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11 views23 pages

4th Presenter

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hw8715922
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Theories and Principles

in the Use and Design of


Technology-Driven
Lessons

BY 4TH PRESENTER
Edgar Dale's Cone of
Experience

What is “The Cone of Experience”


- Edgar Dale's Cone of Experience is not a hierarchy, but a audio-
visual media of the more concrete experiences, emphasizing the
more senses involved. This article explores concrete learners'
definition and key elements.
According to Edgar Dale, there are 8 elements that we
should put into consideration in terms of teaching in
order to have an effective teaching strategy.
8M’s of teaching
• Milieu - The learning environment
• Matter- The content of learning
• Method- Teaching and learning activities
• Material- The sources of learning
• Media- Communication system
• Motivation- Arousing and sustaining interest in learning
• Mastery- Internalization learning
• Measurement- Evidence that learning took place
The Band in
Dale's Cone of
Experience
01 02 03 04
Direct Purposeful Contrived Experiences- This Dramatized Experiences- Demonstrations- A
Experience- This is the most level of experience involves This level of experience demonstration is a visualized
concrete level of experience, learners interacting with a involves learners watching or explanation of facts, ideas or
where learners participate in simulated environment. participating in a dramatization processes. They are a
an activity or event. of an event or concept. common way to train
employees or students, as
they require relatively little
preparation and resources.
05 06 07 08
Study Trips- These are Exhibit- For example, this Motion Picture and Recordings, Radio, Pictures
actual visits to certain experience allows learners to Educational Television- - This level of experience
locations to observe a Study see the meaning and motion pictures and television involves learners listening to
trips situation or a case which relevance of things based on are similar mediums. They audio recordings.
may not be available inside the different pictures and enable learners to process
the classroom representations presented. real-life processes or events
Visiting exhibits in educational through on-screen recordings.
outlets like museums are a
common way to provide
learning opportunities.
09 10
Visual symbols - These are
more abstract Verbal Symbols- This is the

representations of the most abstract level of

concept or the information. experience, where learners are

Examples of these are only presented with words

information presented without any physical

through a graph or a chart. resemblance to objects.

For example, a process can


be presented using a flow
chart..
In addition, Brunner's three-tiered model of learning
points out that every area of knowledge can be presented
and learned in three distinct steps.
1. Enactive - a series of actions
2. Iconic - a series of illustrations or icons
3. Symbolic - a series of symbols
TPACK as a Framework for
Technology-Driven Teaching
and Learning
What is TPACK?
TPACK is the knowledge method combination of
Technological knowledge , Pedagogical
knowledge and Content Knowledge, it is a aid to
educators on how these areas work together
for innovative teaching and learning
PK- Pedagogical Knowledge is the TK- Technological Knowledge:
how, your expert knowledge of the Represents the knowledge of your
art and science of
tool
teaching

CK- Content Knowledge: is the what, Domain TCK- Technological content


knowledge: Refers on how
of
your understanding and expertise of
the subject area you technology is used in a subject area
teach. Content knowledge is made TPACK for
up of facts, concepts and theories deep and lasting learnin

PCK- pedagogical content TPK- Technological pedagogical


knowledge: the knowledge you have knowledge: the understanding of
on how to engage students in how to choose and manage
learning concepts and skills technology for your student
SAMR
The SAMR model helps educators assess and improve
how technology is used in teaching,
moving from basic substitution to innovative redefinition
Substitution: Technology acts as a direct substitute for
traditional tools, with no functional
change.
Augmentation: Technology still replaces traditional tools
but with added functionalities that
enhance performance.
Modification: Technology allows for significant redesign
of tasks.
Redefinition: Technology enables the creation of new
tasks that were previously
inconceiviable
Blooms Digital Taxonomy
Bloom's Digital Taxonomy is an updated version of Bloom's original
taxonomy, which classifies cognitive skills in education. It integrates
modern digital tools and technologies to help students develop higher-
order thinking skills. The levels range from basic tasks like remembering
and understanding to more complex ones like creating, evaluating, and
analyzing. In the digital taxonomy, activities such as blogging, podcasting,
and digital collaboration align with these cognitive processes, making it
relevant for 21st-century learning environments.
SAMR in Relation to
Blooms Taxonomy
ASSURE Model
01. Analyze Learners: Understand learners' styles,
age, interests, backgrounds, and needs.

ASSURE
MODEL 02. State Objectives: Define the learning outcomes
that guide the lesson.

The ASSURE Model is a guide for teachers to


integrate technology and media effectively into
instructional plans. It involves six essential steps:

03.
Select Methods, Media, and Materials: Choose
appropriate strategies and resources to support
learning outcomes.
04
Utilize Methods, Media, and Materials: Plan
how to use the selected methods and
materials effectively during instruction.

05
Require Learner Participation: Engage students
in active participation and accountability for
their learning.

Evaluate Student Performance: Assess

06
learners' performance to ensure it aligns with
the intended learning outcomes, using
appropriate methods like tests or portfolios.
Models of Technology-
Enhanced
Instructional Lessons
- These models affects the teaching world of educators
since they toggle the technology to make effective
learning and teaching.
These are the four C's that a
learner will become and
these are; contributors,
creators, communicators
and collaborators:

01 02 03 04
Contributors- from the word Creators- learners can make Communicators- because of Collaborators- learners can
contribute, learners uses their own works like portfolio the power of the technology, participate posting ideas, like
technology to share or learners can communicate
or others may call it Eportfolio, wikipedia learners uses this
upload their ideas and each other even if they are
an interactive tool that they distant each other, and the to share their projects and
projects to the internet to
can express themselves and best example of this is skype ideas about a subject
contribute their knowledge
share to the internet. or any applications that have a
about their work to the digital
chat room to communicate
world with.
There are so many things to work with a technological tool or an
application to effectively teach a lesson and the only thing is crucial is
how, how will you guide students to the technology the appropriate way,
one thing is a common tool in a classroom setting is a mobile device if
this tool is available the educator can strategically make this tool to help
engage with the student/students

So overall, tools must be resourceful and it has to be used in a


appropriate manner to blend the facilitation of learning and the usage of
technology.

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