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0% found this document useful (0 votes)
24 views44 pages

Group-4-Ttle 20241015 193154 0000

Uploaded by

fanangiscabrera
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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GROUP 5

Theories and
Principles in the
Use and Design of
Technology-Driven
Lessons
Agenda
KEY TOPICS DISCUSSED IN
THIS PRESENTATION;

Edgar Dale's Cone of Experience


TPACK as a framework for Technology-
Driven teaching and learning
SAMR
Bloom's Digital Taxonomy
The ASSURE model
Dale’s Cone of
Experience
Edgar Dale
An expert in audiovisual
education
Father of Modern
Educational Technology
Proponent of cone of
experience
The Cone of Experience
“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
The 8 M’s of Teaching
1. Milieu

2. Matter
3. Method

4. Material
5. Media

6. Motivation
7. Mastery

8. Measurement
“I hear and I forget.
I see and I remember.
I do and I understand.”
– Confucius
What is the
It is a visual model that shows Cone of
a continuum of learning; a Experience?
pictorial device that presents
bands of experience. It does
not strictly define the bands to
be mutually exclusive but
allows the fluid movement
across the levels.
The Bands in Dale’s Cone of Experience
Direct purposeful experiences
- Actual, real-life experiences where
learners engage in hands-on
activities.
Characteristics:
Involves direct interaction with
materials or situations.
Facilitates authentic learning
through practice.
Examples:
Conducting a science experiment.
Participating in a field trip to a
historical site.

Contrived Experiences
- Simulated experiences designed
to replicate real-life situations
without the same level of
authenticity.
Characteristics:
DigitalProvides
Learning Checklist
a controlled environment for
learning.
HOW CAN WE PREPARE FOR THE LONG-TERM DIGITAL LEARNING SET-UP?

Encourages practice and experimentation in


a safe setting.

Examples:
Role-playing scenarios in a
classroom
Dramatized Experiences
- Experiences that incorporate elements
of drama and role-playing to enhance
engagement and understanding.
Characteristics:
Often involves storytelling or
performance.
Engage emotions, making
learning memorable and
impactful.
Examples:
Performing skit to illustrate a historical
event
Creating a video or presentation that
tells story related to the subject matter
Demonstrations
- A powerful learning tool that involves showing
how something is done by actually performing
the procedure or process. Whether it's baking a
cake or demonstrating a dance step,
demonstrations make learning more meaningful
by providing a real, hands-on experience.
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
- Displays of models, pictures, artifacts, and
posters that convey information or a message.
Traditionally, they are meant to be viewed, but
modern exhibits often allow viewers to interact
with or manipulate the displays, making the
experience more engaging and enjoyable.
- Provide a two- dimensional
Television reconstruction of a reality.
and motion - Allow learners to experience the
pictures situation being communicated
through the mediated tools.

Recordings,
- Still are pictures or images.
radio, still
Together in this category are the pictures
audio-recorded materials or
information broadcast through the
radio.
Visual symbols
- These are more abstract
representations of the concept or the
information.
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.
Influences on the Cone of experience
Jerome Bruner’s Theory of Instruction

Three levels in the learning


process;
1. Enactive – direct experience
2. Iconic – representation of
experience
3. Symbolic – words or visual
symbols
TPACK as a
Framework for
Technology-Driven
Teaching and
Learning
- Is a framework that combines the
teacher’s three knowledge areas:
technological knowledge, content
knowledge, and pedagogical
What is TPACK?
knowledge. This framework shows the
interconnectedness of content
knowledge with pedagogical
knowledge and the integration of
technology in making teaching more
engaging, relevant, and effective.
What is TPACK?
CK (Content knowledge)
- It is the understanding of the
content such as language arts, math,
science, history among others.
PK (Pedagogical Knowledge)
- It is the expert’s knowledge in the science
of teaching from educational and learning
theories to individual differences to
strategies and techniques as well as
assessment of learning
PCK ( Pedagogical Content knowledge)
- How much competencies the
teachers have in making the students
learn concepts and skills.
TK ( Technological Knowledge)
- This is the teachers' knowledge
on how to select, use and integrate
these tools in the teaching and
learning context.
TCK ( Technological-Content Knowledge )
- When technology is used in a specific
subject area to enrich and deepen
student's understating of content.
TPK ( Technology-Pedagogical
Knowledge )
- Knowing how to select, use,
or develop technology to
manage student learning.
SAMR
MODEL
SAMR MODEL
- The SAMR model, developed by Dr. Ruben
Puentedura, categorize four levels of technology
integration into teaching and learning, from basic
use to transformative practices.
Substitution
- Technology serves as direct
replacement for traditional methods,
with no significant change in
functionality.
examples:
- Using Google Docs instead of physical
notebook for taking notes.

Augmentation
- Technology acts as
substitute with added
enhancements that improve
the learning experience.
Modification
- Involves using technology to redesign
lessons. For example, in geography, students
can use tools like Panoramio to upload pictures
of places they've visited and add descriptions.
If internet access isn't available in class, they
can complete the task outside of class with
clear instructions. This enhances learning by
allowing students to engage with the material
in a new way.
Redefinition
- Refers to using technology to create new
concepts and outputs that were previously
unimaginable, transforming learning. For
example, students can use tools like
Panoramio and Google Earth to write scripts
for a guided tour, using uploaded pictures
and sharing their work online. Teachers
should review the students' work before it is
published to ensure it is ready to be shared.
IPAD APPS SUPPORTING BLOOM'S REVISED
TAXONOMY
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 systematic approach that the teacher can use when
writing an instructional plan.

Six Essential Steps in Planning Intruction


1. Analyze Learners
- Who is the audience
2. State Objectives
- What students need to learn?
3. Select Methods, Media, Materials
- What do instructors need to use for face
to face, online, and hybrid teaching?
4. Utilize Media, Materials
- How do instructors use materials?
EIRREQU NERLREA
TCIPARIONTIAP

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5. Require learner participation
- Students will actively engage in
discussion, small group activities,
formative assessment.
6. Evaluate and Revise
- What works? What doesn't? Summative
evaluation of;
• instructional delivery
• revision of mediaand materials to
improve student's outcome.

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