Lesson 4 Technologies For Learning

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EDTECH 1

MIDTERM
TECHNOLOGY FOR TEACHING
AND LEARNING 1

BY: LEOMAR C. BIÑAS LPT, M.Ed

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OPENING PRAYER

Heavenly Father and Your Beloved Son Jesus Christ,


Thank you for another life to enjoy, another day to
learn, and a new set of things we will experience.
As we go through our lessons today, may You let us be
instruments to do good things.
Help us be obedient, honest, and kind to one another.
Please bless our teachers, our school, and the
students.
In Jesus’ name. Amen.

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ATTENDANCE CHECK

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LET’S PLAY

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1 7
6 2 12 8
1pt 2pts
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PICK – A - NUMBER
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QUESTION NO. 1

1. What are channels of communication


between the source and the receiver,
examples include video, television,
diagrams, printed materials, computers,
and instructors?

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QUESTION NO. 2

2. Which mode of presentation suggest


that knowledge is stored primarily in the
form of motor responses, this is used within
the first year of life and thinking is based
entirely on physical actions?

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QUESTION NO. 3

3. What are the three mode of representation of


Jerome Bruner that paralleled the Cone of
experience?

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QUESTION NO. 4

4. What is the learning approach where


media is utilized as supplemental support
of the live instructor in the classroom?

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QUESTION NO. 5

5. What is an educational approach designed to


individuals who are too busy and do not have time
to participate in classroom-based education?

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QUESTION NO. 6

6. What is student-centered approach where


media can be used effectively in formal education
situations where a teacher is not available or is
working with other students?

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QUESTION NO. 7

7. This involves small heterogeneous groups of


students working together to achieve a common
academic goal or task while working together to
learn collaboration and social skills.

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QUESTION NO. 8

8. What skill developed among students as the arn


learn to interact with others which promotes
interpersonal, communication, leadership,
compromise, and collaboration?

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QUESTION NO. 9

9. It is an activity in which participants follow


prescribed rules that differ from those of real life as
they strive to attain a challenging goal.

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QUESTION NO. 10

10. It is an abstraction or simplification of some


real-life situation or process.

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QUESTION NO. 11

11. It is a self-contained environment designed


to promote individual or small group learning
around a specific task.

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QUESTION NO. 12

12. This refers to a type of simulation in which


the dominant feature is relatively open-ended
interaction among people, it has proven to be a
motivating and effective method of developing
skills.

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LESSON 4 TECHNOLOGIES FOR LEARNING

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What are technologies for
SPIN
learning?

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What are technologies for
SPIN learning?

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TECHNOLOGIES FOR
LEARNING

• Technologies for learning are


specific teaching- learning
patterns that serve reliably as
templates for achieving
demonstratively effective
learning.

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COOPERATIVE LEARNING

• Cooperative learning involves small


heterogeneous groups of students
working together to achieve a
common academic goal or task
while working together to learn
collaboration and social skills.

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ADVANTAGES OF COOPERATIVE LEARNING

• Active learning.
• Social skills.
• Interdependence.
• Individual accountability.

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LIMITATIONS OF COOPERATIVE LEARNING

• Student compatibility.
• Student dependency.
• Time consuming.
• Individualist.
• Logistical obstacles.

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Why should we integrate
SPIN Cooperative learning?

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Why should we integrate
SPIN
Cooperative learning?

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INTEGRATION

• Cooperative learning is
defined as the
instructional use of small
groups so that students
work together to
maximize their own and
each other’s learning.

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INTEGRATION

• Slavin, Kagan, David and Johnson revealed


that not only does cooperative learning yield
better acquisition and retention of lesson
content, it also promotes better interpersonal
and thinking skills. This research highlighted
the importance of interdependence as the
key to success in cooperative learning.

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INTEGRATION

• Two particular formats are presented as


examples of cooperative learning
technologies: Johnson and Johnson’s
Learning Together model, and Slavin’s Team-
Assisted Individualization (TAI).

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1. LEARNING TOGETHER MODEL

• Johnson and Johnson’s interdependent learning


group, known as the Learning Together Model,
requires four basic elements:
• Positive interdependence
• Face-to-face helping interaction.
• Individual Accountability.
• Teaching interpersonal and small-group skills

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2. TEAM-ASSISTED
INDIVIDUALIZATION (TAI)

• TAI was specifically intended to avoid some of the


problems encountered with individualized
programmed instruction.
• It incorporates features that allow students to
proceed more efficiently and effectively on their
own with fewer demands on the teacher for
individual checking and motivating

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2. TEAM-ASSISTED
INDIVIDUALIZATION (TAI)

• TAI follows this pattern:


• Teaching groups.
• Team formation.
• Self-instructional materials.
• Team study
• Team scores and team recognition.

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COMPUTER-BASED COOPERATIVE
LEARNING

• Computer assistance can alleviate some of the logistical


obstacles to using cooperative learning methods,
particularly the task of managing information, allocating
different individual responsibilities, presenting and
monitoring instructional material, analyzing learner
responses, administering tests, and scoring and providing
remediation for those tests.

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GAMES

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GAMES

The term game, simulation and


simulation game are often used
interchangeably. But because
these terms have different
meanings, they will be discussed
separately.

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GAMES

Game is an activity in
which participants follow
prescribed rules that differ
from those of real life as
they strive to attain a
challenging goal.

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ADVANTAGES OF GAMES

• Attractive.
• Novel.
• Atmosphere.
• Time on task.

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DISADVANTAGES OF GAMES

• Competition.
• Distraction
• Poor design.

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SIMULATIONS

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SIMULATION

• A simulation is an abstraction or
simplification of some real-life situation
or process.
• In simulations, participants usually play
a role that involves them in
interactions with other people or with
elements of the simulated
environment.

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SIMULATION

• Team simulations allow students


to use their individual
differences. Some computer-
based simulations adjust their
difficulty level based on the
ability of the player.

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SIMULATION AND PROBLEM-
BASED LEARNING

• One value of simulation is it implements learning


method as directly and clearly as possible. In problem-
based learning, the learner is led toward understanding
principles through grappling with a problem situation.
Most simulations attempt to immerse participants in a
problem.

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SIMULATORS

• The device employed to represent a physical


system in a scaled-down form is referred to as
simulator. Simple simulators are in widespread
use in applications such as training workers in a
range of manual skills from CPR to welding.

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ADVANTAGES OF SIMULATION

• Realistic.
• Safe.
• Simplified

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DISADVANTAGES OF SIMULATION

• Time consuming
• Oversimplification

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INTEGRATION

• Training in motor skills, including athletic and


mechanical skills, and complex skills that might
otherwise be too hazardous or expensive in real life
settings
• Instruction in social interaction and human relations,
where displaying empathy and coping with the
reactions of other people are major goals.
• Development of decision-making skills (e.g.,
microteaching in teacher education, mock court in law
school, management simulations in business
administration)

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Role Plays

• refers to a type of simulation in which the


dominant feature is relatively open-ended
interaction among people. It has proven to be
a motivating and effective method of
developing skills.

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SIMULATION GAMES

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SIMULATION GAMES

• A simulation game
combines the attributes
of simulation (role
playing, a model of
reality) with the
attributes of a game
(striving toward a goal,
specific rules).

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INTEGRATION

• Instructional simulation games


are found in curriculum
applications that require both
the repetitive skill practice
associated with games and the
reality context associated with
simulations. Societal processes,
cultural conflicts, historical eras,
and ecological systems are
popular topics.

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Cooperative Simulation Games

• In recent years, sports psychologists and educational psychologists


have developed new theories questioning the value and necessity
of competition in human development.
• They contend that if children are nurtured on cooperation,
acceptance and success in a fun-oriented atmosphere they
develop strong, positive self concepts.
• Out of this new awareness has come the “new games” movement,
generating hundreds of cooperative games that challenge the
body and imagination but that depend on cooperation and
success.

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LEARNING CENTERS

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LEARNING CENTERS

• Learning Center is a self-


contained environment
designed to promote
individual or small group
learning around a specific
task.

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LEARNING CENTERS

• A learning center may be as


simple as a table and some
chairs around which students
discuss, or it maybe as
sophisticated as several
networked computers used by
a group for collaborative
research and problem solving.

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SPECIALIZED TYPES OF CENTERS

•Skill centers
•Interest centers
•Remedial centers

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ADVANTAGES OF LEARNING
CENTERS

• Self-pacing
• Active learning
• Teacher Role

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DISADVANTAGES OF GAMES
LEARNING CENTERS

• Cost
• Management
• Student responsibility
• Student isolation

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PROGRAMMED INSTRUCTION

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PROGRAMMED INSTRUCTION

• Programmed instruction usually


refers to learning done by an
individual using printed materials
or a computer.
• Programmed instruction led to
the development of computer-
assisted instruction (CAI) and the
same principles are currently
incorporated in web-based
instruction

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ADVANTAGES OF PROGRAMMED
INSTRUCTION

• Self-pacing
• Practice and Feedback
• Reliable
• Effective

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ADVANTAGES OF PROGRAMMED
INSTRUCTION

• Labor intensive
• Development cost

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PROGRAMMED TUTORING

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PROGRAMMED TUTORING

• Programmed tutoring is a one-on-


one method of instruction in which
the tutor’s responses are
programmed in advance in the
form of carefully structured printed
instructions.

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ADVANTAGES OF PROGRAMMED
TUTORING

• Self-pacing
• Practice and Feedback
• Reliable
• Effective

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ADVANTAGES OF PROGRAMMED
TUTORING

• Labor intensive
• Development cost

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PROGRAMMED TEACHING

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PROGRAMMED TEACHING

• Programmed teaching, also


known as direct instruction, is an
attempt to apply the principles of
programmed instruction in a
large-group setting.

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PROGRAMMED TEACHING

• The critical features of these


lessons include unison
responding by learners to
prompts (or cues) given by the
instructor, rapid pacing and
procedures for reinforcement
or correction.

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PERSONALIZED SYSTEM OF INSTRUCTION

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PERSONALIZED SYSTEM OF
INSTRUCTION

• Personalized System of
Instruction (PSI) is sometimes
referred to as the Keller Plan
after Fred Keller, who
developed it.
• It can be described as a
template for managing
instruction.

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PERSONALIZED SYSTEM OF
INSTRUCTION

• It is derived from the same


roots as mastery learning, the
idea that all students can
succeed – achieve basic
mastery – but need different
amounts of time and
practice to get there.

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ADVANTAGES OF PROGRAMMED
INSTRUCTION

• Self-pacing
• Mastery
• Effective

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ADVANTAGES OF PROGRAMMED
INSTRUCTION

• Development cost
• Behaviorist commitment
• Self-discipline

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LET’S SUMMARIZE

TECHNOLOGIES FOR
EDUCATION
• COOPERATIVE LEARNING • PROGRAMMED INSTRUCTION
• GAMES • PROGRAMMED TUTORING
• SIMULATIONS • PROGRAMMED TUTORING
• SIMULATION GAMES • PERSONALIZED SYSTEM OF
• LEARNING CENTERS INSTRUCTION

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ANY QUESTION?

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FOR ASYNCHRONOUS
CLASS

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OUTPUT NO. 4: SKETCHNOTING

INDIVIDUAL: “SKETCHNOTING
• Sketch a picture that represents what you have learned from
the discussion.
• Remember, it’s not about the quality of the art, its about how
you’ve been prompt to visualized your understanding of the
topic based on your own perspective.
• Provide a short description on your sketch.
• You can use digital or hand sketch.
• Submit your work on our Google Classroom in jpeg format

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GROUPING

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GROUPING

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CLOSING PRAYER

Glory be to the Father , and to the


Son and to the Holy Spirit.
As it was the beginning is now and
ever shall be world without end,
Amen.

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Thank you!

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