Ed Tech Day2 Flashcards
IR 1.0
Steam Engine
18th century
IR 2.0
Electricity and Gasoline
19th century
IR 3.0
Computer and cellphones (Digital Revolution) 20th century
IR 4.0
Artificial Intelligence
21st century
Shows the types of knowledge involved in the teacher’s capacity to integrate technology. Espoused by MISHRA AND KOEHLER
TPACK
TPACK means
Technological, Pedagogical, and Content Knowledge
Types of knowledge in TPACK
Knowing what technology is best use and how they should be utilized
Technological knowledge
Types of knowledge in TPACK
Principles and strategies of teaching and is about the strategies and techniques used in classrooms
Pedagogical knowledge
Types of knowledge in TPACK
Refers to how well you know the subject area or topic that you will teach (subject, topic, curriculum)
Content knowledge
Kind of teacher that has Pedagogical Content Knowledge
Old teacher
Kind of teacher that has Technological Content Knowledge
New teacher
Kind of teacher that has Technological Pedagogical knowledge
Mismatched teacher
Knowledge that a 21st century teacher should have
Technological, Pedagogical, and Content knowledge
SAMR means
Substitution, Augmentation, Modification, Redefinition
Who developed the SAMR model
Dr. Ruben Puentedura
This model helps educators to design and implement better LEARNING ACTIVITIES incorporating that technology
SAMR model
SAMR model has 4 stages and is split into two with a threshold dividing the two halves:
Enhancement
Transformation
In SAMR
this is where technology is used as a DIRECT SUBSTITUTE for what you might already do, without functional change
Substitution
In SAMR
Writing an essay using a pen vs. Writing an essay using computers
Substitution
In SAMR
This is where technology is used as a DIRECT tool SUBSTITUTE, WITH FUNCTIONAL IMPROVEMENT
Augmentation
In SAMR
Instead of writing essay to your paper, you may use google docs. The task may just be the same but the unique features of the collaborative technology provide functional improvements such as commenting, add ons
Augmentation
In SAMR
Technology allows you to significantly redesign the task.
Modification
In SAMR
Instead of simply writing an essay, the student can publish his essay through WORD PRESS and the teacher is not the only audience, but the whole world who have internet
Modification
In SAMR
Technology allows you to do what was previously not possible or inconceivable
Redefinition
In SAMR
Instead of writing essay, students could now create and publish a digital story telling project to argue their writings with multimedia
Redefinition
An instructional framework or rule that instructors can be use to create LESSON PLANS which coordinate the utilization of innovation of technology and media
ASSURE Model
Who developed the ASSURE Model
Heinrich and Molenda
ASSURE means
a. ANALYZE LEARNERS
b. STATE OBJECTIVES
c. SELECT METHODS, MEDIA, and MATERIALS
d. UTILIZE METHODS, MEDIA, and MATERIALS
e. REQUIRE LEARNER PARTICIPATION
f. EVALUATE and REVISE
It is a visual model, a pictorial device that presents bands of experience according to the degree of abstraction and not degree of difficulty
Edgar Dale’s Cone of Experience
In Edgar Dale’s cone of experience, the farther you go from the bottom of the cone, the more __________ the experience becomes
Abstract
Edgar Dale’s Cone of Experience from bottom to top
*Direct purposeful
*Contrived
*Dramatized
*Demonstrations
*Study trips
*Exhibits
*TV
*Motion pic
*Recordings, Radio, Still pictures
*Visual symbols
*Verbal symbols
The cone of experience corresponds with THREE SIGNIFICANT MODES OF LEARNING according to
JEROME BRUNNER
Jerome Brunner’s
Direct experience (series of instruction)
Enactive
Jerome Brunner’s
Pictorial experience (series of illustrations)
Iconic
Jerome Brunner’s
Highly Abstract experience (series of symbols)
Symbolic
What are included in enactive ED CONE OF EXPERIENCE
*DIRECT PURPOSEFUL
*CONTRIVED
*DRAMATIZED
What are included in iconic ED CONE OF EXPERIENCE
*Demo
*Study trips
*Exhibits
*TV
*Motion Pic
*Recordings, Radio, Still Pictures
What are included in symbolic ED CONE OF EXPERIENCE
Visual symbols
Verbal symbols
ED CONE OF EXPERIENCE
First hand experience. Use of all senses
Direct purposeful
ED CONE OF EXPERIENCE
Students prepare their meals, make a PPT, delivering a speech, performing experiments, making furniture
Direct purposeful
ED CONE OF EXPERIENCE
Edited copies of direct experiences. Designed to SIMULATE to real-life situation
Contrived
Example of contrived experience
Substitute of real thing in a small or large scale or exact size but made up of synthetic materials. REPLICA
MODEL
Example of contrived experience
Special model where the parts of a model are singled out. Manipulative (attached or detached)
Mockup
Example of contrived experience
An individual animal, plant, piece of mineral. It is used as an example of its species or type for scientific study or display. (Inside the science Lab)
Specimen
Example of contrived experience
Include artifacts displayed in a museum or objects displayed in exhibits
Object
Example of contrived experience
A representation of a real manageable event in which the learner is an active participant engage in learning behavior or in applying previously acquired skills or knowledge
Simulation
Example of contrived experience
Forms of physical exercise taught to children at school. They make classes more interactive and developed the decision making skills and knowledge construction skills of the students
Games
ED CONE OF EXPERIENCE
Forms of reconstructed experience
Dramatized
Example of dramatized experience
Rehearsed stage performances
Plays
Example of dramatized experience
Community dramas that are based on LOCAL HISTORY. example: growth of a school
Pageants
Example of dramatized experience
Conveying story by bodily gestures. No sound, With MOVEMENT
PANTOMIME
Example of dramatized experience
Picture-like scene composed of people against a background. No sound no movement
Tableau
Example of dramatized experience
Unrehearsed, unprepared, and spontaneous dramatization of a situation where their roles absorb assigned participants. The focus is on ATTITUDINAL CHANGE
ROLE PLAYING
Example of dramatized experience
Inanimate object or representational figure animated or manipulated by an entertainer, who is called a puppeter
Puppets
ED CONE OF EXPERIENCE
Shows how certain things are done. The teacher does, students observe
Demonstrations
ED CONE OF EXPERIENCE
These are excursions, educational trips, and visits conducted to observe an event that is unavailable within the classroom
Study trips
ED CONE OF EXPERIENCE
Bring the outside world into the classroom
Exhibits
ED CONE OF EXPERIENCE
Bring immediate interaction with events from around the world
Educational TV
ED CONE OF EXPERIENCE
Used to slow down a fast process. Viewing, seeing and hearing experience
Motion pic
ED CONE OF EXPERIENCE
Number of devices that might be classified roughly as ONE-DIMENSIONAL AIDS because they use only one sense organ
Recording, Radio, still pictures
ED CONE OF EXPERIENCE
Include drawings, cartoons, diagrams, charts, graphs, physical maps
Visual symbol
ED CONE OF EXPERIENCE
Words, phrases, sounds, or other utterances that are spoken aloud
Verbal symbols
After 2 weeks we tend to remember
___% of what we read
10
After 2 weeks we tend to remember
____% of what we hear
20
After 2 weeks we tend to remember
____% of what we see
30
After 2 weeks we tend to remember
____% of what we see and hear
50
After 2 weeks we tend to remember
____% of what we say
70
After 2 weeks we tend to remember
____% of what we do
90