MODULE 1-2: Subject Overview
MODULE 1-2: Subject Overview
MODULE 1-2: Subject Overview
This course is designed for prospective teachers to develop and use digital and non-digital
teaching-learning resources using technology tools appropriate in various subject areas in the
elementary level. Further, the course will provide opportunities for students to use technology tools to
develop projectbased collaborative activities and share resources among communities or practice.
Many people think that technology refers only to machine such as computers, TV, video, and the
like. All these form part of technology. Technology is not just machines. It is a planned, systematic
method of working to achieve planned outcomes- a process not a product. Technology is the applied
side of scientific development. Technology also refers to any valid and reliable process or procedure
that is derived from basic research using the scientific method. Technology refers to all the ways people
use their inventions and discoveries to satisfy their needs and desires. This subject is consists of the
science and environment that engage learners, and reliable technique or method for engaging learning
such as cognitive learning strategies and critical thinking skills with the help of technology. It is a field
involved in applying a complex integrated process to analyze and solve problems in human learning. It
embraces curriculum and instructional design, learning environment, and theories of teaching learning.
It is the use of all human inventions for teachers to realize their mission to teach in order that students
learn.
Technology integration is part and parcel of instructional technology. Educational media are channels or
avenues or instruments of communication. Examples are books magazines newspapers radio
television and Internet these media also serve educational purposes.
Technology is a blessing for men. with technology there is a lot that we can do which we could not
do then. With cell phones, webcam, you will be closer to someone miles and miles away. So far yet so
close. That is your feeling when you talk to a cell phone to a beloved who is far away from home. Just
think of the human lives saved because of speeding notifications via cell phones. Just think of how your
teaching and learning have become more novel, stimulating, exciting, fresh, and engaging with the use
of multimedia in the classroom. With your TV, you can watch events as they happen all over the globe.
However, when not used properly, technology becomes a detriment to learning and development. It can
destroy relationships. Think of the husband who is glued to TV unmindful of his wife seeking his
attention. This may eventually erode marital relationship. Think of the student who surfs the Internet for
pornographic scenes. He will have trouble with his development. The abuse and misuse of the Internet
will have far reaching unfavorable effects on his moral life. The teacher who schedules class TV
viewing for the whole hour to free herself from a one-hour teaching and so can engage in “tsismis”,
likewise will not benefit from technology. Neither will her class truly benefit from the whole period of TV
viewing.
Is technology a boon or bane to education? It depends on how you use technology. If we use it to help
our students and teachers become caring, relating, thinking, reflecting, analyzing and feeling beings
then it is a boon, a blessing. but if we abuse and misuse it and so contribute to our ruin and downfall in
those of other persons it becomes a bane or a curse.
From the traditional point of view, technology serves as source and presenter of knowledge.
Technology like computers is seen as a productivity tool. The popularity of word processing, databases,
spreadsheets, graphic programs and desktop publishing in the 1980s points to this productive role of
technology in education. With the eruption of the Internet in the mid 90s, communications and
multimedia have dominated the role of technology in the classroom for the past few years. From the
constructivist point of view, technology serves as learning tools that learners learn with. It engages
learners in active, constructive, authentic, intentional, and cooperative learning.
From a constructivist perspective, the following are roles of technology in learning:
Whether used from the traditional or constructivist point of view, when used effectively, research indicates
that technology not only increases students learning, understanding and achievement but also
augments motivation to learn, encourages collaborative learning and supports the development of
critical thinking and problem-solving skills.
A classroom that allows learners to not just listen, but to reflect and communicate with teachers, other
learners, and mentors provides a whole new scope to the standards and related learning possibilities.
Various avenues of communication provide learners different opportunities to learn while facilitating those
important communication skills. Students can see how texting, emailing, video conferencing, Socratic
Seminars, online discussions, and face to face conversation all provides different take when
communicating. They begin to see how communication connects with effective collaboration. It is true that
communication pushes critical thinking by allowing the visualization of a learner’s thinking and the thinking
of others. Learners are allowed to see how creativity can be used to make their own communication more
powerful.
1. Critical Thinking
In addition to working through problems, solving puzzles, and similar activities, critical thinking also
includes an element of skepticism. Critical thinking empowers students to discover the truth in assertions,
especially when it comes to separating fact from opinion. With critical thinking, students don’t just learn a
set of facts or figures. Instead, they learn how to discover the facts and figures for themselves. They ask
questions. They become engaged in the world around them. They help others think critically, too. That
might be the most important part of critical thinking. Once one student has it mastered, it quickly spreads to
their peers. Whether they learn how to think critically from spending time online or simply asking “Why?” in
everyday life, this skill prepares students for a life of independence and purposeful thought.
2. Creativity
Creativity is the practice of thinking outside the box. While creativity is often treated like a you-haveit-or-
you-don’t quality, students can learn how to be creative by solving problems, creating systems, or just
trying something they haven’t tried before. That doesn’t mean every student will become an artist or a
writer. Instead, it means they’ll be able to look at a problem from multiple perspectives — including those
that others may not see. Creativity allows students to embrace their inner strengths from big-picture
planning to meticulous organization. As a student learns about their creativity, they also learn how to
express it in healthy and productive ways. More importantly, they also become motivated to share that
creativity with others. Just like with critical thinking, that makes creativity contagious. One student creates
an interesting or innovative solution to a problem. Then, when they share it, the next student can become
inspired to try something similar. That’s not to say every single creative endeavor will be a ringing success.
Students will fail at some point, and some of their ideas simply won’t work. But that’s okay. The point of
creativity is to encourage students to think differently than convention demands. They don’t have to do
things the way they’ve always been done. Instead, they can figure out a better way.
3. Collaboration
Practicing collaboration and teamwork helps students understand how to address a problem, pitch
solutions, and decide the best course of action. It’s also helpful for them to learn that other people don’t
always have the same ideas that they do. In fact, as students practice collaboration more and more, they’ll
learn that they have almost none of the same ideas that others do. This can affect students in one of two
ways. First, it could discourage them since nobody seems to agree with them that often. Second, it could
embolden them because they realize they’re bringing something unique to every conversation. As a
teacher, it’s crucial that you encourage students to look at themselves through that second lens. That way,
students learn that they should speak up when they have an idea. They may not be on the money 100% of
the time — and some of their peers may have strong, opinionated reactions — but it’ll teach them to speak
up when they’re working with others.
4. Communication
Students need to learn how to communicate effectively. That includes minimizing tangents, speaking
directly to an idea, and checking other participants to make sure they’re engaged. Reading an audience —
even if it’s just two other people in a group discussion — lets students determine whether they should keep
expanding on an idea or wrap up their point. Their audience could even be their family at Thanksgiving dinner.
The point is that as students practice communication, they become better at efficiently conveying an idea
without losing their point “in the weeds,” so to speak. With communication locked down, students can
streamline their ideas and make a positive impression on those around them. Still, it’s important to note that
communication isn’t enough on its own to help students with 21st Century skills. To really succeed, students
need to use all four of these skills together
MODULE 6: Integration of 21st Century Communication Skills and Information and Communication
Technology Lesson
ICT stands for Information and Communication Technologies. ICT is a part of our lives for the last
few decades affecting our society as well as individual life. Teacher use ICT for making teaching
learning process easy and interesting.
2) The Gradual Release of Responsibility (GRR) Pedagogical Framework
GRR is a structured pedagogical framework that, as the name suggests, gradually moves the responsibility
for learning from the teacher to the student. There are four distinct phases in GRR:
1. Focused lesson: the skill or process to be taught is explicitly modelled by the teacher, with students
passively observing.
2. Guided instruction: students attempt the skill or process modelled in the first stage, one step at a
time, with teacher support or guidance, rather than modelling.
The first two phases are generally the easy part of GRR for teachers, because they control the
classroom activity entirely, and students do not need to be highly engaged for success. It is enough that
students are motivated by the desire to avoid negative consequences (detention, parental contact and
so on) for them to succeed at learning activities at this stage, if the activity is within their capacity.
Strategies such as learning intentions and success criteria will not generally be helpful for students as
they are simply mimicking what their teacher is showing them.
3. Collaborative learning: students continue to improve their skills at their own pace, but work
collaboratively with their peers rather than the teacher.
In this phase, teachers start to let go of control of classroom activity, and set differentiated goals
and tasks for their students. Working collaboratively is a key element of this phase. This is not
something that students do well at naturally, so teaching students how to work together to achieve
common goals becomes an important role for the teacher. Phase three requires students to be more
engaged in their work, as they are under less direct teacher supervision. As students start to take
ownership of their own learning, learning intentions and success criteria also start to become important
elements of teaching at this phase. Flipping can be a useful technique in this phase to allow more
classroom time for collaboration and peer coaching.
Phase four is the point in learning where teachers invite students to apply their knowledge and skills
in new situations that are authentic and involve real-world problem solving. It is in this phase that
students have the first real opportunity to choose an application for their new skills that are of personal
interest to themselves, with guidance or advice from their teacher. For success in this phase, students
need to show the full characteristics of engagement; that is, both high commitment and high attention to
the task at hand. Students must be intrinsically motivated, so it is important that the teacher does not
arbitrarily assign a task, but involves the students in identifying a task to work towards that is seen to be
authentic for the students. That is, learning intentions and success criteria must be co-constructed.
Problem-based learning, or project-based learning (PBL) can be a good a teaching technique that
meets these requirements.
In an initial attempt to integrate GRR with 21st century skills, Table 1 shows a mapping between specific
activities related to each 21st century skill and the GRR phase in which that activity should be observed.
MODULE 7: Understanding Technology Learners Lesson
The concern for new learners is valid. On the other hand, it is to be admitted that our teachers
generally use the traditional education program applicable to learners of the past, acquainted with
linear, textual, and sequential learning. They fail to realize that the new generation of the 21st century
millennium is not the kind of learner that they were, but are information technology or digital learners.
It is observed that, the new learners spend much time talking with friends on their cell phones,
sending text messages, interacting through social media like the Facebook, playing video games and
surfing the world wide web.
Lest the concern for new learners is not well understood, it serves to know what scientist say, as follows:
• There are positive benefits derived from the use of information technology or digital resources in
these counterbalance positive negative effects of technology on children.
• Daily exposure to high technology-personal computers, video game gadgets, cellphones,
Internet search sites, stimulate the brain by strengthening and creating neural circuits.
• A current technological revolution is creating an intellectual revolution, faster and better than
ever before.
The 19th century psychologist Jean Piaget presented a chart from childhood to adulthood with the
first two years of susceptible minds, six years of acquiring communication skills, teenage years of
transition concrete thinking, and adult years of abstract thinking and reasoning. Given the digital age
today, Piaget’s traditional learning chart may have to be redefined. Even at a very early stage at
preparatory school, computer-aided instruction are offered as digital tools. Digital technology resources,
such as iPod music devices, video game gadgets, computer games, mobile phones, and Internet
contribute to their digital acculturation.
Truly, there are valid concerns which must be met, and among these is the feared
underdevelopment of knew learners along social face to face interaction skills. On the other hand, there
is the phenomenon of the young generation taking on multitasking as they perform tasks
simultaneously: watching video, chatting on line, downloading pictures and music, surfing the web, etc.
True to say, research shows that multitasking can be detrimental since this prevents concentration and
the completion of specific tasks. However, multi-tasking characterizes professional work in the new
world of information technology. There is the need therefore to balance the good and possibly
detrimental changes observed among new learners of this information technology age.
In the field of education, it is important that critical differences in perceptions between old and
young which create a generation gap need to be discussed. The Old generation has availed of slow
and singletrack pattern of activities. Life has been comfortably slower for oldies as they watch and
follow television telenovelas like Walang Hanggan patronize the movies of their favorite local
performers, and prioritize social activities like community outings and dance clinics. On the other hand,
the new generation is exposed to quick flicking video games, mobile phone texting, socializing through
the social websites, and downloading text/music/photos/video with adeptness and task-switching
speed.
The cone of experience is a visual model, pictorial device that presents bands of experience or
range according to degree of abstraction and not degree of difficulty by Edgar Dale. The farther you go
from the bottom of the cone, the more abstract the experience becomes. What are these bands of
experience? It is best to look back on the cone itself. But let us expound on each of them starting with
the most direct.
Contrived Experiences
In this level, representative models and mock-ups of reality are being used in order to provide an
experience that as close as reality. This level is very practical and it makes learning experience more
accessible to the learner. In this stage, it provides more concrete experiences, even if not as concrete as
direct experiences, that allows visualization that fosters better understanding of the concept.
Dramatized Experiences
In this level, learners can participate in a reconstructed experiences that could give them better
understanding of the event or of a concept. Through dramatized experiences, learners become more
familiar with the concept as they emerge themselves to the “as-if” situation.
Demonstrations
It is a visualize explanation of important fact, idea, or process through the use of pictures, drawings,
film and other types of media in order to facilitate clear and effective learning. In this level, things are
shown based on how they are done.
Study Trips
This level extends the learning experience through excursions and visits on the different places that
are not available inside the classroom. Through this level, the learning experience will not be limited to
the classroom setting but rather extended in a more complex environment.
Exhibits
The level of study trips is followed by exhibits. It is a somewhat a combination of some of the first
levels in the cone. Actually, exhibits are combination of several mock-ups and models. Most of the time,
exhibits are experiences that is “for your eyes” only but some exhibits includes sensory experiences
which could be related to direct purposeful experiences. In this level, meanings ideas are presented to
the learners in a more abstract manner. This experience allows student to see the meaning and
relevance of things based on the different pictures and representations presented.
Visual Symbols
These are no longer realistic reproduction of physical things for these are highly abstract
representations. Examples are charts, graphs, maps, and diagrams.
Verbal Symbols
They are not like the objects or ideas of which they stand. They usually do not contain visual clues
to their meaning. Written words fall under this category. It may be a word for a concrete object (book),
an idea (freedom of speech), a scientific principle (the principle of balance), a formula (𝑎2+𝑏2 =𝑐2).
What are the implications of the Cone of Experience in the teaching-learning process?
1. We do not use only one medium of communication in isolation. Rather we use many instructional
materials to help the learner conceptualize his or her experience.
2. We avoid teaching directly at the symbolic level of salt without adequate foundation of the concrete.
Learner's concepts will lack deep roots in direct experience. Dale cautions us when he said: “These
ruthless experiences will not have the generative power to produce additional concepts and will not
enable the learner to deal with the new situations that he faces” (Dale, 1969)
3. When teaching, we don't get stuck in the concrete. Let us strive to bring our students to the symbolic or
abstract level to develop their higher order thinking skills.
Contrived experiences are edited copies of reality and are used as substitutes for real things when
it is not practical or not possible to bring or do the real thing in the classroom. These contrived
experiences are designed to simulate to real life situations. A model is a reproduction of a real thing in
a small scale, or a large scale, or exact size- but made of synthetic materials. It is a substitute for a real
thing which may or may not be operational (Brown et al, 1969). A mock up is an arrangement of a real
device or associated devices, displayed in such a way that representation of reality is created. The
mock up may be simplified in order to emphasize certain features. It may be an economical
reproduction of a complicated or costly device, to be observed for learning purposes. Usually, it is a
prepared substitute for a real thing; sometimes it is a giant enlargement. A mock up is a special model
where the parts of a model are singled out, heightened and magnified in order to focus on that part of
process under study.
“Simulation is a representation of a manageable real event in which the learner is an active
participant engaged in learning a behavior are in applying previously acquired skills or knowledge”
(Orlich, et al, 1994). Another instructional material included in contrived experiences is game. Is there a
difference between a game and a simulation? Games are played to win while simulations need not
have a winner. Simulation seemed to be more easily applied to the study of issues rather than to
processes.
We use simulations and games to make our class is interactive and to develop the decision-making skills and
knowledge construction skills of our students. Orlich, et al (1994) enumerates 10 general purposes of
simulations and games in education:
1) to develop changes in attitudes
2) to change specific behaviors
3) to prepare participants for assuming new rules in the future
4) to help individuals understand their current roles
5) to increase the students’ ability to apply principles
6) to reduce complex problems our situations two manageable elements
7) to illustrate rules that may affect one's life but that one may never assume 8) to motivate
learners
9) to develop analytical processes
10) to sensitize individuals to another person’s life role
MODULE 13:
Teaching with Dramatized Experiences
Plays depict life, character, culture, or a combination of the three. They offer excellent opportunities to
portray vividly important ideas about life.
Pageants are usually community dramas that are based on local history. An example is a historical
pageant that traces the growth of a school.
Pantomimeis an “art of conveying a story through bodily movements.” The effects of pantomime to the
audience depends on the ements
mov of the actors .
Tableauis a picture
-like scene composed of people against a background.
Types of Puppets
Shadow puppets – flat, black silhouette made from lightweight cardboard shown behind a screen.
Rod puppets – flat, cut-out figures tacked to a stick with one or more movable parts, and are operated
below the stage through wires or rods.
MODULE 14:
Demonstrations in Teaching
Demonstration in teaching is showing how a thing is done and emphasizing of the salient merits,
utility and efficiency of a concept, a method or a process or an attitude.
To ensure that the demonstration works, we ought to plan and prepare very well before we conduct the
demonstration. In planning and preparing for demonstration, Brown (1969) suggests methodical
procedures by the following questions:
1. What are our objectives?
2. How does your class stand with respect to these objectives? This is a determined entry knowledge
and skills of your students.
3. Is there a better way to achieve your ends? If there is a more effective way to attain your purpose,
then replace the demonstration method with a more effective one.
4. Do you have access to all the necessary materials and equipment to make the demonstration? Have
a checklist of necessary equipment and material. This may include written materials.
5. Are you familiar with the sequence and content of the proposed demonstration? Outline the steps
and rehearse your demonstration.
6. Are the time limits realistic?
You have planned and rehearsed your demonstration, your materials in equipment already, you have
prepared your students, then you can proceed with the demonstration itself. In demonstrating, here are
several points to observe:
1. Set the tone for good communication. Get and keep your audience’s interest.
2. Keep your demonstration simple.
3. Do not wander from the main ideas.
4. Check to see that your demonstration is being understood. What's your audience for signs of
bewilderment, boredom or disagreement.
5. Do not hurry your demonstration. Asking questions to check understanding can serve us a “brake”. 6.
Do not drag out the demonstration. Interesting sings are never dragged out. They create their own
Tempo.
7. Summarize as you go along and provide a concluding summary. Use the chalk board, the overhead
projector, charts, diagrams, PowerPoint and whatever other materials appropriate to synthesize your
demonstration.
8. Hand out written materials at the conclusion.
For an effective use of instructional materials, the following are the guidelines that ought to be observed, first
of all, in their selection and second, in their use.
Selection of Materials
The following guide questions expressed standards to consider in the selection of instructional
materials:
• Does the material give a true picture of the ideas they present? To avoid misconceptions, it is
always good to ask when the material was produced.
• Does the material contribute meaningful content to the topic under study? Does the material
help you achieve the instructional objective?
• Is the material aligned to the curriculum standards and competences?
• Is the material culture and grade sensitive?
• Does material have culture bias?
• Is the material appropriate for the age, intelligence, and experience of the learners?
• Is the physical condition of the material satisfactory? An example, is a photograph properly
mounted?
• Is there a teacher’s guide to provide a briefing for effective use? The chance that the
instructional material will be used to the maximum enter the optimum is increased with the
teacher’s guide.
• Can the material in question help to make students better thinkers and develop their critical
faculties? With exposure to mass media, it is highly important that we maintain and strengthen
our rational powers.
• Does the use of material make learners collaborate with one another?
• Is the material worth the time, expense and effort involved? A field trip, for instance, requires
much time, effort, and money. Is it more effective than any other less expensive and less
demanding instructional material that can its place? Is there a better substitute?
Prepare yourself. You know your lesson objective and what you expect from the class after the
session and why you have selected such particular instructional material. You have a plan on how you
will proceed, what questions to ask, how you will evaluate learning and how you will tie loose ends
before the bell rings.
Prepare your students. Set the reasonably high-class expectations and learning goals. It is sound
practice to give them guide questions for them to be able to answer during the discussion period
motivate them and keep them interested and engaged
.
Present the material under the best possible conditions. Many teachers are guilty of R.O.G Syndrome.
This means “running out of gas” which usually results from poor planning period using media and
materials, especially if they are mechanical in nature, often required to her cell in a carefully planned
performance. Wise are you if you try the materials ahead of your class use to avoid a fiasco.
Follow up. Remember that you use instructional material to achieve an objective, not to kill time not to
give yourself a break, neither to merely entertain the class period use instructional material for the
attainment of a lesson objective. Your use of the instructional material is not the angle in itself. It is a
means to an end, the statement of a learning objective. So, there is a need to follow up to find out if
objective was attained or not.
While the film, video and TV can do so much, they have their own limitations too.
• Television and film are one way communication device. Consequently, to encourage passitivity.
Today, however, we talk about and work on interactive classrooms for effective learning. We are
convinced that learning is an active process and so the learner must be actively engaged.
• The small screen size boats television at a disadvantage when compared with the possible size
of projected motion pictures, for example. With new technology, how is this remedied?
• Excessive TV viewing works against the development of the child's ability to be creative and
imaginative, skills that are needed in problem solving.
• There is much violence in TV. This is the irrefutable conclusion gamma viewing violence
increases violence.
• Prepare the classroom. (if your school has a permanent viewing room, the classroom
preparatory work will be less for you.)
- Darken the room. Remember that complete darkness is not advisable for TV viewing. Your
students may need to take down notes while viewing.
- The students should not be seated too near nor too far from the TV. No student should be
farther from the set than the number of feet that the picture represents in inches. A 24-inch
set means no student farther than 24 feet from the set.
• Previewing Activities
- Set goals and expectations. Why are you viewing the TV? What is expected of your
students? State clearly.
- Link the TV lesson with the past lesson and/or with your students’ experiences for
integration and relevance.
- Set the rules while viewing. Will you allow them to take down notes? Or are you providing
them with notes afterwards?
- Put the film in context. Give a brief background, if necessary.
- Point out the key points they need to focus on. It helps if you give them guide questions
which become the focus of both viewing discussions. omit this comma if you are using an
interactive video and the resource speaker himself or herself gives the questions for
interactive discussion in the process of viewing.
• Viewing
- Don't interrupt viewing by inserting cautions in announcements you forgot to give during the
previewing stage. It disrupts and dampens interest.
- Just make sure sights and sounds are clear. You were supposed to have checked on these
when you did your previewing.
• Post-viewing
- To make them feel at ease begin by asking the following questions:
1. what do you like best in the film?
2. What part of the film makes you wonder?
3. Does the film remind you of something or someone?
4. What questions are you asking about the film? Write them down. You have not to end the
class without answering them to make your students feel that everyone in everything
matter. Nothing or nobody is taken for granted.
• Go to the questions you raised at the previewing stage. Engage the students in the discussion
of answers. Check for understanding.
• Tackle questions raised by students at the initial stage of the post-viewing discussion. Involve
the
rest of the class period if questions cannot be answered, not even you can answer them,
motivate the class do further reading on the topic and share their answers the next meeting.
You will not be exempted from the assignment.
• Ask what the students learned. Find out how they can apply what they learned. Several
techniques can be used for this purpose. A simple yet effective technique is the completion of
an unfinished sentence. Example, from this film I learned _______. I can apply the lesson I
learned in/by ___________.
• Summarize what was learned. You may include whatever transpired in the class discussions in
the summary but don't forget to base your summary on your lesson objectives.
The following are the six fluency skills to equip students for success in the millennial world:
1. Solution Fluency
This refers to the capacity and creativity in problem solving. It requires whole brain thinking
executed when students define a problem, design the appropriate solution, apply the solution, and assess
the process and result.
2. Information Fluency
This involves 3 subsets of skills namely,
a) An ability to access information, access may involve not only of the Internet but other sources like
the CD ROM software.
b) An ability to retrieve information, retrieved information may include not only texts, but images, sound
and video. The searches must be perceptive of trends in the digital info scope, in the accuracy of data ,
and in the methodology for data gathering. Retrieved information may include not only text that images,
sound and video.
c) An ability to reflect on, assess and re write for instructive information packages.
3. Collaboration Fluency
This refers to in teamwork with virtual or real partners in the online environment. There is virtual
interaction in social networking and online gaming domains. Distance has been abridged, such that
learning comes to an exciting potential for partnership in discovery learning. Individual and school to
school partnerships are now possible for multicultural learning.
4. Media Fluency
Media refers to channels of mass communication (radio, television, magazine, advertising,
graphic arts) are digital sources. There is a need for an analytical mind to evaluate the message in a
chosen media, as well as a creative ability to publish digital messages. There are paid for and free
domains, such as blog pages, in which personal reflection or Journal messages can be published without
cost. Sites on the educational sector especially of developed countries, published articles, researchers
and lesson plans are easily accessible by researchers and learners.
5. Creativity Fluency
Artistic proficiency adds meaning by way of design, art, and storytelling to package a message.
Find, color, patterns, layout or elements to creative fluency. Templates of for PowerPoint presentation
and blogs are available for free access in the Internet.
6. Digital Ethics
The digital citizen is guided by principles of leadership, global responsibility, environmental
awareness, global citizenship, and personal accountability. Sad to say, that digital world is not free from
those who exploit the digital space for personal selfish commercial and criminal activities.
By developing higher thinking skills, the schools today can inculcate the digital fluencies, while
overcoming limitations inherent in digital technology, resulting in superficial and mediocre learning skills
of new learners. In the instructional process, there is also an instructional shift from lecture-to-tasks to
digital tasks-to-learning. This is exemplified by an activity, such as roleplaying (task) followed by
processing of the activity (learning). In this approach, skills are developed and the learning outcome is
achieved by students themselves. The structured problem-solving process known as 4Ds also
exemplifies the instructional shift in digital learning:
• Define the problem
• Design the solution
• Do the work
• Debrief on the outcome
Understandably, the teacher will have to move away from center stage of the classroom, and allow
students the limelight of the teaching learning process. This is the same as the shift from teacher center
do student centered learning, which is the new teaching paradigm most appropriate for learning in a
digital age.
(Internet) (Multimedia)
E-mail (text and video) Text, sound, graphics
Chat rooms chart, photos
Blog Sites Powerpoint presentation
News Services CD, DVD, VCD player
Music/movie/television room (Internet)
Educational websites
Software, coursewares
School registration/records
Instructional media consist of audiovisual aids that served to enhance and enrich the teaching learning
process. Examples are the blackboard, photo, film and video.
Close to the turn of the 21st century, however, such a distinction merge owing to the advent of the
microprocessor, also known as the personal computer. This is due to the fact that the PC user at home,
office and school has before him or her a tool for both audiovisual creations in media communication.
Let us examine the programs normally installed in an ordinary modern PC:
• Microsoft Office- program for composing text, graphics, photos into letters, articles, reports, etc.
• Powerpoint- for preparing lecture presentations
• Excel- for spreadsheets and similar graphic sheets
Given its present day speed, flexibility and sophistication, the computer can provide access to
information, foster creative social knowledge building, and enhance the communication of the achieved
project package. Without the computer, today's learners may still be assuming that teaches tasks of
low level information gathering, building and new knowledge packaging. But this is not so, since the
modern computer can help teacher and students to focus on higher level cognitive tasks.
• Co-constructive tools. Learners can use co-constructed tools to work cooperatively and
construct a shared understanding of new knowledge. One way of co-construction is the use of
electronic whiteboard where learners may post notices to a shared document or whiteboard.
Learners may also Co edit the same documents with their homes.
• Situating tool. By means of virtual reality extension systems, the computer can create 3D
images on display to give the user the feeling that are situated in a virtual environment. A flight
simulation program is an example of a situating tool which places the user in a simulated flying
environment.
How is everything coordinated through the Internet? This is done through a standardized protocol or set of
rules for exchanging data called Transmission Control Protocol/Internet Protocol. To gain access to the
Internet, the computer must be equipped with what is called a server which has a special software that
uses the Internet Protocol. Originally developed in still subsidized by the United States government, the
Internet connects not only commercial, industrial, scientific establishments but all other sectors including
education in its libraries, campuses, and computer centers.
The Chalkboard
Except in extremely deprived classrooms, every classroom has a chalkboard. In fact, a school may have no
computer, radio, TV, etc but it will always have a chalkboard. So why not make optimum use of what we
have? The following practices of dedicated professional teachers may help us in the effective use of the
chalkboard:
1. Write clearly and legibly on the board. Take note that there are children in the last rows.
2. It helps if you have a hard copy of your chalkboard diagram or outline. That helps you to visualize the
diagram or outline you like to appear on the chalkboard. That clean diagram and organized outline
must watch what you do on the chalk board.
3. Don't crowd your notes on the board by overcrowding your board work, your students may fail to see
the key ideas. They may not see the trees because of the forest.
4. Make use of the colored chalk to highlight key points. Color will also make your board work more
appealing.
5. Do not turn your back to your class while you write on the chalkboard. Right side view as you talk.
Don't lose your eye contact with your class.
6. For the sake of order and clarity, start to right from the left side of the board going right.
7. If you teach the Grades and you think the lines on the chalkboard are needed for writing exercise,
then provide the lines for your board.
8. Look at your board work from all corners of the room the test if pupils from all sides of the room can
read your board work.
Chalkboard Techniques
• Sharpen your chalk to get good line quality.
• Stand with your elbow high. Move along as you write.
• Used bots as aiming points. This keeps writing level.
• Make all writing or printing between two and four inches high for legibility.
• When using color chalk, you soft chalk so that it can be erased easily.
The project-based multimedia learning is most of all anchored on the core curriculum. This means that
project-based multimedia learning addresses the basic knowledge and skills all students are expected to
acquire as laid down in the content and performance standards and competencies of the K to 12 basic
education curriculum. Project-based multimedia learning is a teaching method in which students acquire
new knowledge and skills in the course of designing, planning, and producing multimedia product. The
name project-based multimedia learning implies the use of multimedia and the learning activity includes a
project.
Real-world connection. The project seeks to connect students’ work in school with the wider
world in which students live. It is critical that the students not only the teacher perceive what is real
about the project. The content chosen, the types of activities and the types of projects must be real in
life.
Extended time frame. A good project is not a one-shot lesson. It extends over a significant
period of time. The actual length of a project may vary with the age of the students and the nature of the
project. One project may take days or weeks. Others may take a month or two. It is important that
students are given enough time to enable them come up with a substantial final product from which
they can derive pride and a clear sense of accomplishment.
Student decision making. In project-based multimedia learning, students have a safe. But it is
clear to them that the teacher is in charge and so the students understand that there are decisions
which only the teacher can make. However, the students are given considerable leeway in determining
what substantive content would be included in their projects as well as the process for producing them.
Multimedia. In multimedia projects, students do not learn simply by using multimedia produced
by others. They learn by creating it themselves. As students design and research their projects, instead
of gathering only written notes, they also gather and create pictures, video clips, recordings, and other
media objects that will later serve as the raw material for their final product.
What can be some limitations of the use of project-based multimedia learning strategy?
One limitation that we see is the need for an extended period of time. You need time to Orient
the students and what are expected of them, guidelines, goals and objectives of the project, and more
so for your students together and organize their data, work on their presentations and the like. This
strategy requires technical skills on your part and on the part of your students. Another limitation can be
the tendency to lose track of the goals and objectives of your lesson because the technology has gotten
the limelight. you may get so occupied learning the multimedia presentation that your lesson objectives
get derailed and your project and of as mere technology lesson. So, you have to be sure that the
technology aspect of your lesson does not eclipse the academic content which is the core of your
lesson and therefore is most important.
To trim down time devoted to a multi-media project, Simkins et al (2002) suggest the following:
3. Prepare Resources.
• Seek the assistance of your librarian or school media specialist.
1. Review project documents. You can ask students to work with the project documents you
have produced. Encourage your students to ask questions about the project to clarify what you have
written.
2. Perform Pre-Assessments. Your students can write pre-assessment questions based on your
learning goals to further clarify expectations.
3. Perform Relevant Activities. You can show students anything you can find that is similar to
what they will be producing such as a Web site or your own mini project you did to learn the technology.
You can also brainstorm for topics, organizational ideas and design ideas.
4. Group Students. Form small student groups from three to five students per group. Here are
some grouping strategies:
• By topic interest
• By student talent and expertise - This works for a balance of talents and skills in the groups.
• By student choice
• Randomly - This is fine to enable them to develop the skills to work with others.
5. Organize Materials. Give each group a folder that stays in the classroom. All their group work such as
storyboards, group journals, and research notes goes in that folder.
Preliminary Research and Planning (Three Days to Three Weeks, depending on Project Size)
• At this stage, students should immerse themselves in the content or subject matter they need to
understand to create their presentations.
• Students can tag and collect information they think might be valuable for their presentations:
compelling photographs, quotes, sounds and other media they encounter in their research.
Here are a few design tips to keep in mind throughout story boarding and production:
• Use scanned, handmade artwork to make a project look personal and to manage scary
technology resources. Students’ artwork is unmatched as a way to assure a project has heart.
Keep clip art or stamps to a minimum - they make a presentation look canned.
• Keep navigation - the way users of your presentation will get from one screen to the next -
consistent throughout the whole presentation.
• Organize information similarity throughout so users can find what they are looking for.
• Care for collaboration. Check in with groups to make sure they are collaborating successfully and
that conflict is not derailing their productivity.
• Organize manageable steps. Break down the project's steps into manageable daily components
considering that the project requires comparatively more time to succeed.
• Check and assess often. This is to ensure that mistakes are seen early enough and therefore can
be corrected before the final product is produced.
Concluding Activities
• Way of presenting the project to the audiences. You will present to your target audience and
celebrate your accomplishment.
In a constructivist classroom, learning transcends memorization of facts. It is putting these isolated facts
together, form concepts and make meaning out of them. What is the assessment practice that will be
congruent with the constructivist’s thinking?
We need to observe and evaluate and to do it more objectively, with the aid of a scoring rubric.
• You and your students may develop a rubric. It can be a collaborative effort both of you –
teacher and students – in line with the practice of self-assessment, which is highly favored and
encouraged.
• In fact, with scoring rubric, standards are clearly set at the beginning for you and your students
and with that rubric your students can assess their own performance or products.