-Technology as the use of gadgets,tools and equipment.
- technology as the collection of tools including machinery, modifications, arrangement and procedures
-other gadget as technology
-the teacher as technology
-five domains of educational technology
3. NAME OR LOGO
Technology as the use
of gadgets, tools, and
equipments
It is the knowing,
making, modifying,
and using of tools,
machines,
techniques, crafts,
system and
methods of
organization
To solve a problem, to
improve a pre-existing
solution to a problem,
achieve a goal, handle an
applied input/output relation
or perform a specific function
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Examples :
A student uses a printer to
get a copy of his paper to be
submitted to the teacher
easily and neatly
4. NAME OR LOGO
Technology as the collection of tools, including
machinery, modifications, arrangements and
procedures
This refers to reliable
devices that enable one
to make presentations
repeatedly.
Examples:
○ Teacher and students show
PowerPoint presentations using the
computer and LCD to enhance
teaching and learning.
○ Digital story telling and games which
can be repeatedly used in class
discussion.
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5. NAME OR LOGO
○ Some people need to use gadgets or
tools to perform home chores faster like
washing machine, rice cooker, hair
blower, electric fan etc.
○ Other technology-related appliances are
radio ,television, music player, and
digital camera. These equipment
entertain people through listening,
watching, or document events.
Examples :
- A student uses a hair dryer to facilitate
styling a newly shampooed hair before
coming to class.
- Classrooms in schools are equipped with
electric fans to provide a well-ventilated
and convenient environment.
- Student gathering are made more
memorable and happier with the use of
music players, amplifiers, digital
cameras, televisions and microphones.
5
Other Gadget as
Technology
6. NAME OR LOGO 6
The teacher as a
technology
The teacher
facilitates learning
through the use of
varied instructional
materials like the
books, the
blackboard,
magazines,
newspaper, library
materials, and
visual aids.
The teacher creates
situations through
the use of
repertoire of
teaching methods
and strategies to
facilitate learning
The teacher uses
visual technology,
verbal technology,
sound technology,
and manipulative
technology.
The teacher uses
gadgets and tools
to make learning
fast, efficient, and
effective. The
teacher uses many
teaching aids such
as real objects and
audio visual
materials in
introducing new
lessons.
In evaluating the
students, the
teacher may use
rating scale, score
card, checklists,
tests, and rubrics.
7. NAME OR LOGO
Earlier, it was believed that students cannot learn from technology.
Technology can support meaning-making by students. This will happen
when students learn with technology. To realize this, the following
assumption about technology are agreed upon.
1. Technology is
more than a
hardware. It is
made up of any
reliable technique
or method of
engaging learning
such as cognitive
learning strategies
and critical
thinking.
Example:
The use of metaphor
2. Learning
technologies can
be any
environment or
definable set of
activities that
engage learners in
active,
constructive,
intentional and
authentic learning.
Technology can be
introduced in a form of
game.
Example: GETTING TO
KNOW YOU GAME
3. Technologies are
not simply
conveyors or
communicators of
meaning but they
can also serve as
resource materials
for reflection and
other thinking
skills.
The student may surf
information from the
computer but they
should be asked to give
their own understanding
by clarifying, illustrating,
classifying, summarizing,
inferring, comparing or
explaining.
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4. Technologies
support learning
when:
-they fulfill a
learning need
- Interactions with
technologies are
learner-initiated
and learner-
controlled.
Example:
Students can download
sample rubrics to enable
them to create their own
rubric.
5. Interactions with
the technologies
are conceptually
and intellectually
engaging.
Example:
Students create
diagrams to show
relationships between
two variables in
presenting frameworks
like achievement in
Algebra is significantly
related to achievements
in Mathematics.
8. NAME OR LOGO 8
6. Technologies
should function as
intellectual tool kits
that enable
learners to build
more meaningful
personal
interpretations and
representations of
the world.
Example:Computer
programs like word
processing,
provides the user
with tool kits.
Earlier, it was believed that students cannot learn from technology.
Technology can support meaning-making by students. This will happen
when students learn with technology. To realize this, the following
assumption about technology are agreed upon.
7. Learners and
technologies
should be
intellectual
partners in the
learning process,
where cognitive
responsibility for
performing is
distributed to the
part of the
partnership that
perform it the best.
Example: Technology
tools like laptops
serve as a study
gadget and
partners of
students.
9. NAME OR LOGO
FIVE DOMAINS OF EDUCATIONAL TECHNOLOGY
DESIGN
• Establishing a framework to
guide in planning in the
educational technology. DEVELOPMENT
• Using the design or
framework, materials are
produced and developed.
UTILIZATION
• Implementing and using the
learning materials used to
enhance knowledge and skills
of learners . Also known as
the action phase.
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EVALUATION
• Monitoring, assessing and
giving judgment on the extent
of usefulness of the learning
material in achieving the
expected outcomes.
MANAGEMENT
• It is applied in the
implementation of all the
different domains and its
effect on the outcomes of
learning.
10. NAME OR LOGO
DOMAINS OF EDUCATIONAL TECHNOLOGY
○ Domain 1- Design
The theory and practice of design includes Instructional System Designs (ISD).
Technology is based on a theory. The most related theory to technology is constructivism. Here are some
reasons why constructivism facilitates knowledge construction:
1. Constructivism provides representation of reality. Designing programs can be meaningful if the
learner experienced the activities which are familiar and real.
2. Constructivism represents the natural complexity of the real world.
3. Constructivism represents authentic tasks which focus on contextualizing rather than
abstracting 10
THEORY AND PRACTICE
- Instructional System
Design
- Instructional Strategies
- Learner’s Characteristics
11. NAME OR LOGO
DOMAINS OF EDUCATIONAL TECHNOLOGY
4. Constructivism provides real world case-based learning environments rather than pre-
determined instructional events. The constructivist uses technology from past experiences and
knowledge to come up with something new and unique.
5. Constructivism foster reflective practice.
6. Constructivism promotes context and content. Context and content are the bases of student’s
reflection and understanding about the lesson.
PRACTICE – is repeated action in applying a particular theory. It promotes continuous implementation or use of
a particular gadget, tool or activity.
Technology starts with designs which includes Instructional System Designs (ISD), instructional strategies, and
learner’s characteristics.
In designing technology, instructional strategies follow the identification of the instructional design.
Another factor in designing instructional strategies is knowledge of the characteristics of the learner, their
interests and needs.
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12. NAME OR LOGO
DOMAINS OF EDUCATIONAL TECHNOLOGY
○ Domain 2- Development
○ Development of print technologies focuses on the senses.
○ Audio technologies are provided to accompany presentations that caters to the sense of hearing.
○ Domain 3- Utilization
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THEORY AND PRACTICE
-Print Technologies
-Audio technologies
-Still visuals
- Audio-visual technologies
-ICT’s
-Electronic technologies
-Integrated technologies
THEORY AND PRACTICE
-Media utilization
-Implementation
-Institutionalization
-Policies and regulations
13. NAME OR LOGO
DOMAINS OF EDUCATIONAL TECHNOLOGY
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○ Domain 4- Management
○ Management of the projects starts when the materials are designed.
○ Management is undertaken during the material development, and utilization up to monitoring and evaluation
of the usefulness and worth of the materials.
○ It ensures management of resources and delivery systems.
○ Management also includes the use of computer laboratory, checking of electrical connections, and sharing of
the materials among the teacher and staff of the school.
THEORY AND PRACTICE
-Project management
- Resources management
-Management of delivery
system
- Diffusion of innovation
14. NAME OR LOGO
DOMAINS OF EDUCATIONAL TECHNOLOGY
○ Domain 5- Evaluation
○ This phase shows the different processes involved in judging the worth of the materials produced.
○ Technology focus- the focus on the integration of technology will be on facilitating and enhancing the
teaching-learning episodes undertaken by both the teachers and the students.
○ Technological competence- refers to the ability to use with ease and confidence the equipment, tools or
gadgets mentioned above.
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EVALUATION
-Problem analysis
-Measurement
-Formative evaluation
-Summative evaluation
15. NAME OR LOGO
○ Activity: DO YOUR RESEARCH
• This activity will give researchers firsthand
answer as to technologies used by some
students.
• Get a partner and interview two of your
classmates. Ask and find out from them the
different technologies they used in studying and
learning lessons/topic.
ASSIGNMENT
Based on your own understanding give two
statements to describe the following concepts
related to Educational Technology.
1. Educational technology as the selection,
development, management and use of
appropriate technological process and resources.
2. Educational technology as the choice of
appropriate principles in the preparation and
utilization of conventional and non-conventional
technology tools as well as traditional and
alternative teaching strategies.
REFERENCE:
https://elearningindustry.com/cost-
free-educational-technology-concepts-
every -teacher-can-afford
https://ww.slideshare.net/concepts-of-
educational-technology
https://drarockiasami.wordpress.com/
unit-i-concept-of-educational-
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