EDUCATIONAL TECHONOLOGY & INNOVATIVE TEACHING Ed 10 – Chapter 3: Lesson 4.

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EDUCATIONAL TECHONOLOGY

& INNOVATIVE TEACHING

Ed 10 – Chapter 3: Lesson 4

Technological Innovations in Education

Instructional Materials

Learning Environment

Teaching Methods

Technology

the practical application of science to improve human life.

the making, usage and knowledge of tools, techniques, crafts, systems or methods of organization in order to solve a problem or serve some purpose. (in this context- LEARNING)

Innovation

introduction of something new or different ; (things , ideas or methods)

address limitations in classroom approach to teaching

Support models of teaching that emphasize learning with understanding

promote active involvement of learnersKeep on pace with educational advancement

within the global context.It makes teaching and learning faster,

effective and a more meaningful experience

Why use technology and innovation ?

Role of Technology

Provide support to the solution of meaningful problems

Acts as cognitive supportPromotes collaboration as well as

independent learning

Goal: Learning for understanding

Technology Programs for Teachers• Stand-alone programs

– Softwares, videodiscs, or CD-ROM media, microworlds• Programs available in the internet

– Programs available in the internet for schools’ use– (e.g. KIE – Knowledge Integration Environment; GLOBE – Global

Learning and Observation Benefit); virtual electronic field trip; (website: http://www.apples4theteacher.com/ )

• Information Databases – Print-based materials in electronic forms (e.g set of National

Geographic magazine now in CD-ROM, Grollier and Encarta) – this materials combine text, graphic video or sound

– Online journals (pdf’s of research works, forums, etc)– E-libraries and e-books

Glossary• MicroWorlds are a kind of educational technology used in

constructionist instructional designs. Brent Wilson (1995) implicitly classifies microworlds as a kind of learning environmentMicroworlds are tiny worlds inside which a student can explore alternatives, test hypotheses, and discover facts that are true about that world. (Larry Latour).

• A microworld implements a constructivist instructional design model that lets the learner "play" within an artificial or real (e.g. a Sandbox) environment and learn by building things. The purpose is to give students the resources to build and refine their own knowledge.

Glossary

“ A microworld is a type of computational document aimed at embedding important ideas in a form that students can readily explore. The best microworlds have an easy-to-understand set of operations that students can use to engage tasks of value to them, and in doing so, they come to understanding powerful underlying principles. You might come to understand ecology, for example, by building your own little creatures that compete with and are dependent on each other.” (diSessa, 2000, p.47)

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Glossary

• Software - is a collection of computer programs and related data that provide the instructions for telling a computer what to do and how to do it. We can also say software refers to one or more computer programs and data held in the storage of the computer for some purposes. In other words software is a set of programs, procedures, algorithms and its documentation.

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GlossaryVideodiscs is a general term for a laser- or stylus-readable random-access circular disc that contains both audio and analog video signals recorded in an analog form. Typically, it is a reference to any such media that predates the mainstream popularity of the DVD format.

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3D Film in Microworlds:

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KIE

GLOBE

1.Technology operations and concepts

a. demonstrate introductory knowledge, skills and understanding of concepts related to technology b. demonstrate continuous growth in tech- nology knowledge and skills to keep abreast of current and emerging techno- logies.

2.Planning and designing learning environments and experiences

a. apply current research on teaching and learning with technology when planning the learning technology when planning the learning environments and experiences. b. identify and locate technology resources and evaluate them for accuracy and suitability. c. plan for the management of technology resources within the context of learning activities. d. plan strategies to manage students learning in a tech- nology enhanced environment.

3.Teaching, learning, and the curri- culum. a. Use technology to support learner centered strategies that address the diverse needs of students. b. Apply technology to develop students higher order skills and creativity. c. Manage student learning activities in a technology enhanced environment.

4. Assessment and evaluation

a. use technology resources to collect and analyze data, interpret results, and com- municate findings to improve instructional practice and maximize students learning b. apply multiple methods of evaluation to determine students appropriate use of technology resources for learning, commu- nication, and productivity.

5. Productivity and professional practice

a. Use technology resources to engage in ongoing professional development and lifelong learning. b. Continually evaluate and reflect on professional practice to make informed decisions regarding the use of technology in support of student lear- ning. c. Apply technology to increase productivity. d. Use technology to communicate and collaborate with peers, parents, and the larger community in order to nurture student learning.

6. Social, ethical, legal, and human issues

a. Apply technology resources to enable and empower learners with diverse backgrounds, characteristics, and abilities. b. Identify and use technology resources that affirm diversity. c. promotes safe and healthy use of technology resources. d. Facilities equitable access to technology resources for all students.

With substantial knowledge, skills and appropriate attitude in the use of technology, you can now apply innovative teaching strategies in your classroom.