Monday, 10 September 2018

Educational Technology II

EXPLORE!

Ethics in practice

This activity aims for the students to determine wrong acts or doings with the use of school technologies.

There are the different situations in the use of school technologies. Place yourself in each of the situation and internalize on the action you will do to solve the issues.

      1. You as a teacher have purchased educational software for use in your class. Your colleague who is teaching the same subject borrows the purchased software and later installs the software in her own computer without your knowledge. You are aware that what she did was against the law. What will you do with this situation?

If I am  a teacher, I will talk to her in a way that  I’m not hurting his/her feelings, I will explain to her that it is wrong and against the law, If she want to have a copy of that educational software  I will tell him where I buy that software.

2. You instruct your students that whenever in the computer laboratory, internet access will be allowed for educational purposes only. However, three of your students accessed the internet for downloading of internet games and play while you discuss the lesson. What will you do with these three students? What will you suggest to the school heads to limit the access of downloading internet games?

First of all, I will tell them that accessing internet by downloading apps is wrong, because we are studying in class not playing and I will command them to sit beside me or in front for me to see what they are doing in my class and to ensure they are listening. For the school head, I will suggest to block all of the sites that can student access games, Facebook, and other site that can cause destructions in class.

3. You (as a student) are aware that one of your classmates is being cyber bullied by some of your classmates. The victim is losing her self-confidence and self-esteem due to the cyber bullying experiences. What will you do to help the victim and to stop cyber bullying?

If my classmates being cyber bullied, I will report the account s to the Facebook and other social media accounts where he/she being bullied, I will report also the pictures or videos where in he/she is bashed by the others and blocked the accounts of bully persons. I will motivate her also to continue her life because God do the rest.

4. While the class is busy doing their activity in the computer laboratory, you were requested by your teacher to ask the computer laboratory technician to assist in troubleshooting the computer unit. As you approached the technician, you saw that he was watching a malicious movie. The technician then immediately stopped the movie and told you to just stay quiet. You are aware that it is against the policy of the school. What will you do with this situation? Will you really just keep quiet like what the technician has told you?

No, I will report the technician in school head and tell that his/her doings are against the law of the school, the rules and regulations are not only for students but it is also for teachers and other personnel in school. She needs to be punished for what he/she have done.

APPLY!

Assessing Effective Implementation of School Policies on the Use of Educational Technology

This activity aims to determine the appropriateness and effectiveness of policies on the use of educational technology being employed in schools.

Get a copy of your school’s policies on the use of educational technology/computers in the laboratory. Assess the appropriateness and effectiveness of each policy by answering the questions below. Support your answer with a brief explanation.

1. Are the policies appropriate for the use of school technology?
Yes, it is appropriate in school technology

2. Are the policies effective?
Yes, policies in school is effective

3. Are the policies stated clearly?
Yes, the policy stated is clearly enough to understand.

4. Do the policies say what academic officials, teachers, staff, and students should and should not do with the school’s technology?
Yes, the policies say what academic officials, teachers, staff, and students should and should not do with the school technology.

5. Are the penalties for violating the policies stated?
Yes, penalties and violate is stated in school policies.

6. Are the policies fair enough with all the users of school technology?
Yes, the policies are fair enough with all the users of school technology.

ASSESS!

Perfecting Policy Proposal

This activity aims to develop students’ awareness with the do’s and don’ts in using school technologies.

This activity will be done by group (with 3 members in each group). Imagine that one of you is an academic official, a teacher, and a student. Being representatives of the different sectors of educational institution, propose school policies on the effective use of technology in teaching and learning. Write your proposal below.

Effective use of technology in teaching and learning

  • Schools provide technologies which that are used in teaching and learning such as TVs or screen on board to make students more engaged to the topic that the teacher discusses.
  • The printers in school can use students with a lower price than printing outputs outside the campus.
  • The students can access internet if it is requirements, research, assignments and other school purposes.


Chapter 7


EVALUATING EDUCATIONAL TECHNOLOGY
EDUCATIONAL TECHNOLOGY: 

EVALUATING ITS EFFECTIVENESS IN CLASSROOM USE

EVALUATION

        it is an important part of any process or any entity or item consumed by individual, to know how well it works, whether it is effective  or not, and to determine whether it benefits or brings complications to the person.
Evaluating the use of educational technology in class is important as evaluating the processes done in any project.
Educational Technology must:

  • Be suitable for the teaching and learning situations
  • Be motivational
  • Promote learning
  • Be at the right level or age of the learner
  • Address the needs of the curriculum
  • Help meet the learning outcomes.


EDUCATIONAL TECHNOLOGY IS BEING EVALUATED
BEFORE, DURING AND AFTER

EVALUATING BEFORE INSTRUCTION


Before acquisition or before using any educational technology tool and software the teacher should ask himself/herself.

EVALUATING DURING INSTRUCTION

During instruction, the teacher should continue to observe and assess the effectiveness of educational technology being implemented in classroom use.

EVALUATING AFTER INSTRUCTION

This is the stage where teachers will finally decide whether the educational technology used in instruction is of help in the teaching and learning process.

EVALUATING SOFTWARE PROGRAMS


  • Evaluating the software particularly the instructional software to be used in class is likewise important as evaluating technologies.
  • Content
  • Documentation and technical support
  • Ability Levels and assessment
  • Technical Quality and Ease of use


EDUCATIONAL TECHNOLOGY INTEGRATION: EVALUATING ITS EFFECTIVENESS

      Evaluating Educational technology’s effectiveness is no easy task for this is linked with the students learning. Thus, evaluating the effectiveness of educational technology is connected with the assessment given to students.

It is therefore important that the teachers have to develop indicators that would measure not only the cognitive skills of the students but more importantly the psychomotor and affective domain.
Different assessment that may be given to the students

Traditional assessment-
Egs. Multiple choice, essay, short answer, true or false fill in the blanks, matching type.

Alternative Assessment
     Is non-traditional method which allows students to hands-on experiment?

AUTHENTIC ASSESSMENT
      This is based on authentic learning method which allows students to do hands on experiments and activities.
Authentic Assessment helps students to develop real-world skills that make them life-ready which can be applied outside the school.

PROJECT BASED ASSESSMENT
      This based on authentic learning engages students in real world projects where they are given a significant task to fulfill

PORTFOLIO ASSESSMENT

Portfolio assessment is considered as a long term assignment in which students can see and discover their own strengths and weaknesses which they can improve as they go along the process of learning.
After the students submit their requirements, projects and other assessments, the teachers evaluate all these and their learning process using Checklist, rating scales and rubrics.

Checklist- An evaluation tool that indicates specific criteria that allow students to keep track of the things they need to complete and perform.

Rating Scale- An evaluation that allows teachers to indicate the degree point/observation equivalent to the behavior or skills displayed by the learner.

Rubrics- rubrics defined as scoring guides which consists of specific pre-determined performance criteria and used in evaluating students work and performance.

Educational Technology II

Chapter 7

EXPLORE!

Evaluating Educational Technology

This activity aims to determine the significance of evaluating educational technology.

After learning the need of evaluating educational technology, answer briefly the questions below.

1. Why is it important for teachers to evaluate educational technology and software prior to its use, during its usage and after its use in class instruction?

      The importance of evaluating the educational technology and software during and after class Instruction is to ensure that every student are learned and acquire information about their lesson and if it is appropriate to teach this kind of lesson.

2. When is the appropriate period to use checklists, rating scales and rubrics?

      The appropriate period to use checklist, rating scales and rubrics when the students have an activity or projects that needs to pass, assignments and other requirements because checklist, rating scales and rubrics needs in evaluating these projects.

ASSESS!

I Can Make ET

This activity aims to develop one’s own evaluation tool in using and evaluating educational software for classroom use.


This activity will be done by pair. Going back to the activities of the previous chapter, create your own (original) evaluation tool to evaluate the kiosk earlier created. Consider the content, use of multimedia, presentation, and delivery of message/content, effectiveness, and others. Use any productivity tool in producing your evaluation tool. Print and paste your work below.



Chapter 6

INSTRUCTIONAL SOFTWARE FOR CLASSROOM USE

A CLOSER LOOK AT INSTRUCTIONL SOFTWARE

DRILL AND PRACTICE SOFTWARE


SELECTING



  • Control over the drill practice- Answering the given question or problems are given time limit however, a good drill and practice software still gives users enough time to think and answer before proceeding to the next questions.
  • Answer Judging- a good drill and practice program must be able to discriminate correct answers from incorrect ones, especially is the user is required to enter a short answer rather than simply choosing from selection
  • Gives appropriate Feedback- two errors must avoided when programs give feedback.

BENEFITS
  • Immediate Feedback- Paper and pencil drill and practice gives delayed feedback, thus, students would know immediately how much they performed in their drill-and-practice.
  • Motivation- students are not simply motivated doing paper and pencil drill-and –practice for reasons that they do not like writing or they have poor writing skills.
  • Saving teacher Time- Teachers can attend to other student needs while their students spend time doing drill-and –practice.

LIMITATIONS AND PROBLEMS


  • Perceived Misuse- Some teachers make use of the drill-and-practice as part of lesson introduction and not really for practicing the student’s skills.
  • Criticism by Constructiveness- people considers this drill-and-practice as an outmoded approach to teaching for this contradicts the aim of restricted curriculum.

TUTORIAL SOFTWARE

SELECTING

  • Extensive Interactivity- Regular and thorough responses to questions must be regularly given along the tutorial to continuously guide students learning
  • Appropriate Pedagogy- the instruction must provide complete and sufficient explanation, examples and demonstration when necessary to enable the students understand lesson well.
  • Adequate Answer-Judging and feedback Capabilities- when students are asked to answer in short responses, all possible answers must be included in the program.
  • Appropriate Graphics- Graphics should always support the topic being discussed.
  • Adequate Record keeping- Summary of progress report of students must be present and can easily accessed by the teacher  to enable them to keep track of the students’  performance


BENEFITS

LIMITATIONS AND PROBLEMS


  • Criticism by constructivism- tutorial contradicts the objective of constructivism learning since tutorial software delivers directed instruction rather that allowing students to construct and generate their own knowledge through hands-on projects.
  • Lack of Good products- this is being encountered due to the difficulty and expense of designing and developing tutorial software.
  • Reflect Only One Instructional Approach- What should be taught for given topic, how to teach the topic or lesson effectively, in what sequence the learning task will be presented are always the questions in producing effective tutorial software.

SIMULATION SOFTWARE

SELECTING

There is a realistic and accurate representation of system.

BENEFITS
  • Compress Time- students do not have to wait for the living to grow and develop its cycle in real time for this can be presented in the simulation software in just a couple of minutes.
  • Slow down Processes- Events or processes that happen that this is invisible to the human eye can actually be played in slow motion to enable the students to see how such event or process happens in reality.
  • Get Students involved- the participation of the students is necessary for them to be able to learn what may happen in a particular situation.
  • Make Experimentation Safe- simulation software is best in keeping the students safe in learning some things.
  • Make the Impossible Possible- allowing students to experience the impossible and learn and learn possible.
  • Save Money and Other Resources- Though learning by doing is the best learning experience; simulation software may still give rightful learning experience at a fraction of the cost.
  • Allow Repetition with Variations- simulation allows students to repeat events many times as they like until they master the lesson they wish to learn.
  • Allow Observation of complex Processes- simulation software makes learning and understanding of complex lessons and processes easier for students to see what is happening.

LIMITATIONS AND PROBLEMS
  • Criticism of Virtual Lab Software- Students may not get actual and quality learning if real experiments will be taken in substitute virtual labs than doing it in the hands-on-on.
  • Accuracy of Models-Simulation software may give inaccurate or imprecise perspectives of the subject matter.
  • Misuse of Simulations- there is a possibility that students would unlikely to develop effective problem-solving skills due to plainly mastering the activities given simulation.


INSTRUCTIONAL GAMES


SELECTING
  • Appealing Formats and Activities- Adventure and levels of complexity that match learners abilities make fun learning.
  • Instructional Value- Instructional Game should serve as educational and motivational tools which give importance to the value learning.
  • Physical Dexterity- The purpose of motivating the students should be evident in the instructional game and not the other way around.
  • Social, Societal, and Cultural Considerations- Instructional Games should highlight positive messages rather than war and violence among peoples of different nations, beliefs and cultures.

BENEFITS
  • Games are more interesting than traditional instruction
  • Retention of information
  • Assists teachers to get students focus on the topic
  • Makes learning more engaging and motivational

LIMITATIONS AND PROBLEMS
  • Learning versus Having Fun- Games draws away the attention of the students from the real purpose and that is learning the lesson.
  • Confusion of Game Rules and Real-Life Rules- games rules may give students difficulty in transferring the skills learned through games to real-life situation.
  • Inefficient Learning – balance between motivation and learning must be maintained in the classroom so not to lose the value of education when using instructional games.
  • Classroom Barriers- instructional games sometimes cannot be implemented in the classroom due to some difficulties.


PROBLEM SOLVING SOFTWARE


SELECTING

The teacher should see to it that the software should be able to develop the skills of the students in solving various kinds of content-area problems.

BENEFITS
  • Promotes visualization in mathematics problem solving.
  • Fosters better understanding in visualization of abstract concepts
  • Improves interest and motivation in doing problem solving activities

LIMITATIONS AND PROBLEMS


Effectiveness of problems-Solving-Software- Teachers have to use the problems-solving-Software first to confirm its effectiveness that it truly achieves the end-results of developing skills in problem-solving.


Suitability in Learning Strategy of Students- The instructional strategy of the problem-solving software may not suit the learning strategy of the students, thus will limit their learning and developing of problem solving.

SOFTWARE SUPPORT TOOLS
  • Improved efficiency and productivity
  • Enhanced product appearance
  • More precise and aptness of information
  • More support for collaboration

SOFTWARE SUPPORT TOOL CATEGORIES
  • Materials generator
-Allow creation of documents, web pages, tests, and various lessons and activities.
  • Data collection and analysis tools
-Collect data from students; support decision making; analyze data from experiments and research.
  • Graphic Tools
-Allow teachers and students to enhance the illustrations to be placed in documents (flyers, brochures, newsletters, and the like) and web pages
  • Planning and organizing tools
-Allow teachers and students to organize ideas and plan lessons and class schedules
  • Research and reference tools
-Assist teachers and students in doing their research work.
  • Content-area tool
-Assist teachers and students in enriching their knowledge in specialized content are, such as reading math, science, computer, art, music, language, social studies, drawing and technology education.
Educational Technology II

Chapter 6

EXPLORE! 

Instructional Software in my Care


      This activity aims to search for further instructional software that can be used in instruction and activities of a specific lesson.

       Explore the internet to look for atleast 5 instructional software of your chosen topic related to your major. that may be used in instrucction and giving of activities to improve students skills. 



APPLY!

Assessing the Instructional Software

      This activity aims to teach students to constructively suggest for the improvements of the instructional software.

     As a user of the instructional software you have searched in the explore activity, how would you assess its design, features, usefulness, and content




Chapter 5

SOFTWARE FOR EDUCATORS AND STUDENTS


Software is categorized into two types
System software and application.
Both complete the purpose of the individual for acquiring computer at home, school, office church and business.

SYSTEM SOFTWARE

Consists of programs that control the operations of the computer and devices.
It serves as the interfere between the user, the application software and hardware.

OPERATING SYSTEM

Is one type of system software which contains instructions that coordinate all of the activities of the computer hardware devices?

DIFFERENT OPERATING SOFTWARE SYSTEM

STAND ALONE OPERATING SYSTEM.
This complete operating system that works on a desktop computer, notebook computer, or mobile computing device.
(Ex. Windows, MAC OS X)

EMBEDDED OPERATING SYSTEM.
Is kind of operating system resides in an internal chip rather than hard drive. This operating system used on mobile devices and other consumer electronics.

(Ex. IOS, Google Android, Blackberry OS)

EMERGING OPERATING SYSTEM.

The emerging operating system like that Google’s chrome OS has the potential to revolutionate computing.

APPLICATION SOFTWARE.
Application software programs allow users to perform specific tasks like writing documents, making project presentations, video recording and many others.
Application software can be used for the following purposes:


  • As a productivity/ business tool
  • Create graphics and multimedia projects
  • Support school and professional activities
  • Help individuals with home and personal activities.
  • Facilitate communication


Illustration on how application software is run with the help of system software


TYPES OF SOFTWARE APPLICATIONS USED IN SCHOOLS

INSTRUCTIONAL SOFTWARE
These programs designed specifically to deliver instruction of aid with the delivery of instruction.

TUTORIAL SOFTWARE
A software that teaches the users about new concept. A tutorial usually offers pretest posttest and drill and practice

DRILL AND PRACTICE SOFTWARE
Drill and practice software strengthens student’s skills by providing them repetitive task until they master the concept or idea.

SIMULATIONS
simulations provide a lifelike or world-like scenario or system that students may experience through the computer.

INSTRUCTIONAL GAMES
primarily motivate the learners in learning a concept or topic.

PROBLEM SOLVING SOFTWARE
focuses on fostering skills in problem solving.

SPECIAL NEEDS SOFTWARE
designed specifically for students with learning disabilities to assist them in carrying out school tasks.

PRODUCTIVITY SOFTWARE
This program designed to help teachers and students in creating their reports, computing of grades and communicating, developing of materials and keeping of records effectively and efficiently.

WORD PROCESSING SOFTWARE
is the most processing software

ELECTRONIC SPREADSHEET SOFTWARE this software is normally used to doing budget, grade computation and accomplish mathematical problems.

PRESENTATION SOFTWARE
It is designed to communicate and display information including text, images, audio and video elements in a slideshow format.

GRAPHICS AND MULTI MEDIA SOFTWARE
it allows professionals like engineers, architects, publishers and graphic artist to design work that is intended for their own field of specialization

ADMINISTRATIVE SOFTWARE
these programs that administrators at schools use to establish and strengthen record keeping and exchanges of information among various institutions and agencies.


Educational Technology II

Chapter 5

APPLY!


My kiosk Presentation that holds Attention

This activity aims to bring out the creativity among the students in making his/her handouts using MS Word and designing a kiosk using MS Power point following the given specializations. His/her work will be presented through the short demonstration.

       Think of any your field of specialization. Create a 3-page hand out that will be distributed to your teacher and classmates. Also create 10 slide kiosks which show the logical units of the lesson. The kiosk must consist of text graphics animation video music and bottom links. Place the title slide of your presentation below. You may review the guidelines and principles in creating handouts and presentations learned in educational technology 1 or Basic computer course.


ASSESS!

Rating for Improving

This activity aims to teach students to constructively criticize someone else’s kiosk and help his/her classmate in enhancing the product.

Your teacher will assign you to rate your classmate’s work. Using the rating scale below, rate honestly the kiosk created by your classmate. Suggest ways to improve his/her work, and then discuss with your classmate the results.

3-Agree 2-Nuetral 1-Disagree






Section 2 (Understanding the ICT and Computer)
Chapter 4 


THE ICT AND THE COMPUTERS: ITS ROLES AND HISTORY  

ROLES OF ICT IN EDUCATION
  • It can serve multiple teaching functions. 
  • It can be used in different teaching and learning modes
  • Information can be delivered in an instant. 

EVOLUTION OF ICT IN EDUCATION 


1650- The horn book. This is a wooden paddle with printed lessons that was used during the colonial era. You can find on the paper alphabets and a religious verse which children would copy to help the learn 

1820- Difference Engine. Charles Babbage was the one who designed this computing machine which was used in calculating and printing of simple math tables. 

1830- Analytical Engine. Charles Babbage designed this second computing machine which was used in calculating complicated problems by following a set of instructions. 

1870- Magic lantern. This is a primitive version of a slide projector that projected images printed on glass plates. 

1890- Chalkboard. The chalkboard is one of the biggest inventions in terms of educational technology which is still being used up to this age 

1900- Pencil. The pencil is usually found in the classrooms, in the office and even at home. 

1905- Stereoscope. This is a three dimensional viewing tool used as a source of entertainment at home and in school that were meant to be used to illustrate points made during lectures. 

1920- Radio. Radio was used for on-air classes which began popping up for any student within listening range. 

1925- Film Projector. It is also called movie projector which used for projecting images from film 

1930- Overhead projector. OHP was initially used by the U.S. Military for training purposes in World War II, but later on quickly spread to schools and other organizations. 

1936- The first Computer. This was the first freely programmable computer. 

1940- Ballpoint pen. This is useful tool in the classroom. 

Mimeograph. Mimeograph machines made copies that can be distributed. 

1947- Transistor. The transistor was invented by Bell telephone Company which one of the vital components of the computer. 

1950- Headphones. Headphones are used in schools for some listening skills and to do individual listening for audio files and the like.Slide rule. Slide Rule which was developed by William Oughtred and others. Before the advent of the pocket calculator, it was the most commonly used calculation tool in science and engineering. 

1951- Video Tapes. Videotapes were used as an exciting method of instruction. 

1953-IBM. International Business Machines came out with their first computer machine. 

1957- Reading Accelerator. The reading accelerator was simple device designed to help students read more efficiently. 

Skinner teaching Machine.B.F. Skinner, a behavioral scientist, developed a series of devices such as the teaching that allowed a student to proceed at his or her own pace through a regimented program of instruction. 

1958- Educational Television. Using this, there were more than 50 channels of TV which included educational programming that aired across the country. 

1959- Photocopier. Xerographic office photocopying was introduced by Xerox. 

1963- Computer Assisted Instruction. (CAI) Stanford University introduced computer – assisted instruction in mathematics and reading; offering individualized learning and allowing students to take self-pace, active roles in drill-and practice. 

Mouse. This pointing device which still being used today was invented by Douglas Engelbart.

1965. Filmstrip Viewer. Filmstrip viewer allows individual students to watch filmstrips at their own pace. 

1969- Internet. The first internet was called ARPANET, which is an interconnected network of computer networks. 

1972- Handheld calculator. Handheld calculator entered the classrooms for quick mathematical calculations. 

1972- The Scantron System of Testing. This was introduced by Michael Sokolski which allowed teachers to check and grade tests more quickly and efficiently. 

1973. The first Mobile Phone was released. 

1973- Birth of Microsoft 

1977- The apple II Computer 

1980- Plato Computer. The Plato was one of the most-used early computers. 

1981. IBM introduced its first personal computer. 

1985- CD ROM drive. CD ROM is a storage medium that could store text, video and audio. 

1985-87- Era of Educational Computer Games. Example of this are: Mavis Beacon that can teach how to type fast, Carmen Sandiego that involves learning in geography, and Number Munchers that aimed about enhancing the mathematical skills. 

1990- The World Wide Web. Tim Berners Lee gave life to WWW, which is interconnection of hyperlinked documents. 

TI-81 Calculator. This calculator graphs up to four math functions at once developed by Texas Instruments. 

1991- Laptop. The first laptop is the powerbook. 

1993- Personal Digital Assistants (PDAs). These were released by apple computer Inc. and were used for computing, storing information and even keeping schedules. 

1996- Mini Computers. Nokia introduced a phone that had internet capabilities. This started a revolution of devices that were small protable computers. 

1998- First e-book reader was released. 

1999- Interactive Whiteboard. Interactive whiteboard is an instructional tool that allows computer images to be displayed on the whiteboard which can later on bow manipulated by teachers and students. 

2010- Apple I pad was released. 

2015- Interactive Mobile Apps have become the center of effective classroom learning. 

ROLES AND FUNCTION OF COMPUTER
  • Computer can increase Productivity
  •  Computers facilitate communication between students, teachers, and administrators.
  • Computers used to access large amounts of information
  • Computers can brilliant aids in teaching
  • Computers can facilitate an electronic format for storage of information.
  • Computers can teach subjects and enhance learning of the students
Educational Technology II

Chapter 4

EXPLORE! 


This activity will find out how computers have become advantageous and disadvantageous to you as a student. 

Answer the given questions.


a. As a student, what benefits do you get from using computers?


The benefits do I  get from  using computers  are numerous because it helps me to accomplish my task easily especially in school by typing my hand-outs in Microsoft word, my assignments, requirements and also  gathering information using connections that I’ve always use in my reports, research papers and other activities that I need to passed in a given time. Computers helps me also  to present my projects with cleanliness and creativity because  students nowadays is more engaged in technologies that’s why they explore computers to create a wonderful projects.  It can help me also to prepare a presentation using PowerPoint in my reports and Computers help me to communicate with others.

b. What disadvantages do you get from using computers?

The disadvantages do I get in using computers is it can divert my attention to scroll in Facebook first, chat with friends, to YouTube all movies and videos that I want, playing online games and to search an unnecessary things, through that can’t accomplish my requirements because it can give me more entertainment and distractions that can lead to set aside my projects. I become lazier and spend my time browsing these different applications.

Use a WORDLE to capsulize your answer to the given questions. One wordle for the advantages and another one for the disadvantages. You may use any website that generates a wordle

2.Place your generated wordle below.



COMPUTER ADVANTAGES 





COMPUTER DISADVANTAGES


APPLY!

How Time Flies!

This activity will allow students to identify the gadgets/devices that they have now and have used before and find out the roles and functions these gadgets had in their lives.


  • Gather all your gadgets (old and new phones, old and new computers, old and new PDA (Personal Digital Assistants), Beepers (if you still have), Digital Media such as audio and video players).
  • Arrange the gadgets that you once used and are still using now in chronological order starting from the earliest year.
  • Make a summary of these in a form of a table.
  • You may include some photos of these gadgets on a separate page.
  • Share to the class the results of your work.


Nokia (2012)




Cellphones helps me to communicate with my family, friends, classmates and teachers when I need to spread a message quickly.


                                CKK (2015)





This cellphone helps me to search a word using Merriam Webster and other dictionaries.



Samsung J2 Prime (2017) 


This cellphone helps me to search information using data connection and Wi-Fi


Fujitsu (2017)


Helps me to type my hand outs, assignments, take home exams and preparing a presentation in my reports.

ASSES!

The Future of ICT and the Computer

This activity will summarize the discussion on the impact that ICT and the computers have played in the different events in the evolution of computers.


Using the table below, enumerate the impact of the ICT and computers in the way you learn today. Furthermore, foresee changes and development of ICT and computers that will happen from 2020 until 2025.
Share to the class the output of your work.

a. Impact of ICT and Computers

          A lot of students used computers. They use it to surf to the internet to gather information for their different requirements, but for teachers, they use ICT and computers in teaching process they use apps such as PowerPoint presentation for teaching and Microsoft word for creating exams and so on.

b. Projected Impact of Computers to Education comes 2020-2025 (Indicate changes, technologies that will be introduced, etc.)

          As for me, computers help me every day especially in my assignments and projects in school. Also, the impacts of computers, it assists the learner to access information to the internet. Through these computers, the students and teachers are both learned because it can guide them in teaching and learning process.

          Until 2020-2025, teaching and learning are in computers, the students can study through the use of internet and teachers can also teach and tutor through E-learning.

Chapter 12 WEB TOOL AND RESOURCES WEBTOOLS Web 1.0 (Read only web) According to Tim Berners-Lee, the first implementation of the ...