Ed Tech Day2 Flashcards

(68 cards)

1
Q

IR 1.0

A

Steam Engine
18th century

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2
Q

IR 2.0

A

Electricity and Gasoline
19th century

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3
Q

IR 3.0

A

Computer and cellphones (Digital Revolution) 20th century

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4
Q

IR 4.0

A

Artificial Intelligence
21st century

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5
Q

Shows the types of knowledge involved in the teacher’s capacity to integrate technology. Espoused by MISHRA AND KOEHLER

A

TPACK

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6
Q

TPACK means

A

Technological, Pedagogical, and Content Knowledge

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7
Q

Types of knowledge in TPACK

Knowing what technology is best use and how they should be utilized

A

Technological knowledge

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8
Q

Types of knowledge in TPACK

Principles and strategies of teaching and is about the strategies and techniques used in classrooms

A

Pedagogical knowledge

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9
Q

Types of knowledge in TPACK

Refers to how well you know the subject area or topic that you will teach (subject, topic, curriculum)

A

Content knowledge

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10
Q

Kind of teacher that has Pedagogical Content Knowledge

A

Old teacher

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11
Q

Kind of teacher that has Technological Content Knowledge

A

New teacher

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12
Q

Kind of teacher that has Technological Pedagogical knowledge

A

Mismatched teacher

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13
Q

Knowledge that a 21st century teacher should have

A

Technological, Pedagogical, and Content knowledge

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14
Q

SAMR means

A

Substitution, Augmentation, Modification, Redefinition

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15
Q

Who developed the SAMR model

A

Dr. Ruben Puentedura

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16
Q

This model helps educators to design and implement better LEARNING ACTIVITIES incorporating that technology

A

SAMR model

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17
Q

SAMR model has 4 stages and is split into two with a threshold dividing the two halves:

A

Enhancement
Transformation

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18
Q

In SAMR
this is where technology is used as a DIRECT SUBSTITUTE for what you might already do, without functional change

A

Substitution

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19
Q

In SAMR
Writing an essay using a pen vs. Writing an essay using computers

A

Substitution

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20
Q

In SAMR
This is where technology is used as a DIRECT tool SUBSTITUTE, WITH FUNCTIONAL IMPROVEMENT

A

Augmentation

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21
Q

In SAMR
Instead of writing essay to your paper, you may use google docs. The task may just be the same but the unique features of the collaborative technology provide functional improvements such as commenting, add ons

A

Augmentation

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22
Q

In SAMR
Technology allows you to significantly redesign the task.

A

Modification

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23
Q

In SAMR
Instead of simply writing an essay, the student can publish his essay through WORD PRESS and the teacher is not the only audience, but the whole world who have internet

A

Modification

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24
Q

In SAMR
Technology allows you to do what was previously not possible or inconceivable

A

Redefinition

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25
In SAMR Instead of writing essay, students could now create and publish a digital story telling project to argue their writings with multimedia
Redefinition
26
An instructional framework or rule that instructors can be use to create LESSON PLANS which coordinate the utilization of innovation of technology and media
ASSURE Model
27
Who developed the ASSURE Model
Heinrich and Molenda
28
ASSURE means
a. ANALYZE LEARNERS b. STATE OBJECTIVES c. SELECT METHODS, MEDIA, and MATERIALS d. UTILIZE METHODS, MEDIA, and MATERIALS e. REQUIRE LEARNER PARTICIPATION f. EVALUATE and REVISE
29
It is a visual model, a pictorial device that presents bands of experience according to the degree of abstraction and not degree of difficulty
Edgar Dale's Cone of Experience
30
In Edgar Dale's cone of experience, the farther you go from the bottom of the cone, the more __________ the experience becomes
Abstract
31
Edgar Dale's Cone of Experience from bottom to top
*Direct purposeful *Contrived *Dramatized *Demonstrations *Study trips *Exhibits *TV *Motion pic *Recordings, Radio, Still pictures *Visual symbols *Verbal symbols
32
The cone of experience corresponds with THREE SIGNIFICANT MODES OF LEARNING according to
JEROME BRUNNER
33
Jerome Brunner's Direct experience (series of instruction)
Enactive
34
Jerome Brunner's Pictorial experience (series of illustrations)
Iconic
35
Jerome Brunner's Highly Abstract experience (series of symbols)
Symbolic
36
What are included in enactive ED CONE OF EXPERIENCE
*DIRECT PURPOSEFUL *CONTRIVED *DRAMATIZED
37
What are included in iconic ED CONE OF EXPERIENCE
*Demo *Study trips *Exhibits *TV *Motion Pic *Recordings, Radio, Still Pictures
38
What are included in symbolic ED CONE OF EXPERIENCE
Visual symbols Verbal symbols
39
ED CONE OF EXPERIENCE First hand experience. Use of all senses
Direct purposeful
40
ED CONE OF EXPERIENCE Students prepare their meals, make a PPT, delivering a speech, performing experiments, making furniture
Direct purposeful
41
ED CONE OF EXPERIENCE Edited copies of direct experiences. Designed to SIMULATE to real-life situation
Contrived
42
Example of contrived experience Substitute of real thing in a small or large scale or exact size but made up of synthetic materials. REPLICA
MODEL
43
Example of contrived experience Special model where the parts of a model are singled out. Manipulative (attached or detached)
Mockup
44
Example of contrived experience An individual animal, plant, piece of mineral. It is used as an example of its species or type for scientific study or display. (Inside the science Lab)
Specimen
45
Example of contrived experience Include artifacts displayed in a museum or objects displayed in exhibits
Object
46
Example of contrived experience A representation of a real manageable event in which the learner is an active participant engage in learning behavior or in applying previously acquired skills or knowledge
Simulation
47
Example of contrived experience Forms of physical exercise taught to children at school. They make classes more interactive and developed the decision making skills and knowledge construction skills of the students
Games
48
ED CONE OF EXPERIENCE Forms of reconstructed experience
Dramatized
49
Example of dramatized experience Rehearsed stage performances
Plays
50
Example of dramatized experience Community dramas that are based on LOCAL HISTORY. example: growth of a school
Pageants
51
Example of dramatized experience Conveying story by bodily gestures. No sound, With MOVEMENT
PANTOMIME
52
Example of dramatized experience Picture-like scene composed of people against a background. No sound no movement
Tableau
53
Example of dramatized experience Unrehearsed, unprepared, and spontaneous dramatization of a situation where their roles absorb assigned participants. The focus is on ATTITUDINAL CHANGE
ROLE PLAYING
54
Example of dramatized experience Inanimate object or representational figure animated or manipulated by an entertainer, who is called a puppeter
Puppets
55
ED CONE OF EXPERIENCE Shows how certain things are done. The teacher does, students observe
Demonstrations
56
ED CONE OF EXPERIENCE These are excursions, educational trips, and visits conducted to observe an event that is unavailable within the classroom
Study trips
57
ED CONE OF EXPERIENCE Bring the outside world into the classroom
Exhibits
58
ED CONE OF EXPERIENCE Bring immediate interaction with events from around the world
Educational TV
59
ED CONE OF EXPERIENCE Used to slow down a fast process. Viewing, seeing and hearing experience
Motion pic
60
ED CONE OF EXPERIENCE Number of devices that might be classified roughly as ONE-DIMENSIONAL AIDS because they use only one sense organ
Recording, Radio, still pictures
61
ED CONE OF EXPERIENCE Include drawings, cartoons, diagrams, charts, graphs, physical maps
Visual symbol
62
ED CONE OF EXPERIENCE Words, phrases, sounds, or other utterances that are spoken aloud
Verbal symbols
63
After 2 weeks we tend to remember ___% of what we read
10
64
After 2 weeks we tend to remember ____% of what we hear
20
65
After 2 weeks we tend to remember ____% of what we see
30
66
After 2 weeks we tend to remember ____% of what we see and hear
50
67
After 2 weeks we tend to remember ____% of what we say
70
68
After 2 weeks we tend to remember ____% of what we do
90