Miyerkules, Pebrero 22, 2017

Lesson 10

The Computer as a Tutor


Computer-assisted instruction (CAI)


     The computer can be a tutor in effect relieving teacher of many activities in his personal role as classroom tutor. It should be made clear, however, that the computer cannot totally replace the teacher since the teacher shall continue to play the major roles of information deliverer and learning environment controller. Even with the available computer and CAI software, the teacher must:


  •        Insure that students have the needed knowledge and skills for any computer activity
  •        Decide the appropriate learning objectives
  •        Plan the sequential and structured activities to achieve objectives
  •        Evaluate the students’ achievements by ways of tests the specific expected outcomes.

On the other hand, the student in CAI play their own roles as learners as they:


  •         Receive information
  •        Understand instruction for the computer activity
  •        Retain/keep in mind the information and rules for the computer activity
  •        Apply the knowledge and rules during the process of computer learning

During the computer activity proper in CAI the computer too plays its roles as it:


  •        Act as a sort of tutor (the role traditional played by the teacher)
  •         Provides a learning environment
  •        Delivers learning instruction
  •        Reinforces learning through drill and practice
  •        Provides feedback


Simulation Programs


           Simulation Software materials are another kind of software that is constructivist in nature. This simulation software: 

  •       Teacher strategies and rules applied to real-life problems/situation
  •       Ask students to make decision on models or scenarios
  •       Allow students to manipulate elements of a model and get the experience of the effect of their decisions

Instructional Games



            While relating to low level learning objectives (e.g. basic spelling or math skills), instructional computer games add the elements of competition and challenge.


Problem Solving 
Software


              These are more sophisticated than the drill and practice exercises and allow students to learn and improve on their own problem solving ability. Since problems cannot be solved simply by memorizing facts, the students have to employ higher thinking skills such as logic, recognition, reflection, and strategy-making.



Multimedia Encyclopedia and Electronic Books

            The Multimedia Encyclopedia can score a huge database with text, images, animation, audio and video. Students can access any desired information, search it vast contents and even download/print relevant portions of the data for their composition or presentation. An example is the eyewitness children’s encyclopedia.



           The Electronic Books provide textual information for reading supplemented by other types of multimedia information (sounds, spoken words, pictures, animation). These are useful for learning reading.







Lesson 9

Computer as Information and Communication Technology

          Instructional media consist of audio-visual aids that served to enhance and enrich the teaching- learning process. Examples are the blackboard, photo, film and video. On the other hand, educational communication media comprise the media of communication to audiences including learners using the print, film, radio and television or satellite means of communication. For example, distance learning were implemented using correspondence, radio, television or the computer satellite system. 



Programs normally installed in an ordinary modern PC:


  • Microsoft Office- program for composing text, graphics, photos into letters, articles, reports, etc.
  • Power-point - for preparing lecture presentations
  • Excel- for spreadsheets and similar graphic sheets
  • Internet Explorer- access to the internet
  • Yahoo or Google- websites; e-mail, chat rooms, blog sites, news services (print/video), educational software, etc.
  • Adobe Reader- graphs/photo composition and editing
  • MSN- mail/chat messaging
  • Windows Media Player- CD, VCD player, editing film/video
  • Cyberlink Power- DVD player
  • GameHouse- video games



Lesson 8


Higher Thinking Skills through IT-based Project

  There are four types of IT-based projects which can effectively be used in order to engage students in activities of a higher plane of thinking.  

(1) The Resource-based Projects - the teacher steps out of the traditional role of being an content expert and information provider, and instead lets the student find their own facts and information.  



(2) Simple Creations - they can create their software materials to supplement the need for relevant and effective materials. 



(3) Guided Hypermedia Projects - is production of self-made multimedia projects can be approached in two different ways: As an instructive tool, such as in the production by students of a PowerPoint presentation of a selected topic. As a communication tool, such as when students do a multimedia presentation like graphs, photos, interviews and video clips.



(4) Web-Based Projects - students can be made to create and post webpages on a given topic. Creativity projects as tools in the teaching-learning process can be achieved with the assistance of advisers adept in the technical use of Internet Resources.












Lesson 7


Evaluation of Technology Learning




     The standard student evaluation of learning must change. This is justified by the fact that not only has the new generation changed into digital learners, but the traditional world has metamorphosed into a digital world. Teachers must adopt a new mindset both for instruction and evaluation. Evaluation must be geared to assessment of essential knowledge and skills so that learners can function effectively, productively and creatively in a new world. It must use evaluative tools that measure the new basic skills of the 21st century digital culture, namely: solution fluency, information fluency, collaboration fluency, media fluency, creativity fluency and digital citizenship. This six fluencies reflect process skills. On the other hand,   the change in evaluation approach is referred to as mass amateurization, a term which implies a mass reach of student outputs.



Martes, Pebrero 21, 2017

Lesson 6


Developing Basic Digital Skills


        With the boost of technology in education as we call it today our learners is the new digital world of information and communication technology (ICT). Teaching need to be equip with the sic fluency skills. Basic literacy will not replace the 3 R’s (reading, writing and arithmetic), but they will be complemented by six essential skills to equip students for success in the millennial world. The fluency skills are the solution fluency, information fluency, collaboration fluency, media fluency, creativity fluency and digital ethics.




a. Solution fluency
     This refers to the capacity and creativity in problem solving students define a problem, design solution, apply the solution, and assess the process and results. 



b. Information fluency
     It involves 3 subsets of skills, the ability to access information, retrieve information, and to reflect on, assess and rewrite for instructing information packages.


c. Collaboration fluency
     Refers to teamwork with virtual, real partners in the online environment. There is a virtual interaction in social networking and online gaming domains.


d. Media fluency
     This refers to channels of mass communication/digital sources(radio, television, magazine, advertising, graphic arts).


e. Creativity fluency
     Adds meaning by way of design, art and storytelling to package a message. Font, color, patterns, layout are elements creative fluency. Templates for PowerPoint presentation and blogs are available for free access in the internet.



f. Digital fluency
     The digital citizen is guided by principles of leadership, global responsibility, environmental awareness, global citizenship and period accountability.



"HIGHER THINKING SKILLS"



     Bloom’s Taxonomy serves as a general framework of skills that requires information processing, idea creation and real-world problem-solving skills. The following taxonomy may be proposed:


1. Remembering recall information
2. Understanding-explain ideas
3. Applying-use information in a new way
4. Analyzing-distinguish different parts
5. Evaluating-justify stand or position
6. Creating-new product/point of view


The structured problem solving-process known as 4D’s also exemplifies the instructional shift in digital learning:


·         Define the problem
·         Design the solution
·         Do the work
·         Debrief on the outcome