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ONLINE EDUCATION VS.

TRADITIONAL EDUCATION  Digital tools – applications (online and offline)


 Multimedia – variety of media formats
Online Education – a form of education which is delivered and
administered using the Internet
Traditional Education – means education in which instruction ROLES OF ICT IN TEACHING AND LEARNING
takes place between an instructor and students where all are
 Technology as a tutor – with technology, tutors and
physically present in the same classroom
teachers can bring simulations and modeling into the
UNDERSTANDING THE BASIC CONCEPTS IN ICT classroom, assisting students who have difficulty
grasping the information through verbal discussion
T I T E E A
 Technology as a teaching tool – technology provides
Technology – the application of scientific knowledge for students with easy-to-access information, accelerated
practical purposes, especially in industry learning, and fun opportunities to practice what they
learn
Instructional Technology – refers to the theory and practice
 Technology as a learning tool
of design, development, utilization, management and
 Technology provides enormous support to the teacher
evaluation of the processes and resources for learning
– it transforms passive classroom to an active and
Technology in Education – educational technology or Ed Tech. interactive one, with audio-visual aids and models,
the combination of computer hardware and software with smart classrooms, e-learning classrooms which motivate
educational theory facilitates the learning of students and increase attention level of learners
 Technology has modernized the teaching-learning
Educational Technology – field of study that investigates the environment – it enables students to explore new
process of analyzing, designing, developing, implementing, subjects and deepen their understanding of difficult
and evaluating the instructional environment, learning concepts.
materials, learners and the learning process to improve  Technology opens new fields in educational resources
teaching and learning – through technology, researchers can process data
Education Media – channels of communication that carry faster and more accurate
messages with an instructional purpose. They are usually  Technology supports teacher professional
utilized for the sole purpose of learning and teaching development – professional development utilizing
technology should involve learning content in context
Audio-Visual – using both sight and sound, typically in the and modeling pedagogically appropriate methods
form of slides or video and recorded speech or music  Support learners to learn how to learn on their own
 Digital Literacy – ability to use information and  Enhances learners’ communication skills through
communication technologies and the Internet social interaction
 Digital Learning – any type of learning that is  Upgrades learners’ HOTS
accompanied by technology
ICT AND ASSESSMENT ICT POLICIES, ISSUES AND GUIDELINES
Current Trends in Assessment OF Learning ICT Policies are needed to put a roadmap or course of actions
to be pursued and adopted by various governments, org.
 Multiple measures
entities, involving ICT
 Increasing the use of technology
 Focus on growth of the learner Some issues on ICT
 Differentiating the roles and responsibilities
 ISSUE NO. 1: freedom of expression and censorship
CAA (Computer – Assisted Assessment)  ISSUE NO. 2: privacy and security
 ISSUE NO. 3: surveillance and data retention
 Any form of assessment delivered through computers
 ISSUE NO. 4: e-pollutants from e-waste
 Used to assess learning and performance of the students
 Online of offline delivery of the assessment E- Safety
 Includes all types of assessment (formative and
 Helps safeguard children and young people in the digital
summative)
world
E-Portfolios  Emphasizes learning to understand and new
technologies in a positive way
 Digital compilation of learning records of a student
 Educates children about the risks as wells as the
 Process of gathering of e-evidence collected and
benefits so we can feel confident online
maintained by a person on the web.
 Supports young learners and adults to develop safer
 Useful for assessing abilities of the person
online behaviors, both in and out of school
 Written text, files, multimedia, images and hyperlinks
Network Management
Digital Rubrics
 Safety in the use of network in schools
 Includes descriptions in the subjective manner about
 Password policy
the performance of a student
 Personal mobile phones and mobile devices
 Follows the formative type of assessment as student can
 Cameras
know the weakness in any area where he/she needs to
improve DIGITAL LITERACY SKILLS IN THE 21ST CENTURY
Survey Tools Digital literacies
 Used to collect feedback from students regarding any  The individual’s capabilities to be able to effectively
manner and responsibly function and perform in digital society.
 Coined by Paul Glister in 1997
 Media literacy – one’s ability to critically read
information and content
 Information literacy – locating information from the  One of the world’s most valuable brands due to
web and interpreting and evaluating its validity its market dominance, data collection and
 ICT literacy – knowing how to select and use digital technological advantages in the area of aritificial
devices, apps, and services intelligence
 Communication and collaboration – one’s capabilities  Youtube
in being able to participate in digital networks  American online video sharing and social media
platform headquartered in San Bruno, California
ONLINE COMMUNITIES/ SOCIAL NETWORKING
 Launched on February 14, 2005
 Facebook  Owned by Google and the second most visited
 Online social media and social networking service website after Google Search
owned by American company Meta Platforms  Pinterest
 Founded by Mark Zuckerberg in 2004 and other  Image sharing and social media service designed
fellow university students to enable saving and discovery of information on
 Twitter the internet using images and animated GIFs and
 Microblogging and social networking service videos in the form of pinboards
owned by American company Twitter, Inc.  Created by Ben Silbermann, Paul Sciarra and Evan
 Users post and interact with messages known as Sharp
“tweets”  It is operated by Pinterest, Inc.
 Created by Jack Dorsey, Noah glass, Biz Stone  Instagram
and Evan Williams in March 2006 and launched in  Photo and video sharing social networking service
July owned by Meta Platforms
 LinkedIn  Allows users to upload media that can be edited
 American business and employment-oriented with filters and organized by hashtags and
online service that operates via websites and geographical tagging
mobile apps.  Tumblr
 Primarily used for professional networking and  Is an American microblogging and social
career development and allows job seekers to networking website founded by David Karp in
post their CVs and employers to post jobs 2007 and currently owned by Automatic
 Since December 2016, it has been wholly owned  Allows users to post multimedia and other
subsidiary of Microsoft content to a short-form blog.
 Google  For bloggers, many of the website’s features are
 Founded on September 4, 1998 by Larry Page and accessed from a “dashboard” interface
Sergey Brin
 Most powerful company in the world
 Regularly check privacy settings
 Seriously consider the effect of possible posts on others
 Flickr
 using appropriate language
 American image hosting and video hosting service
 better be safe than sorry
as wells as an online community
 report button
 Created by Ludicorp in 2004 and was popular for  cyberbullying
amateur and professional photographers to host
high-resolution photos learning skills – knowing how to study and learn in a
 Bebo technology-enriched environment
 American social networking website that Digital Scholarship – think and participate in professional and
originally operated from 2005 until its bankruptcy research practices
in 2013 and relaunched in February 2021
8 DIGITAL LITERACY SKILLS (LYNCH, 2017)
Benefits and Dangers in Using Social Networking Sites
 Coding – process of assigning a code to something for
 BENEFITS classification or identification
1. Technology literacy  Collaboration – the action of working with someone to
2. Breadth of knowledge produce or create something
3. Bringing people together  Cloud software – application software that is hosted in
4. Attracts attention the cloud and that you access and use via a web
5. Opportunity to widen business browser, a dedicated desktop client, or an API that
 DANGERS integrates with your desktop or mobile operating
1. Distraction system
2. Relationship problems  Word Processing – refers to the act of using a
3. Health problems computer to create, edit, save and print documents. To
4. Illegal crimes and virus attacks perform word processing, specialized software (Word
5. Negatively affecting worker productivity Processor) is needed
IDENTITY MANAGEMENT  Screen Casting – digital video and audio recording of
what occurs on a presenter’s computer screen and it
 Understand how to ensure safety and security in can be used to create sophisticated, information-rich
managing online identity multimedia presentations
Safeguarding oneself in using social networking sites  Archiving – a place in which public records or
historical materials are preserved. An archive of
 Secure password historical manuscripts a film archive
 Log-out every time  Information Evaluation – encourages you to think
 Digital footprint critically about the reliability, validity, accuracy,
 Do not accept invites from strangers
authority, timeliness, point of view or bias of 3.3 model collaborative knowledge construction in face
information sources. to face and virtual environment
 Social Media – a collective term for websites and  Domain 4: Technology Tools
applications that focus on communication, community- 4.1 demonstrate competence in the technical,
based input, interaction, content-sharing and operations of technology tools and systems as they
collaboration apply to teaching and learning
4.2 use technology tools to create new learning
RA 8293 – An Act Prescribing the Intellectual Property Code
opportunities to support community of learners
and Establishing the Intellectual Property Office, Providing for
4.3 demonstrate proficiency in the use of technology
Its Powers and Functions and For Other Purposes
tools to support teaching and learning
ICT COMPETNECY STANDARDS FOR PRE-SERVICE TEACHERS  Domain 5: Organization and Administration
5.1 manage technology-assisted instruction in an
 Domain 1: understanding ICT in Education
inclusive classroom environment
1.1 demonstrate awareness of policies affecting ICT in
5.2 exhibit leadership in shared decision-making using
education
technology tools
1.2 comply with ICT policies as they affect teaching-
 Domain 6: Teacher Professional Learning
learning environment
6.1 explore existing and emerging technology to acquire
1.3 contextualize ICT policies to the learning
additional content and pedagogical knowledge
environment
6.2 utilize technology tools in creating communities of
 Domain 2: curriculum and Assessment
practice
2.1 demonstrate understanding of concepts, principles
6.3 collaborative with peers, colleagues, and
and theories of ICT systems as they apply to teaching-
stakeholders to access information in support of
learning
professional learning
2.2 evaluate digital and non-digital learning resources in
 Domain 7: Teacher Disposition
response to student’s diverse needs
7.1 demonstrate social, ethical and legal responsibility
2.3 develop digital learning resources to enhance
in the use of technology tools and resources
teaching-learning
7.2 show positive attitude towards the use of
2.4 use ICT tools to develop 21st century skills:
technology tools
information media and technology skills, learning skills,
learning and innovation skills, career skills and effective
communication skills
 Domain 3: Pedagogy
3.1 apply relevant technology tools for classroom
activities
3.2 use ICT knowledge to solve complex problems and
support students’ collaborative activities
ISTE STANDARDS OFR STUDENTS AND TEACHERS
(PHILIPPINE SETUP) ISTE Standards for Teachers
ISTE Standards for Students
 Technology operations and concepts – educators
 Creativity and innovation - students express
continually improve their practice by learning from and
themselves creatively for a variety of purposes using
with others and exploring proven and promising
platforms, tools, styles, and formats appropriated for
practices that leverage technology to improve student
their goals
learning
 Communication and collaboration – students use digital
 Planning and designing learning environment and
tools to connect with learners from a variety of
experiences – educators design authentic, learner-
backgrounds and cultures in ways that broaden mutual
driven activities and environments that recognized and
understanding and learning
accommodate learner variability
 Research and information fluency – students plan and
 Teaching, learning and curriculum – educators
employ an effective research strategy to locate
facilitate learning with technology to support student
information and other resources for their intellectual or
achievement of the ISTE standards of students. aligned
creative pursuits
with the curriculum
 Critical thinking, problem solving and decision making
 Assessment and evaluation – educators understand and
– students develop and employ strategies for
use data to drive their instruction and support students
understanding and solving problems in ways that
in achieving their learning goals. Provide alternative
leverage the power of technological methods to develop
ways for students to demonstrate competency and
and test solution
reflect on their learning using technology
 Digital citizenship – students recognize the rights,
 Productivity and professional practice – model for
responsibilities and opportunities of living, learning and
colleagues the identification, exploration, evaluation,
working in an interconnected digital world and they act
curation and adoption of new digital resources and tools
and model in ways that are safe, legal and ethical
for learning
 Technology operations and concepts – students
 Social, ethical, legal and human issues – educators
leverage technology to take an active role in choosing,
inspire students to positively contribute to and
achieving and demonstrating competency in their
responsibly participate in the digital world. Create
learning foals, informed by the learning sciences
experiences for learners to make positive, socially
responsible contributions and exhibit empathetic
behavior online that build relationships and community
Evaluate and revise
 SAMR Model
Substitution modification
ICT4E Augmentation redefinition
TECHNOLOGY-ENHANCED LESSONS
Promote OER Creation – having the technology to access
 Writing Board – work surface consisting of a wide
learning resources. Engaging educational content must be
lightweight board that can be placed across the lap and
produced, updated, repurposed and distributed regularly
used for writing
Appropriate Technologies - the choice of technology should  Diorama – a model representing a scene with three-
be practical, cost-effective, and sustainable. Use technologies dimensional figures, either in miniature or as a large-
that are accessible to all learners including TV, radio, and scale museum exhibit
print  Nature Table – a table on which items collected from
nature, such as seeds, rocks, bird’s nests, etc., are
Donor Coordination and Harmonization – initiatives and displayed to teach children about the natural world
beneficiaries should be well coordinated. Connecting projects  Flip Chart – large pad of paper bound so that each page
with the most appropriate recipients helps lessen the cost and can be turned over at the top to reveal the next, used
maximize impact on a stand at presentations
Public Private Sector Financing – the private sector must be  Zigzag Board – multi-board series of three or four
motivated to participate. Investing in ICT4E will help ensure rectangular boards. They are joined together along the
the continuity of the computer- literate workforce sides by hinges so that they can be easily folded up and
carried
THEORIES AND PRINCIPLES IN THE USE OF TECHNOLOGY-  Board-Wall Display – students use display boards to
DRIVEN LESSONS promote clubs, recognize athletics and display art
 ADDIE Model projects. The purpose of the display board in that
Analysis context is to catch the viewer’s attention and explain
Design what was performed and what was learned
Development  Role and pole Display – display boards help children’s
Implementation education by assisting with visual learning; teachers use
Evaluation display boards to highlight images relevant to the lesson
 ASSURE Model subject
Analyze learners Guidelines in the Construction and Development of
State standards and objectives Conventional Instructional Support Materials:
Select strategies, technology, media and materials
Utilize technology, media, and materials  unity – the quality or state of being one
Require learner participation
 simplicity – the quality or condition of being east to  Google Group/Form – organizations, classes, teams and
understand or do other groups can use Google groups to do things such as:
 legibility – the quality of being clear enough to read find people with similar hobbies or interests and take
 consistency – always behaves in the same way, has the part in online conversations
same attitudes towards people or things, or achieves
Multimedia Learning
the same level of success in something
 clarity – the quality of being coherent and intelligible  Reducing Extraneous Processing
1. Coherence – delete irrelevant material
Digital Tools or Non- Conventional Instructional Support for
2. Signaling – highlight essential content
Teaching and Learning
3. Redundancy – do not add captions to narrated
 Mobile Phones and QR Code – QR Code is a type of graphics
barcode that can be read easily by a digital device and 4. Spatial contiguity – place words near corresponding
which stores information as a series of pixels in a graphics
square-shaped grid 5. Temporal contiguity – present spoken words at the
 Infographics – a visual image such a chart or diagram same time as graphics
used to represent information or data  Managing Essential Processing
 Online Bulletin Board – a qualitative approach that 1. Segmenting – breaking video lessons into learner-
gathers a virtual assembly of people to facilitate data paced parts
production through interactive discussion among 2. Pre-training present key concepts before the actual
participants and a moderator lesson
 E-Portfolio – a collection of work in an electronic 3. Modality – use of spoken words rather than printed
format that displays learning over time words
 Fostering Generative Processing
COLLABORATIVE ENVIRONMENT IN THE DIGITAL WORLD
1. Personalization – put words in conversational style
 Skype – a software that enables the world’s than formal style
conversations. Millions of businesses and individuals use 2. Voice – use actual human voice for narrations
Skype to make free videos and voice one-to-one and instead of automated voice
group calls. Send instant messages and share files with 3. Embodiment – video presenters must have human-
other people on Skype. like gestures
 Wiki – website that allows collaborative editing of tis
FLEXIBLE LEARNING ENVIRONMENT
content and structure by its users
 Blogging – the process of writing a blog, an online  Synchronous
journal in which you share your thoughts about a Students learn at the same time
particular subject with readers Communication happens in real time
Instant feedback
 Asynchronous students who need more flexibility and independence in
Students learn at various times their daily schedules
Not live Online Lab BLM: this model is viable option for helping
Students work at their own pace students complete their courses including those not
offered at the specific site. All of the curricula are
BLENDED LEARNING delivered via a digital platform but in a consistent
 Style of education in which students learn via electronic physical location (computer lab) and individuals
and online media as well as traditional face-to-face supervise the labs but they are not teachers who are
teaching trained
 Models of Blended Learning Self-Blend BLM: allows students to augment their
Face-to-face Driver: involves a great deal of student- traditional learning with online coursework. Students
teacher interaction. needs to be highly motivated in order for this model to
Lab Rotation Blended Learning Model: works by be successful. Ideal for students who want to take
allowing students to rotate through digital stations on a additional, advanced placement courses or those who
fixed schedule. Learners rotate to a computer lab for are interested in a subject area that is not covered in
online learning activities rather than staying within the the traditional course catalog.
same classroom
Flipped Classroom: most widely known version of
blended learning. It is where students are introduced to LEARNING MANAGEMENT SYSTEMS
the content at home. They practice working through it
 Deploy and track online training initiatives
at school supported by a teacher and/or peers.
 Develop online training materials
Flex Blended Learning Model: most of the curriculum is
 Store and track information
delivered via a digital platform. Online learning is the
 LMS Options:
backbone of student learning and teachers are available
1. Cloud-based: learning is done online
for face-to-face consultation and support. Students
Needs log-in access
work independently and learn to develop or create new
No installation needed
concept in a digital environment
Requires a browser to access
A La Carte BLM: learners take an online course in
2. Desktop Application: the LMS app is installed on the
addition to the core curriculum. This means students
desktop computer
have the option to choose courses online to supplement
May be accessed online or offline
their existing course load.
depending on subscription
Online Driver BLM: students work remotely and the
Online access is required during submission
material is delivered via an online platform. Face-to-
3. Mobile Application: accessible whenever, wherever
face check ins are optional. This model is perfect for
via mobile devices
May only be access limited features due to
screen size and memory

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