Technology
and Education
The technological revolution has prompted a
fundamental shift in our understanding of pedagogy and its related practices.
Traditionally, teaching did not require that the instructor also be learner,
but only expert. Those who taught could do so in communicative
(non-)interaction with the learner in a manner of talking-at. This is no
longer adequate. Techno-pedagogy demands that life world experience be enmeshed
in hyper learning. Neither theory nor practice, singularly, is a viable method
of instruction -- regardless of the discipline and its methodological heritage.
Teachers must now interact with learners by talking-through.
Pedagogical
approach
Pedagogically speaking, cognitive and constructivist
learning theories serve as anchors in the design process of our computerized
learning environments. These theories define the role of the learner
differently from the behaviorist model, where the student is seen as a funnel
and the teacher, the information provider. Thanks to the work of the
constructivists and cognitive scientists, we now know that the learner plays an
active role in building his knowledge and that he has a unique and personal way
of thinking and learning, although subjected to some universal cognitive
limitations.
Techno
pedagogy
Techno-pedagogy is a key deciding factor in whether
an educational media product is successful or not. What exactly is meant by
this term? Literally, 'pedagogy' refers to the art-science of teaching
and 'techno' refers to the art-skill in handcrafting, derived from the
Latin 'texere' (to weave or fabricate). Here, 'techno' is a qualifier; it
intersects or crosses the meaning of 'pedagogy' with its own. Techno-pedagogy
refers to weaving the techniques of the craft of teaching into the learning
environment itself. It requires conscious recognition of the mediated learning
environment in order to maximize the ease and clarity in the transmission of
information.
What are the key elements of any ICT based
pedagogical design?
In any pedagogical design the key elements are:
•
The learning needs
•
The public target
•
The learning objectives
•
The content
•
How to measure the outcomes
In the specific case of ICT:
•
The level of technology knowledge of the
students
•
How we can use technology to improve the
experience of learning
Talking
Towards Techno-Pedagogy:
Ò 1)
What are pedagogical approaches you use in social science classes?
Ò 2)
Kinds of resources you encounter and need for class
Ò 3)
What roles and responsibilities do you currently assume regarding the use and
instruction of technology?
Ò 4)
What goals do you have for collaboration in this area?
Ò 5)
What resources are you considering devoting to its future development?
E-Learning
e-Learning is defined as ‘learning
facilitated and supported through the use of information and communications
technology (ICT).’ The e-learning and Pedagogy programme aims to ensure
that e-Learning should be ‘pedagogically sound, learner-focused and accessible
Virtual learning
environment (VLE)
A virtual learning
environment (VLE), or learning platform, is an e-learning education system
based on the web that
models conventional in-person education by providing equivalent virtual access to classes,
class content, tests, homework, grades, assessments, and other external
resources such as academic or museum website links..
Virtual
field trip
Ò A
virtual field trip is a guided exploration through the world wide web that
organizes a collection of pre-screened, thematically based web pages into a structured
online learning experience.
Ò It
is an inter-related collection of images, supporting text and/or other media,
delivered electronically via the World Wide Web, in a
format that can be professionally presented to relate the essence of a visit to
a time or place. The virtual experience becomes a unique part of the
participants' life experience.
Pedagogy
and e-Learning
Ò e-Learning
and collaborative/co-constructive pedagogies go together. The dynamics of
classrooms change when e-Learning is part of the regular learning environment.Using
collaborative, interactive pedagogies that also foster co-operation, appear to
lead to effective learning and better teacher/student relationships over time.Technology
in classrooms becomes an effective tool when teachers deliberately use them in
relation to appropriate and targeted pedagogical practices.
ICT
in Class room
Ò From
Behaviourism to Constructivism
- Psychological way of thinking
- Construction of knowledge
- Inquiry/ Scientific method
- Learning through social interaction
- Global society
- Bring society into the class room
(Internet & Multi- media merits)
Impact
of ICT
1. Higher order thinking
2. Divergent thinking
3. Scientific temperament
4. Learning by doing
5. Real & concrete experience
6. Learner centered teaching & learning
7. Concept of Multiple Intelligence
8. Both IQ & EQ develops
9. Equal opportunity to all
10. Considering individual difference
11. Co- operative & Collaborative
learning
12. Play-way method- Stress on games
How can the use of ICTs help improve the quality of education?
• Motivating to learn.
• Facilitating the acquisition of basic skills
• Enhancing teacher training
• Active learning
• Collaborative learning
• Creative Learning
• Integrative learning
• Evaluative learning
Internet as a Mass Media
Main functions:
-Collection, distribution &
interpretation of information
-Provision of a medium for
different types communication like text voice, on-line etc
-Entertainment &
Socialisation
-Transmission of social heritage
from one region to another & from one generation to other
-Enrichment of economy &
culture
-Provision of a worldwide single
communication channel
On-line teaching – Merits
-Informal & non- formal education
-Low cost & time saving
-Privacy
-Self Pacing
-Individual difference
-No need for formal set up
-Self motivation & self
discipline
Content & Design of an on-line Teaching material
The scope of the materials should be determined & a creative
treatment should be made. The subject expert should specify what will be taught
& how it will be presented
How much content should an e-lesson include?
Ò A single e-lesson should not take more than 30
minutes of learning time.
Ò How many pages of content should the SME submit to
create a single e-lesson?
Ò There are no precise rules on this; it depends on
the level of complexity and on the number of questions and interactions in the
lesson. For a 30-minute e-lesson that included 30 screens (using an estimate of
1 minute per screen of, for example, a text/image or a feedback window),
approximately 10-15 pages of content would be required.
Tips for developing a demonstration-practice lesson
Ò You can use an animation (e.g. a flash animation) to
demonstrate the procedure. This should be accompanied by a detailed verbal
explanation, in the form of written text or audio comment.
Ò Allow the
learner to control the animation by providing play, pause, stop and reload
buttons.
Ò Integrate different media to present the example
(e.g. a picture and text or audio narration). If the example is long or
complex, break it up into smaller components.
Ò Display on-screen text to provide the best
readability and clarity. If possible, use diagrams, graphs and flow charts to
help the learners understand the content.
What is blended learning?
Ò This
refers to learning models that combine traditional classroom practice with
e-learning solutions. For example, students in a traditional class can be
assigned both print-based and online materials, have online mentoring sessions
with their teacher through chat, and are subscribed to a class email list.
Ò “Blending”
was prompted by the recognition that not all learning is best achieved in an
electronically-mediated environment, particularly one that dispenses with a
live Instructor altogether.
Pedagogy
and “webogogy”
Ò The
Internet provides a wide range of scope for integrating varied learning
experiences and making learning
holistic. All of the resources developed by an individual teacher could be shared
in a web forum for further refining the lesson plans.
The various
skills and competencies to be developed on the part of student teachers would
be:
•
Surfing the Internet and locating useful
information from the Internet for the development of lesson plans.
•
Developing lessons plans incorporating
student use of technology in the learning process.
•
Evaluating and selecting appropriate
software for a particular subject and per student needs.
•
Generating printed documents like
student assignments, newsletters, communication, etc. utilizing a variety of
applications software like word processing and desktop publishing.
•
Managing student data ; using data
management tools for efficiently managing learning.
•
Using technology to gather, organize, and
report information about student performance like Excel and Access for database
management.
•
Developing tools to evaluate
technology-based student projects including multi-media, word processing,
database, spreadsheet, PowerPoint, desktop publishing, and
Internet/telecommunications.
•
Using the Internet to support
professional development including locating professional organizations,
communicating with other teachers electronically, and participating in on-line
professional development workshops and seminars.
•
Developing assignments and project work
for students; giving them broader and deeper knowledge in a field of study;
developing critical thinking and infusing creativity among students.
thanks for posting such a great and valuable points...really worth it
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