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TECHNOLOGY FOR TEACHING AND LEARNING

Flexible Learning Environment- Flexible learning is a method of learning where students are given freedom in how, what, when and where they learn. Flexible learning environments address how physical space is used, how students are grouped during learning and how time is used throughout teaching. Ito ay tumutukoy sa kakayahang i-customize ang bilis, lugar paraan kung paano ang pagkatuto ng isang tao o mag-aaral. For example ang mga mag-aaral na working student kagaya ko noon ng panahon ng pandemya upang matiyak ko na mayroon akong oras upang magtrabaho pinagsasaby ko ito sa tulong ng teknolohiya. Maaaring maganap ang pag-aaral sa iba't ibang setting, kabilang ang sa silid-aralan, sa bahay sa pamamagitan ng Internet, habang nagko-commute o bilang bahagi ng isang work-study program.

MODULE 1 COVERAGE TOPICS
- CRITICAL THINKING refers to the ability to actively and skillfully analyze, evaluate, and synthesize information and arguments, as well as generate innovative solutions to problems. In technology for teaching and learning, critical thinking involves applying logical reasoning, analyzing information from various sources, and using digital tools and resources to solve complex problems.

-CREATIVITY refers to the generation of original and valuable ideas, products, or solutions through the use of imagination, innovation, and divergent thinking. In the context of technology for teaching and learning, creativity involves using digital tools and platforms to develop and express one's ideas in innovative and novel ways, encouraging students to think outside the box and engage in imaginative and inventive projects.
 
- COMMUNICATION refers to the exchange of information, ideas, and thoughts between individuals or groups. In the realm of technology for teaching and learning, communication involves utilizing various digital tools, such as email, video conferencing, online discussion forums, social media platforms, and multimedia presentations, to effectively convey and share information, collaborate with others, and express thoughts and opinions.
 
-COLLABORATIVE involves individuals or groups working together cooperatively, sharing responsibilities, ideas, and resources to achieve a common goal. In the context of technology for teaching and learning, collaborative learning involves the use of digital platforms and tools, such as online project management systems, shared documents, video conferencing, and online discussion forums, to enhance teamwork, facilitate group projects, and promote active participation and contribution from all members. It encourages students to communicate, problem-solve, and negotiate with their peers, fostering a sense of community and collective learning.


FLEXIBLE LEARNING
Flexible learning refers to an approach that utilizes technology to provide learners with flexibility in terms of location, pace, and mode of learning. It recognizes that learners have different needs, preferences, and schedules and aims to cater to these diverse learning styles by leveraging various technological tools and resources. Allows learners to customize their learning experience according to their individual needs, interests, and goals. They can choose the content, pace, and level of difficulty that suit them best.
Anytime, Anywhere Access: Technology enables learners to access learning materials and resources at any time and from anywhere with an internet connection. Overall, flexible learning in technology for teaching and learning aims to create an inclusive, accessible, and learner-centered environment that empowers individuals to learn in ways that meet their unique requirements and preferences.


Synchronous communication, on the other hand, involves the exchange of information in real-time, where the sender and receiver are actively engaged simultaneously. It requires both parties to be present and available at the same time for the communication to occur.

Asynchronous communication refers to a method where two or more entities exchange information or interact without being required to simultaneously send or receive data. In this mode of communication, the sender and receiver are not in sync or bound by time constraints. They can work independently at their own pace, and responses are not instantaneously expected. 
 
The differences between asynchronous and synchronous communication are:
1. Timing: Asynchronous communication is not bound by time and does not require immediate responses, while synchronous communication is real-time and expects instant responses.
 
2. Dependency: Asynchronous communication allows entities to work independently without waiting for each other, whereas synchronous communication requires the participants to be available and actively involved simultaneously.
 
3. Interruptions: Asynchronous communication allows for interruptions or delays in the exchange of information, as participants can respond or act whenever they are available. Synchronous communication requires uninterrupted engagement during the communication session. - Examples: Examples of asynchronous communication include email, voicemail, or posting on a discussion board where participants can interact at their convenience. Examples of synchronous communication include face-to-face conversations, phone calls, or instant messaging where participants communicate in real-time.
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Blended or hybrid learning is a teaching and learning approach that combines traditional in-person instruction with online or digital learning activities. It is a flexible model that seeks to leverage the benefits of both face-to-face and online learning methods.
Flexibility: Students have the freedom to access course materials and complete assignments online at their own pace, allowing for individualized learning and accommodating different schedules and learning styles. Blended learning provides opportunities for collaborative activities and discussions in face-to-face settings, enabling students to work together, exchange ideas, and learn from each other. Blended learning has become increasingly popular in recent years, especially with the advancements in technology and the growth of online learning platforms. It offers a flexible and adaptable approach to education, blending the best of both traditional and online learning environments.

 1.Face-to-face: This is the traditional classroom setting where the teacher and students physically gather in a specific location for instruction and interaction. However, technology can still be incorporated to enhance the learning experience.
 
 2.Rotation: In this approach, students rotate between traditional face-to-face instruction and online learning. They spend a portion of their time in a physical classroom and another portion in an online environment, using technology for self-paced learning or specific activities.
 
3. Online Driver: This approach involves students primarily engaging in online learning, where they access virtual classes, resources, and assignments through learning management systems or online platforms. Teachers serve as facilitators, guiding students through the learning process.
 
4. Flex: This approach provides maximum flexibility for students, allowing them to choose when and where they learn. It often involves independent study, personalized learning plans, and a mix of digital tools and resources.
 
5. Online and Virtual Lab: In this approach, students have access to online labs and virtual simulations to conduct experiments or practical activities. They can explore and practice their skills in a virtual environment, enhancing their understanding of the subject matter.
 
6. Self-Blend: This approach involves students blending online learning with traditional face-to-face instruction. They have the freedom to choose the pace and place of their learning while also benefiting from in-person teacher guidance and support. These flexible learning approaches provide students with more control over their learning journey, the ability to personalize their learning experience, and access to a wide range of resources and technologies. It aims to enhance engagement, collaboration, and critical thinking skills among students while leveraging the benefits of technology for teaching and learning.


PART2
THEORIES AND PRINCIPLES IN THE USE AND DESIGN OF TECHNOLOGY DRIVEN LESSONS

MODULE OUTLINES

Edgar Dale's Cone of Experience is a visual model that showcases different types of learning experiences and their levels of effectiveness. It suggests that learners can retain information better when they actively engage in the learning process. The cone represents a continuum of learning experiences, ranging from more passive methods, such as reading or listening, to more active methods, such as doing or teaching.

Active and Passive Learning: Active learning refers to a teaching and learning approach where students are actively engaged in the learning process rather than passive recipients of information. It involves hands-on activities, discussions, problem-solving, and other interactive methods. Passive learning, on the other hand, refers to a more traditional approach where students primarily listen or observe without actively participating or engaging in critical thinking.

TPACK Model: The TPACK (Technological Pedagogical Content Knowledge) model is a framework that emphasizes the integration of technology, pedagogy, and content knowledge in education. It suggests that effective teaching requires a deep understanding of how technology, pedagogical strategies, and subject matter knowledge intersect and complement each other.

SAMR Model: The SAMR (Substitution, Augmentation, Modification, and Redefinition) model is a framework that guides teachers in integrating technology into their instruction. It categorizes technology use into four levels: substitution (using technology as a direct substitute for traditional methods), augmentation (enhancing traditional methods with technology), modification (significantly redesigning tasks through technology), and redefinition (using technology to create new learning experiences that were previously inconceivable).

ASSURE Model: The ASSURE (Analyze, State Objectives, Select Media and Materials, Utilize Media and Materials, Require Learner Participation, Evaluate, and Revise) model is a systematic instructional design framework that helps ensure effective use of technology and media in the teaching and learning process. It involves analyzing learners and the learning context, setting specific objectives, selecting appropriate instructional materials and methods, facilitating learner participation, and evaluating and revising the instructional design as needed.

Overall, these models and frameworks provide educators with guidance and strategies to effectively integrate technology into teaching and learning, create engaging and meaningful learning experiences, and improve student outcomes.




















 













 


 











 






 






 








 



 


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