Educational Technology

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EDUCATIONAL TECHNOLOGY

Education

Education is derived from the Latin word “educare” or “educere” which


means to lead forth. It is defined as the process of acquiring knowledge, habits,
attitudes, interest, skills and abilities and other intangible human qualities
through training instructions and self-activity, and transmitting these vital
elements of human civilization to posterity

TECHNOLOGY

Technology can refer to material objects of use to humanity, such as machines


or hardware, but it can also encompass broader themes, including systems,
methods of organization, and techniques. Some modern tools include but are
not limited to overhead projectors, laptop computers, and calculators. Newer
tools such as “smartphones” and games (both online and offline) are beginning
to draw serious attention for their learning potential.

EDUCATIONAL TECHNOLOGY

Educational Technology is the study and ethical practice of facilitating


learning and improving performance by creating, using and managing
appropriate technological processes and resources. The term educational
technology is often associated with, and encompasses, instructional theory and
learning theory.

While instructional technology covers the processes and systems used in the
process of developing human capability. Educational Technology includes, but
is not limited to, software, hardware, as well as Internet applications and
activities. Educational technology is simply defined as an array of tools that
might prove helpful in advancing student learning. Educational Technology
reliefs on a broad definition of the word “technology”.

Educational Technology is designed to introduce both traditional and


innovative technologies to facilitate and foster meaningful and effective
learning. Students are expected to demonstrate a sound understanding of the
nature, application and production of the various types of educational
technologies. The course will likewise focus both on developing teacher support
materials and the production of technology- based student outputs.

DEVICE / NONPROJECTED
AUDIOVISUAL AIDS / THE USE OF
TECHNOLOGY IN THE CLASSROOM

Device is any means other than the subject -matter itself that is employed
by the teacher in presenting the subject matter to the learner.

Purpose of Visual Devices

1. To challenge student’s attention

2. To stimulate the imagination and develop the mental imagery of the


pupils

3. To facilitate the understanding of the pupils

4. To provide motivation to the learners

5. To develop the ability to listen

Tradition Forms of Visual Aids

1. Demonstration

2. Field Trips

3. Laboratory experiments
4. Pictures, films, simulations, models

5. Real objects

Classification of Devices

1. Extrinsic – used to supplement a method used

Ex. Picture, graph, film strips, slides, etc.

2. Intrinsic – used as a part of the method or teaching procedure

Ex. Pictures accompanying an article

3. Material Devices – device that have n o bearing on the subject


matter

Ex. Blackboard, chalk, books, pencils, etc.

4. Mental Devices – a kind of device that is related in form and


meaning to the subject matter being presented

Ex. Questions, projects, drills, lesson plans, etc.

NONPROJECTED AUDIOVISUAL AIDS

Nonprojected aids are those that do not require the use of audiovisual
equipment such as a projector and screen. These include charts, graphs, maps,
illustrations, photographs, brochures, and handouts. Charts are commonly
used almost everywhere. A chart is a diagram which shows relationships. An
organizational chart is one of the most widely and commonly used kind of chart.
THE USE OF TECHNOLOGY IN THE CLASSROOM

In the advent of modern technology, computers are common classroom


equipment and aid to teaching process. Aside from computers, there are still
other learning tools and audio – visual aids that the teachers and the students
can utilize in order to facilitate learning. These may include digital cameras,
video cameras, interactive whiteboard tools, and LCD projectors.

Computers

Having a computer in the classroom is an asset to any teacher. With a


computer in the classroom, teachers are able to demonstrate a new lesson,
present new material, illustrate how to use new programs and show new
websites.

Class Website

What better way to display your student’s work, than to create a web page
designed just for your class. Once a web page is designed teachers can post
homework assignments, student work, famous quotes, trivia games, and so
much more. In current day society, children know how to use the computer and
navigate their way through a website, so why note give them one where they can
be published author. Just be careful as most districts maintain strong policies
to manage official websites for a school or classroom.

Class Blogs

These are some of a variety of Web 2.0 tools that are currently being
implemented in the classroom. Blogs allow for students to maintain a running
dialogue, like a journal, of thoughts, ideas, and assignments that also provide
for student comment and reiterative reflection. Wiki are more group focused to
allow multiple members of the group to edit a single document and create truly
collaborative and carefully edited finished product.
Wireless Classroom Microphones

Noise classrooms are a daily occurrence, and with the help of microphones,
students are able to hear their teachers clearer. Children learn better when they
hear the teacher clearly. The benefit for teachers is that they no longer lose their
voices at the end of the day.

USE OF AUDIOVISUAL AIDS


John Amos Comeniums (1592-1670) wrote Orbis Pictus Sensualium or the
World of Sensible Things Pictured, a book which is considered as the first book
on the use of visual aids in classroom teaching.

Audiovisual aids are defined as any device used to aid in the communication
of an idea. As such, virtually anything can be used as an audio visual aid
provided it successfully communicates the idea or information for which it is
designed.

An audiovisual aid includes still photography, motion picture, audio or video


tape, slide or filmstrip that is prepared individually or in combination to
communicate information or to elicit a desired audience response.

Even though early aids, such as maps and drawing are still in use, advances
in the audiovisual field have opened up new methods of presenting these aids,
such as videotapes and multimedia equipment which allow more professional
and entertaining presentation not only in the classrooms but also anywhere in
which ideas are to be conveyed to the audience.
THEORIES

There are three main schools of thought or philosophical frameworks behind


educational technology. These are Behaviorism, Cognitivism and
Constructivism.

Behaviorism

This theoretical framework was developed in the early 20th century with
the animal learning experiences of Ivan Pavlov, Edward Thorndike, Edward
C.Tolamn, Clark L. Hull, B.F Skinner and others.

Many psychologists used these theories to describe and experiment with human
learning. While still very useful this philosophy of learning has lost favor with
many educators.

Skinner’s Contributions

B.F Skinner wrote extensively on improvements of teaching based on his


functional analysis of Verbal Behavior, and wrote “The technology of Teaching”,
an attempt to dispel the myths underlying contemporary education, as well as
promote his system he called programmed instruction. Ogden Lindsley also
developed the Celebration learning system similarly based on behavior analysis
but quite different from Keller’s and Skinner’s models.

Cognitivism

Cognitive has changed how educators view learning. Since the very early
beginning of the Cognitive Revolution of the 1960’s and 1970’s, learning theory
has undergone a great deal of change. Much of the empirical framework of
behaviorism was retained even though a new paradigm had begun. Cognitive
theories look beyond behavior to explain brain-based learning. Cognitivist
consider to how human memory works to promote learning.
After memory theories like the Atkinson-Shiffrin memory model and
Baddeley’s Working memory model were established as a theoretical
framework in Cognitive Psychology, new cognitive frameworks of learning
began to emerge during the 1970’s 80’s and 90’s.

It is important to note that Computer Science and Information Technology have


had a major influence on Cognitive Science Theory. The Cognitive concepts of
working memory (formerly known as short term memory) and long tern
memory have major influence on the field of Cognitive Science is Noam
Chomsky. Today researchers are concentrating on topics like Cognitive load and
Information Processing Theory.

Constructivism

Constructivism is a learning theory or educational philosophy that many


educators began to consider in the 1990’s. One of the primary tenets of this
philosophy is that learners construct their own meaning from new information,
as they interact with reality or others with different perspectives.

Constructivist learning environment require students to utilize their prior


knowledge and experiences to formulate new, related and/or adaptive concepts
in learning. Under this framework the role of the teacher becomes that of a
facilitator, providing guidance so that learners can construct their own
knowledge.

Constructivist educators must make sure that the prior learning experiences
are appropriate and related to the concepts being taught. Jonassesn (1997)
suggests “well- structured” learning environment are useful for novice learners
and that “ill-structured” environments are only useful for more advance
learners. Educators utilizing technology when teaching with a constructivist
perspective should choose technologies that reinforce prior learning perhaps in
a problem-solving environment.
Connectivism

Connectivism is “a learning theory for the digital age.” And has been
developed by George Siemens and Stephen Downes based in their analysis of
the limitations of how we live, how we communicate, and how we learn. Donal
G. Perrin, Executive Editor of the International Journal of Instructional
Technology and Distance Learning says the theory “combines relevant elements
of many learning theories, social structures, and technology to create a powerful
theoretical construct for learning in the digital age.”

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