Technology for teaching & Learning (Day 44) Flashcards

1
Q

INDUSTRIAL REVOLUTION AND EVOLUTION

A
  1. I.R. 1.0-invention of steam engine TRAIN
  2. I.R. 2.0-Age of science and mass production (discovery of electricity and gasoline) LIGHT BULB
  3. I.R. 3.0-Digital revolution (computer and cellphone)
  4. I.R. 4.0 - Interconnectivity (Internet) Cyberspace, Artificial intelligence
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2
Q

TPACK Espoused by Mishra and Koehler (2006).

A

Technological, Pedagogical, and Content Knowledge

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3
Q

Teacher knowledge in technology

A

TPACK FRAMEWORK

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4
Q

3 Types of Knowledge;
TPACK

A

Technological Knowledge
Pedagogical Knowledge
Content Knowledge

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5
Q

3 Types of Knowledge;
TPACK

refers not only on whether you are computer literate but also on knowing what technology is best to use and how they should be utilized in teaching.

A

Technological Knowledge

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6
Q

3 Types of Knowledge;
TPACK

principles and strategies of teaching and is about the strategies and techniques used in classrooms and other learning situations and environments to ensure curriculum goals are met.

A

Pedagogical Knowledge

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7
Q

3 Types of Knowledge;
TPACK

refers to how well you know the subject area or topic that you will teach

A

Content Knowledge

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8
Q

OVERLAPS;
PCK TCK TPKJ TPACK

A
  1. Pedagogical Content Knowledge (PCK)
  2. Technological Content Knowledge (TCK)
  3. Technological Pedagogical Knowledge (TPKJ
  4. Technological, Pedagogical, and Content Knowledge (TPACK)
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9
Q

OVERLAPS;
PCK TCK TPKJ TPACK

knowing what teaching approaches fit the content and expectations of the subject

A

Pedagogical Content Knowledge (PCK)

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10
Q

OVERLAPS;
PCK TCK TPKJ TPACK

interpreting your curriculum through a technology lens and to consider the impact of technology on what is changing in your curriculum area.

A

Technological Content Knowledge (TCK)

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11
Q

OVERLAPS;
PCK TCK TPKJ TPACK

special pedagogical considerations for using technology within your teaching strategies or considering new pedagogical approaches afforded by the qualities of software

A

Technological Pedagogical Knowledge (TPKJ

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12
Q

OVERLAPS;
PCK TCK TPKJ TPACK

way of describing how technology pedagogy and content fit together to enable powerful learning.

A

Technological, Pedagogical, and Content Knowledge (TPACK)

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13
Q

SAMR Model is a neat model developed by

A

Dr. Ruben Puentedura

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14
Q

as a way for educators to evaluate the incorporation of technology into their teaching.

A

SAMR Model

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15
Q

By reflecting upon your teaching and the technology that you use, SAMR helps educators to design and implement better ___________ incorporating that technology.

A

learning activities

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16
Q

SAMR model has 4 stages and is split into two;
ET

A
  1. ENHANCEMEN
  2. TRANSFORMATION
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17
Q

SAMR model has 4 stages and is split into two;
ET

ENHANCEMENT - the technology is merely a REPLACEMENT for an analogue activity with varying degrees of improvement. out technology

A

VENHANCEMENT

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18
Q

SAMR model has 4 stages and is split into two;
ET

where the REAL LEARNING happens. The technology allows for significant changes in the task and ultimately new forms of tasks which would not have been possible with the old analogue process.

A

TRANSFORMATION

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19
Q

This is where technology is used as a DIRECT SUBSTITUTE for what you might already do, without functional change. MICROSOFT

Ex. Writing an essay using a pen vs. Writing an essay using computers

A

Substitution

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20
Q

. Augmentation This is where technology is used as a DIRECT tool SUBSTITUTE, WITH FUNCTIONAL IMPROVEMENT. The task is just the same but the technology is allowed for some technical improvement
GOOGLE DOCS

Ex. Like 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, etc.

A

Augmentation

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21
Q

Technology allows you to significantly redesign the task

Ex. 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. This means that your writing is published globally.
UNIQUE

A

Modification

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22
Q

was developed by Heinrich and Molenda in 1999

A

ASSURE MODEL

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23
Q

instructional framework or rule that instructors can use to create lesson plans which coordinate the utilization of innovation of technology and media.

A

ASSURE MODEL

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24
Q

ASSURE MODEL;

A
  1. Analyze Learners
  2. State Objectives
  3. Select Methods, Media, and Materials
  4. Utilize Methods, Media, and Materials
  5. Require Learner Participation
    6.Evaluate and Revise
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25
Q

ASSURE MODEL;

get a clear picture of the learners’ learning styles, age level, interests or preferences, background, special needs, and cultural diversity.

A

Analyze Learners

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26
Q

ASSURE MODEL;

known as the learning outcome, this statement describes what the learner would be able to perform as a result of the instruction.

A

State Objectives

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27
Q

ASSURE MODEL;

the teacher has to decide which strategy, materials or technology would be best considering the learners and the desired learning outcomes.

A

Select Methods, Media, and Materials

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28
Q

ASSURE MODEL;

the teacher decides which part of the instructional flow will a particular material or technology be employed and the manner on how it will be more effective to achieve the learning

A

Utilize Methods, Media, and Materials

29
Q

ASSURE MODEL;

Student engagement is an important element. Therefore, the teacher has to design sections of the lesson where the learners are guided to participate and perform tasks.

A

Require Learner Participation

30
Q

ASSURE MODEL;

Evaluate and Revise
Evaluation should be congruent to the learning outcome provided in the lesson.

A

Evaluate and Revise

31
Q

EDGAR DALE CONE OF EXPERIENCE

A

EDGAR DALE

32
Q

Is a visual model, a pictorial device that presents bands of experience according to the degree of abstraction and not degree of difficulty, tarts from direct or concrete experience to abstract

A

EDGAR DALE’S CONE OF EXPERIENCE

33
Q

The farther you go from the bottom of the cone, the more _______the experience becomes.

A

abstract

34
Q

_____levels of the Cone involve the student as a participant and encourage active learning.

A

Lower

35
Q

The _______levels of the Cone need more instructional support than

A

upper

36
Q

EDGAR DALE’S CONE OF EXPERIENCE

Verbal Symbols
Visual Symbols

A

SYMBOLIC

37
Q

EDGAR DALE’S CONE OF EXPERIENCE

Recordings, Radio & Still Pictures
Motion Pictures Pic
Educational Television T.V.
Exhibits
Study Trips
Demonstrations

A

ICONIC

38
Q

EDGAR DALE’S CONE OF EXPERIENCE

Dramatized Experiences
Contrived Experiences
Direct Purposeful Experiences

A

ENACTIVE

39
Q

BRUNER’S THREE-TERED MODEL
The Cone of Experience corresponds with three significant modes of learning (Jerome Bruner):

A
  1. ENACTIVE
  2. ICONIC
  3. SYMBOLIC
40
Q

BRUNER’S THREE-TERED MODEL
The Cone of Experience corresponds with three significant modes of learning (Jerome Bruner):

(direct experience) - series of actions

A

Enactive

41
Q

BRUNER’S THREE-TERED MODEL
The Cone of Experience corresponds with three significant modes of learning (Jerome Bruner):

Iconic (pictorial experience) - series of illustrations

A

Iconic

42
Q

BRUNER’S THREE-TERED MODEL
The Cone of Experience corresponds with three significant modes of learning (Jerome Bruner):

Symbolic (highly abstract experience)- series of symbols

A

Symbolic

43
Q

Direct, first-hand experiences you experience first.
Have direct participation in the outcome

use of all our senses / Most of your senses / Realia - the real & actuals objects.

A

Direct and Purposeful Experiences

44
Q

Contrived Experiences;
MMSOSG

A

1.Model
2. Mockup
3. Specimen
4. Object
5.Simulation
6. Games

44
Q

edited copies of direct experiences
designed to simulate to real-life situation

A

Contrived Experiences

45
Q

Contrived Experiences;
MMSOSG

Model - substitute of real thing in a small scale, or large scale or exact size, but made up of
synthetic materials

A

Model

46
Q

Contrived Experiences;
MMSOSG

special model where the parts of a model are singled out, heightened and magnified in order to focus on that part or process under study, DETACHABLE

A

. Mockup

47
Q

Contrived Experiences;
MMSOSG

An individual animal, plant, piece of a mineral, etc. It is used as an example of its species or type for scientific study or display. TAXI DERMI.

A

Specimen

48
Q

Contrived Experiences;
MMSOSG

Object- May also include artifacts displayed in a museum or objective displayed in exhibits.

A

Object

49
Q

Contrived Experiences;
MMSOSG

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

A

Simulation

50
Q

Contrived Experiences;
MMSOSG

Games Forms of physical exercise taught to children at school. They make classes more interactive and develop the decision-making skills and knowledge construction skills of the students.

A

Games

51
Q

Dramatized experiences
Forms of reconstructed experiences
The pupil who takes part in dramatization gets closer to direct experience than a student who watches.

A

Dramatized experiences

52
Q

Dramatized experiences;
PPPTRP

A
  1. Plays
  2. Pageants
  3. Pantomime
  4. Tableau
  5. Role-Playing
  6. Puppets
53
Q

Dramatized experiences;
PPPTRP

rehearsed stage performances. They offer excellent opportunities to portray vividly essential ideas about life.

A

Plays

54
Q

Dramatized experiences;
PPPTRP

Pageants are usually community dramas that are based on local history. An example is a historical pageant that traces the growth of a school.

A

Pageants

55
Q

Dramatized experiences;
PPPTRP

is a “method of conveying a story by bodily gestures.” Pantomime’s impact on the audience relies on the actors’ movements.

A

Pantomime

56
Q

Dramatized experiences;
PPPTRP

is a picture-like scene composed of people against a background. It is an arrangement of people who do not move or speak, especially on a stage, who represents a view of life, an event, etc.

A

. Tableau

57
Q

Dramatized experiences;
PPPTRP

Role-Playing is an unrehearsed, unprepared, and spontaneous dramatization of a situation where their roles absorb assigned participants. The focus is on attitudinal change.

A

Role-Playing

58
Q

Dramatized experiences;
PPPTRP

It is an inanimate object or representational figure animated or manipulated by an entertainer, who is called a puppeteer. Puppets can present ideas with extreme simplicity.

A

Puppets

59
Q

Visualized explanation of an important fact, idea, or process
Shows how certain things are done

A

Demonstrations

60
Q

These are excursions, educational trips, and visits conducted to observe an event that is unavailable within the classroom

A

Study Trips

61
Q

Exhibits
Bring the outside world into the classroom employing exhibits, the concrete representation of the things. The teacher can help the students by gaining useful experience through the observation and organization of educationally significant exhibitions.

A

Exhibits

62
Q

Educational Television
Bring immediate interaction with events from around the world

A

Educational Television

63
Q

Motion Pictures

Used to slow down a fast process
Viewing, seeing and hearing experience

A

Motion Pictures

64
Q

This stage includes the number of devices that might be classified roughly as one-dimensional aids because they use only one sense organ that is either eye (seeing) or ear (hearing). All these materials are less direct than audio-visual experiences.

A

Still pictures, recordings, and radio

65
Q

Help students see an idea, event, or process. These include drawings, cartoons, strip drawings, diagrams, charts, graphs, and physical maps.

A

. Visual Symbols

66
Q

To express any meaning, verbal representations are words, phrases, sounds, or other utterances that are spoken aloud. The verbal symbol may be a phrase, an idea, a concept, a scientific theory, or a formula

A

Verbal Symbols

67
Q
A