing wires across or around the room which people can trip
on.
2. Electrical sockets should not be overloaded.
3. Electrical equipment should be safety-tested at least once a year.
4. There should be adequate space around desk for people to move.
5. Bags and obstacles should be stored out of the way.
6. Food and drinks should not be placed near machines.
7. Heating and ventilation should be suitable to the working
environment.
8. Fire extinguishers should be available.
9. Fire exits should be clearly marked and free from clutter.
Conventional/Non-Digital Tools
Non-Conventional/Digital Tools
INSTRUCTIONAL MATERIALS
1.DIORAMA
It will make the classroom to be
creative and innovative. It is a fun way to
build an exciting scene a small space.
Dioramas are small scenes created of
layers of materials,all depicting a similar
concept or theme. They usually display a
historical time period, a nature scene, or
a fictional situation.
2. NATURE TABLE
This is a table that contains
objects and/or scenes related to
the current season, or upcoming
festival or a symbol of an
ecosystem. Children love to follow
the natural changes that the
world offers each month and
classroom decorations reflect
these.
3. WRITING BOARD
A writing board can
display information written
with chalk (chalkboard or
blackboard) or special pens
(whiteboard). Although
there are usually more
effective methods of
transmitting information,
the writing board is still the
most commonly used visual
aid.
4. FLIP CHART
It is a large
tablet or pad of
paper, usually on a
tripod or a stand.
5. ZIGZAG BOARD
It is a multi-board series of
three or four rectangular boards.
They are joined together along
the sides by hinges so that they
can be easily folded up and
carried. Each board can be of a
different type,for example, a
whiteboard, a chalkboard, a
flannel board and so on.The size
of the boards for the zigzag
multi-board depends on what
you want to use them for.
6. WALL DISPLAY
Displaying items on a
classroom wall is a well-known,
tried and tested educational
method. A wall display is a
collection of many different types
of items and materials put up on
a wall to make an interesting and
informative display. In a
classroom, the display can
consist of the students' own
work. In development work it can
be used to convey information to
the community.
7. ROPE and POLE display board
This board consist of two
parallel, horizontal poles tied
loosely together with rope.
Visual aids such as posters can
be pinned to the rope. This kind
of display board is invaluable
where there are few solid walls
for displaying information. It has
no solid backing and can be
made quickly for teaching,
training and when working with
community.
GUIDELINES when designing conventional instructional
materials
1. Unity - Use only one idea for each visual aid include a headline.
2. Simplicity - Make ideas and relationships simply and easy to recall.
3. Legibility - Make letters big and readable for all in the audience.
4. Consistency - Use the same type style and art style.
5. Clarity - Avoid type that is too small to read; avoid all caps.
Digital tools or non-conventional instructional
support for teaching and learning
- is a collection of
imagery, charts, and
minimal text that
gives an
easy-to-understand
overview of a topic.
3. An electronic porfolio (e-portfolio)
a. Facebook
b. Twitter
c. LinkIn
d. Google+
e. Youtube
f. Pinterest
g. Instagram
h. Tumblr
i. MySpace
j. Flickr
K. Bebo
FACEBOOK
Learning Activity:
Create an advocacy campaign by making a personalized poster that tells about how the
community will help mitigate the hazards caused by climate change. Upload and share
your work in your Facebook Page.
To evaluate your work, take a picture/ screenshot of the page where you uploaded your
work and send it via messenger.
Criteria:
Lesson Outcomes:
“The Cone is a visual analogy, and like all analogies, it does not bear an exact and detailed relationship to
the complex elements it represents.” - Edgar Dale
Study trips - these are actual visits to certain locations to observe a situation or
a case which may not be available inside the classroom
Exhibits - these are displays of models such as pictures, artifacts, posters, among
others that provide the message or information. These are basically viewed, however,
there are currently exhibits that allow the viewers to manipulate or interact with the
display and as a result, the exhibit becomes more engaging and fun.
Still pictures, recordings, radio - still are pictures or images. Together in this category
are the audio-recorded materials or information broadcast through the radio.
Visual Symbols - these are more abstract representation of the concept or the
information. Examples of these are information presented through a graph or a
chart. For example, a process can be presented using a flowchart.
Verbal symbols - this category appears to be the most abstract because they
may not exactly look like the concept or object they represent but are symbols,
words, codes or formulae.
Brunner’s three-tiered Model of Learning
https://www.youtube.com/watch?v=FagVSQlZELY&t=6s
https://www.youtube.com/watch?v=yMQiHJsePOM
SAMR
SAMR is a model designed to help educators infuse technology into teaching and
learning. Developed by Dr. Ruben Puentedura, the model supports and enables
teachers to design, develop, and infuse digital learning experiences that utilize
technology.
S stands for Substitution. It is literally using technology as an alternate for the regular item
that is employed in augmenting or assisting instruction. Instead of using a map or a globe in
teaching geography, teachers can use Google map or Google earth instead. Showing a
location in a map can be substituted by the use of google map or google earth.
Lesson Outcomes:
1. Identified learning theories and principles applied in the use and design of
learning lessons with technology
2. Applied the ASSURE Model in crafting a lesson
A well-planned lesson is half of the battle won; the other half is the delivery of
the lesson by the facilitator who has the pedagogical skills in implementing what
has been planned. This will ensure the achievement of learning outcomes. This
will engage learners to perform expected standards. That is why, it is important
that before teaching, elements needed to be incorporated when designing a plan
have to be plotted well.
The ASSURE Model
Assure Model is a guide in crafting an instructional flow that can guide the teacher in
integrating appropriate technology and media into the instructional process. It also refers
to a systemic approach that the teacher can use when writing an instructional plan.
State Objectives. This is the main instruction guide that will direct the flow to reach the
target. Known as the learning outcome expected of the lesson, this statement describes
what the learner would be able to perform as a result of the instruction.
Select Methods, Media and Materials. Selecting the appropriate way of delivering the
lesson and using the applicable media or technology can effectively make learners acquire
understanding of the lesson or gain the competence desired. The teacher has to decide
which strategy, materials or technology would be best considering the learners and the
desired learning outcomes.
Utilize Methods, Media and Materials. Having selected the strategy, media and materials
is halfway of the task done. Planning how to implement these entails a lot of consideration.
Bearing in mind the learning outcome of the lesson, the teacher decides which part of the
instructional flow will a particular material or technology be employed and the manner on
how it will be more effective to achieve the learning outcome.
The roles that learners play in this millennium are no longer limited to being a
receiver of information. They desire to be actively involved in the retrieval of
information, repackaging them and using them to create something
unconceivable before.
INNOVATIVE TECHNOLOGIES FOR ASSESSMENT
TASKS IN TEACHING AND LEARNING
Lesson 1: ICT and Assessment of Learning
Lesson Outcomes:
ePortfolio includes input text, electronic files, images, multimedia, blog entries,
hyperlinks.
ePortfolios are both demonstrations of the user’s abilities and platforms for
self-expression.
TYPES of ePortfolios
1. Ideal portfolio - it contains all work of students. It is not given to provide students a grade
2. Showcase/professional ePortfolios - these ePortfolios are primarily a way to demonstrate
(showcase) the highlights of a student’s academic career.
3. Documentation portfolio - it involves a collection of work over time showing growth and
improvement reflecting students’ ;earning of identified outcomes
4. Learning ePortfolios - these portfolios are typically created by a student as part of a
learning activity as a way to demonstrate learning and the learning process. These
portfolios are often shared with other students to elicit peer feedback. Learning portfolios
support the idea of formative feedback as an essential part of the learning process.
5. Evaluation/Assessment ePortfolios - the teacher may utilize this for both formative and
summative assessments feedback.
Social, Ethical and Legal Responsibilities in the Use
of Technology Tools and Resources
Lesson 1
Lesson Outcomes:
1. Recognized the five tenets of global digital citizenship and the 9 elements of
digital citizenship
2. Compared and contrasted one’s role as a citizen of a community and that of a
digital world
3. Shared ways on how one can observe social, ethical, and legal responsibilities in
the use of technology tools and resources.
DIGITAL CITIZENSHIP vs. GLOBAL CITIZENSHIP
Since we are considered citizens of the community we live in, then as users of
the internet we can also call ourselves as citizens of the digital world where we
live, learn, and work in an interconnected manner. Digital citizenship is an idea
that all persons using the internet have civic rights and responsibilities. It
centers around safe, savvy and ethical use of technology.
Study the infographic from:
https://elearninginfographics.co
m/citizenship-digital-age-infogr
aphic/
A Global Citizen sees the world as a community in which all people live and
prosper together. He/she understands that his/her actions contribute to the
values of the entire planet and he/she is concerned on how he/she participates in
and contributes to the entire world.
A Digital Citizen adheres to guidelines that govern the ethical and responsible
use of technology and acts responsibly in all relationships and interactions in the
digital world.
When we mix these together, it’s the perfect recipe for the Global Digital
Citizen.
Five Tenets of Global Digital Citizenship
LESSON 2: Netizenship and Netiquette in Online
Communities
Lesson Outcomes:
5. Check spelling, grammar and punctuation. Since your face cannot be seen online, you will be
judged according to your posts. Good writing means good manners. We do not want to waste
other people’s time reading our post which is incomprehensible.
6. Pause before you post. Take note that whatever you post becomes permanent therefore think
twice or thrice before you click send.
7. Do not share your personal information. Sharing your personal information online is like going
around streets wearing a shirt printed with your name, birthday, address, name of parents, etc.
8. Think about who or what you are representing. As a son/daughter, you represent your family.
As a student, you represent your school. You do not want your family or school to be put to shame
by what you do.
LESSON 3: Intellectual Property Rights on the
Development and Use of Digital Materials
Lesson Outcomes:
Copyright refers to the legal right given to the owner of the original work of intellectual
property. These “works” are original intellectual creations in the literary and artistic
domain protected from the moment of their creation which include the following:
12. Audiovisual works and cinematographic works and works produced by a process
analogous to cinematography or any process for making audio-visual recordings