You are on page 1of 16

SUMMARY

OF
CHAPTER
1 - 12

CHAPTER 1
TEACHERS AND STUDENTS IN THE DIGITAL AGE
Teaching and learning is a journey in education that we treasure most. It is not only the matter or
the what to teach that is important, but the manner of delivery or the how to teach plays a very
important role in todays teaching and learning environment. Also, it is not only the matter or the
what was learned that is significant, but the quality or the authenticity of learning where student
become life-ready.
Teacher of Yesteryears
1. Disseminate information through lectures.
2. Require student to memorize content from textbook.
3. Make use of textbook and workbooks at their references.
4. Give assessment through written examination.
5. Focus on their responsibility and relationship with the student as recipients of knowledge.
6. Followers of policies prescribed by the school.
7. Use lecture as teaching method.
8. Deliver the same lessons every year.
9. Too focused on self-achievement.
10.Target to finish the lesson within the period.
11.Autocratic in which teachers are in control of everything in all events of the classroom.
12.Holder of knowledge/ gatekeeper of information.
13.Technology illiterate.
Teachers of the 21st century
1. Allow students to solve real-world problem.
2. Allow students to construct their own understanding of the subject matter.
3. Make use of manipulative materials; make use of multitude or prints or electronic sources.
4. Give performance-based assessment (performance tasks).
5. Wider their responsibility and their relationship with colleagues, community, and other
stakeholders in acquiring clear and obtainable standards for the knowledge, skills, and values
that students are expected to acquire.
6. Participate in the decision-making in schools.
7. Use a variety of teaching methods appropriate in the students learning.
8. Spend time
9. In researching to update his/her knowledge of the subject matter.
10.Mentor new teacher.
11.Target the learners to be ready in the challenges of todays learning.
12.Democratic in which teachers allow students to take responsibility in their learning.
13.Facilitator of learning.
14.Technology of digital literate.
Teachers of the 21st century are:
Channel
Teachers serve as channels in connecting the curriculum, software, hardware and dynamic of
teaching in their instruction.
Communicator
A teacher who can communicate with their students anytime and anywhere with the use of the
tools and technologies.
Learner
Teachers never cease in learning new knowledge.
Futurist
The teachers must know how to deliver the lesson with the use of the emerging tools and
other web technologies that will help the learners understand the lesson.
Leader
Teachers are leader in their own way by leading their students to the proper and appropriate
use of learning materials including technologies.
Exemplar
Teachers are models when in comes to behavior, language, dealing with colleagues and
students, use of facilities, and others.
Collaborator
Teachers must pull up their collaborative tools to be able to continue to share and contribute
their knowledge to the learners.
Venture Player
Teachers are taking chances to apply new knowledge, skills, practices, and technologies
especially if this will level up the student understanding and learning.
STUDENTS OF THE EARLY GENERATION VS STUDENT OF THE 21ST CENTURY
Students in the early generations are indeed different in todays generation. Having technologies
at their side make them more advanced in information where they do not need to have a long
distance walk just to access information from the books in the library. Almost all information and
tools that they need are already at the palm of their hands. They only need to access and the use
these technologies rightfully and appropriately.
Students of Yesteryears:
1. Receiver of facts and information.
2. Learning is based on repetition.
3. Textbook users.
4. Passive recipients of information.
5. Competitive learners.
6. Factual learners.
7. Unilateral thinkers.
8. Inactive process of learning.
9. Dependent learners.
10.Single taskers.
11.Single sensory input provider.
Students of the 21st Century:
1. Actives creators of knowledge.
2. Interactive knowledge constructor.
3. Internet users to access a vast of information.
4. Actively engaged in class activities.
5. Collaborative learners.
6. Reflective, critical and creative thinkers.
7. Dynamic processes of learning.
8. Self-managing learners.
9. Multitaskers.
10. Multisensory input provider.
INSTRUCTION IN THE EARLY GENERATION VS INSTRUCTION IN THE 21ST CENTURY
Lecture is an effective mode of instruction but may not be as effective as other pedagogies which
would make teaching and learning more interesting, engaging, and would absolutely give students
quality education and authentic learning.
In todays world, companies and industries are looking for employees who are not just cognitive
achiever but more so who are skillfully competent in making the economy stronger and better. This
would be achievable if schools and teachers will improve their education and teaching the 21st
century skills.

CHAPTER 2
Setting standards help us achieve quality output may it be in the house, office, and school. This in
turn will give us fulfillment in our activities for our family, friends, staffs, heads, people in the
society and the community.
In education, administration and teachers with the support of national education departments and
organization define their standards that would guide and help the students in possessing the
knowledge and skills that are required of them to make them successful learners and professionals
in the future. ISTE or International Society for Technology in Education is a nonprofit organization
that promotes the use of technology to support and enhance teaching and learning.
There are 3 standards that have been developed by ISTE for better connection and empowerment
among administrators, teachers, and students:
ISTE Standards for Administrators are lead supporters of digital and technology-rich
\teaching and learning environment.
- Visionary leadership
- Digital age learning culture
- Excellence in professional practice
- Systematic improvement
- Digital citizenship
ISTE Standards for Teachers state that effective teachers not only support technologies in
education.
- Facilitate and inspire student learning and creativity
- Design and develop digital age learning experiences and assessment
- Model digital age work and learning
- Promote and model digital citizenship and responsibility
- Engage in professional growth and leadership
ISTE Standards for Students acquisition of knowledge is not the only reason why students
go to school.
- Creativity and innovation
- Communication and collaboration
- Research and information fluency
- Critical thinking, problem solving, and decision making
- Digital citizenship
- Technology operation and concept
TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE (TPACK) and TECHNOLOGY
INTEGRATION PLANNING (TIP)
The use of technology is one of the materials that teachers make use to deliver the lesson
successfully to their learners. However, sometimes the use of technology becomes ineffective
because of insufficient knowledge on the true purpose and the proper use of such technology.This is
why the TPACK came into existence, to guide teachers on how to integrate technology into
teaching.
Technological Pedagogical Content Knowledge (Tech-PACK)
Tech-PACK, previously known as TPCK , later TPACK, is a framework that integrates
technology in education to help encapsulate the complex interaction among content, pedagogy, and
technology.
CONTENT KNOWLEDGE (CK)
PEDAGOGICAL KNOWLEDGE (PK)
PEDAGOGICAL CONTENT KNOWLEDGE (PCK)
TECHNOLOGY KNOWLEDGE (TK)
TECHNOLOGICAL CONTENT KNOWLEDGE (TCK)
TECHNOLOGICAL PEDAGOGICAL KNOWLEDGE (TPK)
TECHNOLOGICAL PEDAGOGICAL CONTENT KNOWLEDGE (Tech-PACK)
TECHNOLOGY INTEGRATE PLANNING (TIP) Is a model created for teachers as a
guide that ensures the efficiency of integration of technology in education.
STAGES OF TECHNOLOGY INTEGRATION IN TEACHING AND LEARNING
Beginning Stage
Developing Stage
Proficient Stage
Transformative Stage

CHAPTER 3
DIGITAL TECHNOLOGY AND MEDIA LITERACY
Students learn differently, some are visual learners, while others are auditory and tactile learners.
No matter what kind of learners you are, you engaged yourself in the processes of learning,
implementing, inspecting, and evaluating your learning activities.
Understanding Digital Media
Media is the plural of medium. It has developed to mean facilitating or linking
communication be it via a radio, phone, web, or tv, or some other instruments. It helps conveying
message.
Multimedia is a combination of two or more media. In computer the multimedia refers to
graphics, audio, text, video, animation. Also it is a powerful avenue in communicating information
and messages to other people.
Digital Media defined as those technologies that enable users to make new forms of
communication, interaction, and entertainment in a digital format.
Digital media software refers to any computer-based presentation or application software that
uses multimedia elements.
Interactive digital media allows users to interact with the program by means of input coming
from the users through a pointing device.
Below are some teaching strategies to help teachers in managing their students in the digital
classroom:
1. Effective Computer Scheduling avoid giving huge project.
2. Use Project Management Techniques inform your students of the date of submission of the
project.
3. Storyboarding require students to create a visual plan prior to working with computers.
4. Effective Research Strategies have gathering of information and other searching work be
done in advance or as homework to practice quality work time.
5. Utilize Student Experts allow assistance from classmates who are experts in the software.
6. Ensure Students Participation assign roles of students in each project so everyone will
participate.
7. Maximize One-to-One Computing use other digital technologies besides computers.
8. Help Students entertain students who have queries and those who need your expertise.
9. Handle Technical Question allow students to throw their question to their group members
first before they can ask you.
10.Visible Classroom Rules post technology guidelines and policies to a visible place.
DIGITAL TOOL THAT SUPPORT LEARNING
Technology as Tutor define as to teach or guide usually individually in a special subject or
for a particular purpose.
Technology as Mindtool mindtools are technology application that allows the learners to
simulate, organize, manipulate, visualize or reflect on data, information and objects.
- Database
- Collaboration Database
- Visualization Tools
- Concept Map
- Simulation
- Hypertext
- Hypermedia
- Digital Storytelling
Other technology tools that support teaching and learning in the 21st century
Hardware and Software tools
- Electronic interactive whiteboards
- Digital still and video cameras
- Web camera
- Web quests
- Video podcast
- Virtual field trip
CHAPTER 4
THE ICT AND THE COMPUTER: ITS ROLE AND HISTORY
All these technologies that surround us are known today as Information and Communication
Technology(ICT) Are basically information- handling tools a varied set of goods, application
and services that are used to produce, store, process, distribute and exchange information.
Let us find out how the development of ICT had made a great impact in education:
THE HORN BOOK 1650 this is a wooden paddle with printed lessons that was used during
the colonial era.
ANALYTICAL ENGINE 1830 Charles Babbage designed this second computing machine
which was used in calculating complicated problems by following a set of instruction.
DIFFERENCE ENGINE 1820 Charles Babbage was the one who designed this computing
machine was used in calculating and printing of simple math tables.
MAGIC LANTERN 1870 - Primitive version of slide projector that projected images printed
on glass plates.
1890 the school slate was invented
CHALKBOARD 1890 the biggest invention
PENCIL 1900 usually found in the classroom
STEREOSCOPE 1905 A 3 dimensional viewing tool
RADIO 1920 used for on-air classes
FILM PROJECTOR 1925 also called movie projector
OVERHEAD PROJECTOR 1930 initially used by the U.S military
THE 1ST COMPUTER 1930 1st programmable computer
BALLPOINT PEN 1936 useful tool in classroom
MIMEGRAPH copies that can be distributed
TRANSISTOR 1947 - vital component of the computer
HEADPHONES 1950 are used in schools in listening skills.
SLIDE RULE most commonly used in calculation.
VIDEO-TAPES 1951 used as exciting method of instruction.
IBM 1953 1st computer machine.
READING ACCELERATOR 1957 help student to read more efficiency.
SKINNER TEACHING MACHINE
EDUCATIONAL TELEVISION 1958 include educational channel.
PHOTOCOPIER 1959
1963 CAI computer assistant instruction
MOUSE a pointing device that being used until today.
1965 FILMSTRIP VIEWER
1969 INTERNET an interconnection network of computer network.
1972 HANDHELD CALCULATOR for mathematical calculation.
1972 THE SCANTRON SYSTEM OF TESTING allowed teachers to check and grade test
more quickly and efficiency.

CHAPTER 5
SOFTWARE FOR EDUCATORS AND STUDENTS
Software are categorized into 2 types:
SYSTEM SOFTWARE consist of programs that control the operations of the computer and
its device. Operating system one type of system software which contains instruction that
coordinates all of the activities of the computer hardware device. Different operating device:
- Stand- alone operating system
- Embedded operating system
- Emerging operating system
Application system allow users to perform specific tasks like writing documents, making
projects presentation, video recording and many others.
Types of software application use in school:
- Instructional software
1. Tutorial software
2. drill and practice software
3. simulation
4. instructional games
5. problem solving software
6. and special need software.
- Productivity software
1. word processing software
2. electronic spreadsheet software
3. presentation software,
4. and graphic software.
Administrative software

CHAPTER 6
INSTRUCTIONAL SOFTWARE FOR CLASSROOM USE
Drill and practice software
- Selecting
1. Control over the drill and practice
2. Answer judging
3. Gives appropriate feedbacks
- Benefits
1. Immediate feedbacks
2. Motivation
3. Saving teacher time
- Limitation and problems
1. Perceived misuse
2. Criticism by constructiveness
Tutorial software
- Selecting
1. Extensive interactivity
2. Thorough users control
3. Appropriate pedagogy
4. Adequate answer judging and feedback capabilities
5. Appropriate graphics
6. Adequate record keeping
- Benefits same in drill and practice software
- Limitation and problem
1. Criticism by constructivism
2. Lack of good products
3. Reflect only one instructional approach
Simulation software
- Selecting realistic and accurate representation of a system.
- Benefits
1. Compress time
2. Slow down processes
3. Get students involve
4. Make experimentation safe
5. Make the impossible possible
6. Save money and other resources
7. Allow repetition with variation
8. Allow observation of complex processes
- Limitation and problem
1. Criticism of virtual lab software
2. Accuracy of models
3. Misuse of simulation
Instructional games
- Selecting
1. Appealing formats and activities
2. Instructional value
3. Physical dexterity in reasonable
4. Social, societal, and cultural considerations
- Limitation and problem
1. Learning versus having fun
2. Confusion of games rules and real life rules
3. Inefficient learning
4. Classroom barrier
CHAPTER 7
EVALUATING EDUCATIONAL TECHNOLOGY
Evaluation is an important part of any process or any entity or item consumed by an
individual, to know how well it works, whether it is effective or not, and to determine
whether its benefits or bring complication to the person. Performance of students in class,
work performance of employees, teaching performance of teachers, performance tasks
done by students, seminars and workshops are some of the examples where the evaluation
occurs.
1 .Before Instruction
2. during Instruction
3. after Instruction

Evaluating software Program:

1 .Content
2. Documentation and Technical Support
3. Ability level and assessment
4. Technical Quality and Ease of use

Educational Technology Integration: Evaluating its Effectiveness


Evaluating educational technologys effectiveness is no easy task for this is linked with
the students learning. Different assessment:

1. Traditional Assessment
2. Alternative Assessment
3. Authentic Assessment
4. Project based Assessment
5. Portfolio Assessment

Evaluation tools:
1. Checklist
2. Rating Scales
3. Rubrics

Chapter 8
LEGAL AND ETHICAL USE OF TECHNOLOGY
Ethical issues in technology and software
1. Unauthorized access and use of hardware, software, network, and computer files
Below are some tips:
1. Use at least 8 characters
2. Use combination of upper and lower case letters, words, numbers, and special
characters.
3. Use joined words together
2. Hardware theft and vandalism
3. Software theft
Some condition:
1. Users may install the software on only one computer
2. Users are prohibited to install the software on a network
4. Information theft
Types of software licences used in education:
1. Single-user
2. multiple-user
3. Network -user
4. Community licence
5. Malicious acts in software
Following are the malicious acts:
1. Spam
2. Phishing
3. Malware
4. Adware

Chapter 9
Alternative Delivery System
DISTANCE EDUCATION is a method of education where students can study in their own choice
of place ant time, without having too meet their teachers face- face.
Broadcast radio a powerful tool when delivering a lesson or disseminating information to a large
group of students.
1. Most accessible medium in terms of geographical reach
2. Cost of radio is relatively low
3. Radio can be used with other media or materials
4. It helps people in rural areas be literate in ABCs and 123s life
Audio Teleconference is a teaching technology that is flexible, economically reasonable, and
available. This kind of ads can be viewed as difficult when it comes to use and delivery of
instruction.
Video Conferencing is used by teachers and students to transmit coursework at a distance.
Hardware: computer/television, camera, microphones, speakers, codec and connection
Software: Skype, ooVoo, Adobe Acrobat Connect, AT and Connect, MegaMeeting
Other meeting apps: Zoom, GoToMeeting, Join.me
Web Conferencing is usually interchangeably used with video conferencing. 2 types: webinar
and webcast.

Chapter 10
Components of the Internet and the World Wide Web
Internet LAN (local area network) a network that covers only a limited geographical area like
classroom, computer laboratory, office or group of building.
- WAN (wide area network) is a network that covers a large geographical area like a city.
Internet service provider a private company or government organization that lets you connect into
the vast internet around the world.
- Different types of connection to the internet
1. DSL
2. Cable
3. Satelite
4.3G and 4G
WWW (WORLD WIDE WEB) Is a collection of WebPages found in this network of computer.
.com Commercial organization, business and companies
.gov Government institutions
.edu Educational Institutions
.org non-profit organizations
.net Network providers
.mil Military organizations

Chapter 11
Roles of the Internet and the World Wide Web in Education
The internet has introduced a lot of developments especially on how teachers and students
communicate and connect with each other.
E-mail the oldest and most common communication tool that is easy to use and very
reliable.
Blog or a web log is an online journal that is publicity accessible.
Wikis web-based communication tool that allow the teacher to work together, share
resources and collaborate.
Mailing list or listserv programs that store and maintain mailing list.
Tweets text-based posts that can be up to 140 characters that are posted within a persons
profile page.
Text messaging allows for instantaneous communication between people that is done with
the use of cellphones.
Webquest web-based activity design to help teachers integrate the internet into the
curriculum.
Chapter 12
Web Tools and Resources
The WWW is merely a tool, as in chalkboard, overhead projector, or VCR. Tools dont teach.
When effectively implemented, they assist in the learning process. If learning on the part of the
student has been help by the use of tool, then the tool has been used successfully.
WEB TOOL
Web 1.0 (read only web)
Web 2.0 (read write web)
Web 3.0 (the semantic web)
Web 4.0 (mobile web)
Web 5.0 open, linked and intelligent web
Categories of web resources
Online tutorial
Instructional resources
Primary sources
Keeping track of web resources
Using bookmarks
Adding bookmark
Organizing bookmarks
Exporting bookmarks

You might also like