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Utilization of Appropriate Technology in Teaching Educational Technology 2

Educational technology 2

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  • 1.Utilization of Appropriate Technology in Teaching Educational Technology 2

2. The Educational Technology 1 has paved the way for the learners to be aware, appreciate and be equipped In using tools ranging from traditional to modern educational media. Recapitulation (Ed Tech 1) 3. The learner was also oriented towards averting the dangers of dehumanization which technology brings into societies, such as through ideological propaganda, pornography, financial fraud, and other exploitative use of technology. These dangers continue to affect people and cultures while widening the gap between rich and poor countries. Recapitulation (Ed Tech 1) 4. In sum, Educational Technology 1 served: to orient the learner to the pervasiveness of educational technology in society. to lend familiarization on how educational technology can be utilized as media for the teaching-learning process in the school. to uplift the learner to human learning through the use of learning technology. to impact skills in planning, designing, using and evaluating the technology-enriched teaching-learning process. to acquaint learners on basic aspects of community education, functions of the school media center, and finally to introduce the learner to what is recognized as the third revolution in education, the computer. 5. Utilization of Appropriate Technology in Teaching Educational Technology 2 Brief History of the application of technology in education. 6. EdTech 2 is concerned with the integration of technology in the Teaching and Learning process. It is focused on introducing, reinforcing, supplementing and extending the knowledge and skills to learners so that they can become exemplary users of educational technology. Educational Technology 2 7. It is mainly directed to student teachers, also professional teachers, who may wish to update their knowledge of educational technology. EdTech 2 aims to teach learners to weave technology, with software (computer programmed learning materials) becoming a natural extension of their learning tools. Educational Technology 2 8. EdTech 2 will involve a deeper understanding of the computer as well as hands-on application of computer skills as part of the enhancement of the teaching-and-learning through technology integration. Educational Technology 2 9. In essence, EdTech 2 aims to infuse technology in the student-teachers training, helping them to adapt and meet rapid and continuing technology changes, particularly in the thriving global information and communication technology (ICT) environment. Educational Technology 2 10. In sum, Educational Technology 2 will serve: to provide education in the use of technology in instruction by providing knowledge and skills on technology integration-in-instruction to learners. to acquaint students on Information Technology or IT- related learning. to engage learners on practical technology integration issues including managing IT classrooms, use of the Internet for learning, cooperative learning through the use of information technology, etc. to inculcate higher-level thinking and creativity among students while providing them knowledge of IT based learning techniques. 11. Is there really a need to integrate technology to education? 12. Fact or Opinion 13. Progressive countries in the Asia Pacific Region have formulated state policies and strategies to infuse technology in schools. The five progressive states/city imposing ICT policies and strategies in schools are: New Zealand, Australia, Malaysia, Singapore and Hong Kong. EdTech in Asia Pacific Region 14. Goal Government with the education and technology sectors, community groups, and industry envisions supporting to the development of the capability of schools to use information and communication technologies in teaching- and-learning and in administration. Strategy Improving learning outcomes for students using ICT to support curriculum Using ICT to improve the efficiency and effectiveness of educational administration Developing partnerships with communities to enhance access to learning through ICT EdTech in New Zealand 15. Focus areas Infrastructure for increasing schools' access to ICTs to enhance education Professional development so that school managers and teachers can increase their capacity to use ICT Initiatives ICT professional development schools An on-line resource center with centrally managed website A computer recycling scheme A planning and implementation guide for schools Media resources to schools EdTech in New Zealand 16. Planning, funding and implementation strategies: Fast local and wide area networks linking schools across the state and territory Substantial number of computers in schools, ensuring adequate access Continuing teacher training in the use of technology for instruction Technical support to each school Sufficient hardware and software Digital library resources Technology demonstrations as models for schools EdTech in Australia 17. Teaching-and-Learning includes: Classroom with multi-media, presentation facilities, e-mail and groupware for collaborative work Library media center with database for multimedia courseware and network access to the internet Computer laboratory for teaching, readily accessible multimedia and audiovisual equipment Multimedia development center Studio/theatre with control room Teachers' room with on-line access to courseware catalogues and databases, information and resource management systems and professional networking tools, such as e-mail and groupware Administration offices capable of accessing the network EdTech in Malaysia 18. Strategies Development of a wide range of educational software for instruction Use relevant internet resources for teaching- and-learning Convenient and timely procurement of software materials Teacher development Training on purposeful use of IT for teaching Equipping each trainee teacher with core skills in teaching with IT Tie-ups with institutions for higher learning and industry partners EdTech in Singapore 19. Physical and technological infrastructure Pupil computer ratio 2:1 Access to IT in all learning areas in the school School wide network and school linkages through wide area network (WAN), eventually connected to Singapore ONE - Universal Access to Broadband (Singapore) EdTech in Singapore 20. Initiatives 40 computers for every primary school and 82 computers for every secondary school About 85,000 IT training places for teachers at four levels Technical support for all schools Information Education Resource Center IT coordinator for each of 250 schools EdTech in Hong Kong 21. Initiatives Computer rooms for the use of students after normal school hours Review of school curriculum to incorporate IT elements Development of appropriate software in collaboration with government, the private sector, tertiary institutions and schools Exploring feasibility of setting up an education- specific Intranet EdTech in Hong Kong 22. DepEd is committed to integrate ICT in public schools. The DepED ICT4E Strategic Plan: It identifies the following as the role of ICT in Philippine education: revitalize our schools to make them into dynamic, collaborative and innovative learning institutions where students can become more motivated, inquisitive and creative learners. link up our students with the vast networked world of knowledge and information to enable them to acquire a broad knowledge base and a global outlook and provide them with the resources for the development of a creative mind; EdTech in the Philippines 23. Initiatives develop in our students skills and capabilities to critically and intelligently seek, absorb, analyse, manage and present information; create new knowledge and products; and develop in our students habits of self-learning to nurture the attitude and capability for lifelong learning. EdTech in the Philippines 24. Initiatives Achieving the vision of ICT in Philippine education in the next five years, DepEd commits to: completely integrate ICT into the curriculum, which includes the development of multimedia instructional materials, and ICT enabled assessment; intensify competency based professional development programs; establish the necessary ICT infrastructure and applications. develop processes and systems that ensure efficient, transparent and effective governance EdTech in the Philippines 25. Current Trend in Educational Technology Noli MeTangere Text2Teach Smart EpolApple 26. MOBILE PHONES Mobile learning is hardly a new trend, but we have now reached the point with near ubiquitous cellphone ownership among adults, and growing ownership among children. More than three-quarters of teens own a cellphone, and about 40% own a smartphone. As such, these mobile devices will help unlock some of the promise of anytime, anywhere learning opportunities. BYOD (BRING YOUR OWN DEVICE) A related trend to mobile learning. More schools will grapple with their policies surrounding students bringing their own devices to school. They do so already, of course, although cellphones in particular are often required to be turned off or stowed in backpacks or lockers. It isnt just cellphones that are brought from home now either. There are iPod Touches, tablets, laptops, e- readers, and netbooks, and schools will weigh whether or not students will be permitted or even encouraged to bring their own devices to school. Current Trends in EdTech 27. BANDWIDTH ISSUES The FCC has made broadband access the focus of some of its efforts over the last few years, arguing for its importance to the U.S. economy and education. Its pushing for better access across the board, but also recognizing the importance of high-speed Internet specifically at schools and libraries. Even those schools with broadband access may find theirresources strained in coming months with the increasing number of mobile devices brought to schools, tapping into the local network as well as with growing demands for streaming video content. NATURAL USER INTERFACES: The last few year have brought about a number of important innovations in the ways in which we interact and interface with technology: motion-sensing as with the Microsoft Kinect, the touchscreen of the iPhone, the voice- activation of Siri. Just as the graphical user interface, the GUI, opened computer technologies to new populations (specifically non-programmers), these natural user interfaces will likely push those things further forward, increasing accessibility. Current Trends in EdTech 28. DATA Data-driven has been a buzz phrase in education for a number of years now, but much of the emphasis has been on standardized testing. With more data exhaust from our usage of technology and the Web, theres a trove of information we arent really fully tracking when it comes to teaching and learning. 2012 will likely bring about a search for new analytical tools to account for just this (many sidestepping the question of whether or not teaching and learning can be quantified and analyzed this way). ADAPTIVE LEARNING Adaptive learning companies had an interesting year: Knewton and Grockit raised substantial investment, for example, while Carnegie Learning found itself critiqued in a New York Times story. With the promise of personalized learning that is, instruction and quizzes aimed at a students specific needs and skills adaptive learning is poised for widespread adoption, both at the K-12 and higher ed levels. Current Trends in EdTech 29. PRIVACY/SECURITY: There was an increasing realization in 2011 that many of the pieces of legislation that govern children and students online interactions are woefully out of date. As such, there will be increased scrutiny in 2012 to COPPA (the Childrens Online Privacy Protection Act), CIPA (the Childrens Internet Protection Act), and FERPA (the Family Educational Rights and Privacy Act). Whether or not the governments legislation and kids usage actually match up will be another thing entirely. Another major trend of the year, particularly in light of an increasing importance of data: user (student) control of their own educational data that means both privacy protections and data portability. OPEN LICENSING: Open may well be one of the big marketing terms well hear in the coming months, and itll take some scrutiny to really evaluate what many companies mean when they adopt the label. That said, openly licensed content and openly licensed code is likely to be one of the most important trends in 2012: open source technology, open source textbooks, open educational resources, and open data. Current Trends in EdTech 30. PEER TO PEER: Social learning has gained a lot of attention in recent years as new technologies have offered ways for students to communicate and collaborate whether theyre side-by- side in the classroom or thousands of miles away. The ability for learners to connect with one another will be one of the most important trends of the coming year. This isnt just a matter of connecting learners with online resources or with online instruction. Rather, one of the big opportunities will be to create a space in which learners can help and teach each other. THE MAKER MOVEMENT: The Maker Movement encouraging people to make things by hand may be one of the most important keys to improving STEM education in this country. Thats because it works outside the realm of standardized testing and all the associated hand-wringing. The movement, which includes efforts like Maker Faire and MAKE Magazine, may be the key to helping new demographics (or at the very least, kids) discover science, technology, engineering and math (STEM) in an exciting and hands-on way. Building and tinkering and playing all offer powerful ways to learn and experiment. We need more of this lots more. Current Trends in EdTech 31. GAMING Game-based learning has been on the cusp of being the next big thing for a while now. Perhaps 2012 will be the year. With the flourishing of mobile technologies, with the promise of data and analytics, and with a realization that we can create new and engaging ways to move through lessons, we are likely to see an explosion of educational gaming apps this year. The big question, of course with this as with every new ed-tech development: does this actually improve learning? When is a educational game fun? What makes it engaging? What makes it actually educational? Current Trends in EdTech