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Pro Fed 7 True 33333
OBJECTIVES:
At the end of this lesson, you will be able to:
• Define the basic concepts and important terms
• Discuss the roles ICT in teaching for learning
• Differentiate the Theories and Principles in the use and design of technology driven
learning lesson
INTRODUCTION
Technology has increasingly become a pivotal element in modern education,
fundamentally transforming both teaching and learning processes. This review explores
the multifaceted impact of technology in educational settings, examining how digital
tools, online platforms, and emerging technologies are reshaping traditional pedagogical
approaches. It addresses the benefits, challenges, and future prospects of integrating
technology into the classroom, emphasizing its role in enhancing student engagement,
facilitating personalized learning, and promoting collaborative educational experiences.
By critically analyzing current trends and research, this review aims to provide
educators and policymakers with insights into the effective use of technology to improve
educational outcomes.
EDUCATIONAL TECHNOLOGY
- a science of planning, developing, organizing, implementing, evaluating and improving
instructional materials and instructions for best teaching learning performances and
experiences both teachers and student.
INSTRUCTIONAL SYSTEM
- also known as instructional design, refers to the systematic process of developing and
evaluating instructional materials and experiences. Since developing and evaluating
instructional materials form part of the educational technology, instructional system is
also part of educational technology. If this instructional design focused primarily on
enhancing teaching learning process using technology, that is Instructional technology.
C. Theories and Principles in the Use and Design of Technology Driven Lesson
a. Dale's Cone of experience
- Dale's cone of experience was developed by Edgar Dale. It is also known as
Learning pyramid. It is not based on difficulty but on abstraction and/or the numbers of
senses involved.
Edgar Dale was an American educationist who developed the Cone of experience. He is
also known as the Father of Modern Media in Education.
Dale's cone of experience
1. Direct Purposeful Experience
- all senses are involved
- first hand experience
2. Contrived Experience
- representation, mock up, copy paste, reneact
3. Dramatize
- participate in a reconstructed experience.
4. Demonstration
-show things are done.
- visualize explanation
5. Study trips
- visits, field trip
6. Exhibit
- display to be seen your eyes only.
1. ТРАСК MODEL
2. SAMR MODEL
3. BLOOM'S DIGITAL TAXONOMY MODEL
4. ASSURE MODEL
•TPACK MODEL
Shows us that there's a relationship between, technology, content, and pedagogy.
Paves a way to educators to engage students in collaborative learning and to develop
the concept of digital pedagogies.
To promote a better understanding of the synergy between technology and pedagogy.
pedagogy
• Applying Technological, Pedagogical Content Knowledge to Your Lesson
• Content Knowledge (CK) - what are you teaching and what is your own knowledge of
this subject?
•Pedagogical Knowledge (PK) how do your students learn best and what instructional
strategies do you need to meet their needs and the requirement of the lesson plan?
• Technological Knowledge (TK) what digital tools are available to you, which do you
know well enough to now, and which would be most appropriate for the lesson at hand?
• Pedagogical Content Knowledge (PCK) understanding the best practices for teaching
specific content to your specific students
• Technological Content Knowledge (TCK) knowing how the digital tools available to you
can enhance or transform the content, how it's delivered to students, and how your
students can interact with it.
• Technological Pedagogical Knowledge (TPK) - understanding how to use your digital
tools as a vehicle to the learning outcomes and experiences you want.
•SAMR MODEL
It is a framework created by Dr. Ruben Puentadura to share a common language across
disciplines as teachers strive to personalize learning and help students visualize
complex concepts.
A planning tool that helps to design better learning activities for students.
• SUBSTITUTION
Means replacing traditional activities and materials-like in-class lectures or paper
worksheets-with digital versions. The goal is to keep things simple.
• AUGMENTATION
This level involves incorporating interactive digital enhancements and elements like
comments, hyperlinks, or multimedia. The content remains unchanged, but students
can now take advantage of digital features to enhance the lesson.
• MODIFICATION
At this level, teachers can think about using a learning management system like
Google Classroom, Moodle, Schoology, or Canvas to handle the logistical aspects of
running a classroom, like tracking grades, messaging students, creating calendar, and
posting assignments.
• REDENTIFICATION
In redefinition level, it enables activities that were previously impossible in the
classroom.
ASSURE MODEL •
The ASSURE model was developed by Heinrich and Molenda in 1999. It is a well-
known instructional design guide using constructivist perspective which integrates
multimedia and technology to enhance the learning environment.