Unit 3.2 Teaching Strategies – Integrating Technology in Teaching and other Classroom Activities Flashcards

1
Q

the effective implementation of educational technology to accomplish intended learning outcomes

A

Technology Integration

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2
Q

is any tool, piece of equipment, or device—electronic or mechanical—that can be used to help students accomplish specified learning goals (Davies,
Sprague, & New, 2008)

A

Educational technology

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3
Q

SAMR is suggested by?

Frameworks for Technology Integration

A

Dr. Ruben Puentudura

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4
Q

SAMR:

Frameworks for Technology Integration

A
  1. Substitution
  2. Augmentation
  3. Modification
  4. Redefinition
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5
Q

Two parts of SAMR

Frameworks for Technology Integration

A
  • Enhancement
  • Transformation
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6
Q

SAMR

Tech allows for the creation of new tasks, previously inconceivable

Frameworks for Technology Integration

A

Redefinition

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7
Q

SAMR

Tech allows for significant task redesign

Frameworks for Technology Integration

A

Modification

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8
Q

SAMR

Tech acts as a direct tool substitute, with functional improvement

Frameworks for Technology Integration

A

Aumentation

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9
Q

SAMR

Tech acts as a direct tool substitute, with functional improvement

Frameworks for Technology Integration

A

Substitution

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10
Q

Meaning of TPACK

Frameworks for Technology Integration

A

Technological Pedagogical Content Knowledge

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11
Q

utilizing electronic technologies to access educational curriculum
outside of a traditional classroom

A

e-Learning

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12
Q

refers to a course, program or degree delivered completely online

A

e-Learning

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13
Q

distance education; computerized electronic learning; online learning; internet learning

A

e-Learning

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14
Q

interactive

A

e-Learning

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15
Q

Types of e-Learning

A

❑delivered live (synchronous)
❑pre-recorded (asynchorous)

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16
Q

Features of e-Learning

A

▪ Students can learn at their own speed
▪ Students can learn as per their needs or interest
▪ The geographical barriers to learning are eliminated
▪ The resources are available at all times
▪ It enhances the computer and internet skills of the student

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17
Q

It can lead to increase retention and stronger grasp on the subject since it uses other elements like video, audio, quizzes, interaction, etc to reinforce the activities.

A

e-Learning

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18
Q

It is accessible to revisit or review sections that are not clear to the learners

A

e-Learning

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19
Q

Disadvantages of
e-Learning

A

▪ No Control
▪ Learning Approach
▪ Technology Dependent
▪ No Practical Work
▪ Useless for Disabled
▪ Resource Incompatibility

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20
Q

real-time learning

Types of e-Learning

A

Synchronous Learning

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21
Q

interact at the same time from different locations

Types of e-Learning

A

Synchronous Learning

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22
Q

Examples

virtual classroom

Types of e-Learning

A

Synchronous Learning

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23
Q

Examples

audio and video conference

Types of e-Learning

A

Synchronous Learning

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23
Q

Examples

chat

Types of e-Learning

A

Synchronous Learning

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# Examples application sharing | Types of e-Learning
Synchronous Learning
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pause-and-resume kind of learning | Types of e-Learning
Asynchronous Learning
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cannot be online at the same time | Types of e-Learning
Asynchronous Learning
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interact with others, and download files at any time given | Types of e-Learning
Asynchronous Learning
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sharing of information outside the constraints of time | Types of e-Learning
Asynchronous Learning
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# Examples self-paced online courses | Types of e-Learning
Asynchronous Learning
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# Examples discussion forums | Types of e-Learning
Asynchronous Learning
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# Examples group discussion | Types of e-Learning
Asynchronous Learning
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# Examples message boards | Types of e-Learning
Asynchronous Learning
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Importance of e-Learning in Today’s Education
❑Provides high retention power ❑Availability of a vast information pool ❑Provides a digital learning environment
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an approach to learning that combines face-to-face and online learning experiences
Blended Learning
35
Blended Learning Models
❑Online ❑Rotation ❑Flex ❑Personalized blend ❑Online lab ❑Self-blend ❑Face-to-face
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Students participate in-person and online
Hybrid
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Teacher teaches face-to-face and online students at different times
Hybrid
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Students participate in-person or online
Hyflex
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Teacher teaches face-to-face and online students at the same time
Hyflex
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Where does the name HyFlex come from
Hybrid + Flexible = HyFlex
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Principles of HyFlex
- Choice - Equivalency - Reusabiity - Accessibility
42
Student directed. How, when, and where to study. | Principles of HyFlex
Choice
43
No matter the choice, the learning outcomes can be achieved | Principles of HyFlex
Equivalency
44
Sustainable practices. Creation of reusable multi-modal resources | Principles of HyFlex
Reusability
44
Access to learning through good design principles and selected technologies | Principles of HyFlex
Accesibility
45
Campuses can both maintain close to normal class sizes and limit the number of students in a ________ (so they can sit six feet apart) | Pros of HyFlex Learning Model
classroom
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Having fewer students in person potentially means, faculty still have a ________ and can give more attention to students who need it | Pros of HyFlex Learning Model
live audience
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Students have more ________ over their learning experience | Pros of HyFlex Learning Model
control
48
Students like the Hyflex format and can perform just as well as in _______________ | Pros of HyFlex Learning Model
traditional courses
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Having __________ of students means faculty have to keep track of each participation group in different ways | Cons of HyFlex Learning Model
three groups
50
Faculty have to engage asynch learners just as much as synch learners doing ________ than they would for most traditional on-ground classes | Cons of HyFlex Learning Model
more work
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On certain days, the number of in person students may feel too small so it helps to lean on the ________________ | Cons of HyFlex Learning Model
video conference participants
52
Students need to take greater responsibility in completing ________ so teacher and the campus both have to be proactive in preparing students to be sucessful | Cons of HyFlex Learning Model
Learning task
53
a.k.a flip teaching or flip learning
FLIPPED CLASSROOM
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an educational mode
FLIPPED CLASSROOM
55
a teaching method that uses active learning techniques to engage students rather than traditional lectures alone
FLIPPED CLASSROOM
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Flipped classroom have more student-centered learning strategies, such as:
✓discussions ✓problem-based learning ✓working in groups and instruction by peers
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These techniques enable students to read, write, discuss or solve problems in ways that help sharpen their skills in analyzing, synthesizing and evaluating class content.
FLIPPED CLASSROOM
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FOUR PILLARS OF THE FLIPPED CLASSROOM METHOD
* Flexible Learning Environment * Learning Culture * Intentional Content * Professional Educator
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Before class | Goals of the Flipped Classroom
Students prepare to participate in clas activities
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During class | Goals of the Flipped Classroom
Students practice applying key concepts and feedbacks
61
After class | Goals of the Flipped Classroom
Students check their understanding and extend their learning
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1. The teacher guides the students in hands-on, enrichment, and reinforcement activities such as: | The Role of the Teacher in a Flipped Classroom
✓ performing lab experiments ✓ completing creative projects or challenges ✓ working in groups ✓ solving practice problems, and ✓ answering practice questions
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2. The teacher performs the role of a ____ by helping students when they have problems and giving them individualized attention | The Role of the Teacher in a Flipped Classroom
Tutor
64
Benefits of Flipped Classrooms
1.Efficient use of class time 2.Active learning opportunities 3.Increased one-on-one opportunities 4.Student accountability for learning 5.Addressing multiple learning styles
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using mobile technology
Mobile Learning (m-Learning)
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using of mobile handheld devices
Mobile Learning (m-Learning)
67
is type of education that formed when the learners use technological devices on their educational process
Mobile Learning (m-Learning)
68
Mobile Devices
❑Netbook computer ❑Tablet PC ❑Personal Digital Assistant (PDA) ❑Cellular phone ❑Smart Phones
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Flexible | Advatage of what?
e-Learning
70
Anytime Access to the Resources | Advatage of what?
e-Learning
71
Immediate Result or Feedback | Advatage of what?
e-Learning
72
More Retention | Advatage of what?
e-Learning
73
Cost Effective | Advatage of what?
e-Learning
74
Greener Approach | Advatage of what?
e-Learning
75
Fast Learning | Advatage of what?
e-Learning
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Easy Collaboration | Advatage of what?
e-Learning
77
Easy Updating | Advatage of what?
e-Learning
78
Increase student interest | Advatage of what?
Blended Learning for Students
78
Keep students focused for longer | Advatage of what?
Blended Learning for Students
79
Provides student autonomy | Advatage of what?
Blended Learning for Students
80
Instill a disposition of self-advocacy | Advatage of what?
Blended Learning for Students
81
Promote student ownership | Advatage of what?
Blended Learning for Students
82
Allow instant diagnostic information and student feedback | Advatage of what?
Blended Learning for Students
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Enables students to learn at their own pace | Advatage of what?
Blended Learning for Students
84
Prepares students for the future | Advatage of what?
Blended Learning for Students
85
Provides new avenues of communication | Advatage of what?
Advantages of m-Learning
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Contributes to channels of communication/discussion | Advatage of what?
Advantages of m-Learning
87
Creates a sense of equality | Advatage of what?
Advantages of m-Learning
88
Explores possibilities of modifying teaching methods | Advatage of what?
Advantages of m-Learning
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Provides an immediate assessment tool to evaluate students performance | Advatage of what?
Advantages of m-Learning
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Save time for both students and teachers | Advatage of what?
Advantages of m-Learning
91
helps students gain in-depth knowledge
Video Presentation
91
develop critical thinking
Video Presentation
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actively involved students in their studies (Morze, 2008).
Video Presentation
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Higher sensory experience | Benefits of Using Video in the classroom (to students or to teacher)
TO STUDENTS
94
Can view the videos can e viewed anywhere and at their convenience | Benefits of Using Video in the classroom (to students or to teacher)
TO STUDENTS
95
Increases knowledge since videos can be reviewed anytime | Benefits of Using Video in the classroom (to students or to teacher)
TO STUDENTS
96
Increase digital literacy and communication | Benefits of Using Video in the classroom (to students or to teacher)
TO STUDENTS
97
Increases student engagement | Benefits of Using Video in the classroom (to students or to teacher)
TO STUDENTS
98
Assist with mastery learning | Benefits of Using Video in the classroom (to students or to teacher)
TO TEACHERS
99
Fosters learning activities | Benefits of Using Video in the classroom (to students or to teacher)
TO TEACHERS
100
Enable teachers to create a flipped classroom or blended learning environment | Benefits of Using Video in the classroom (to students or to teacher)
TO TEACHERS
101
Provide teachers to track student engagement and attendance while viewing | Benefits of Using Video in the classroom (to students or to teacher)
TO TEACHERS
101
Facilitates remote learning opportunities to students | Benefits of Using Video in the classroom (to students or to teacher)
TO TEACHERS
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Three Types of Video Teaching
❑Live lecture capture ❑Screen cast ❑Web lecture
103
describes as webcasting, and defines five processes (Deal, 2007) | Three Types of Video Teaching
Live lecture capture
104
five processes of Live lecture capture (Deal, 2007) | Three Types of Video Teaching
1. classroom presentation 2. classroom recording 3. processing and editing 4. hosting 5. distribution and playback
105
“a digital movie in which the setting is partly or wholly a computer screen, and in which audio narration describes the on-screen action” (Udell, 2004) | Three Types of Video Teaching
Screencasts
106
a video that can ‘capture computer screen output with concurrent audio commentary | Three Types of Video Teaching
SCREENCAST
107
this technology was originally used for software tutorials and demonstrations (Green, PinderGrover, & Millunchick , 2012) | Three Types of Video Teaching
SCREENCAST
108
other names ▪streaming desktop video captures ▪online tutorials ▪screen captures (Betty, 2008 quoted in Sugar, Brown, & Luterbach, 2010) | Three Types of Video Teaching
SCREENCAST
109
‘condensed, studio-recorded lectures made available via the web | Three Types of Video Teaching
Web Lectures
110
multimedia presentations that combine video of the lecturer, audio, lecture slides, and a table of contents’ (Day, 2008)
Web Lectures
111
differs from live lecture capture , in that it is made without a live audience | Three Types of Video Teaching
Web Lectures
112
visual representations of information, data, or knowledge meant to present complex information quickly and clearly
Infographics
113
graphs, charts, maps, diagrams, and pictures
Infographics
114
the application of this to teaching and learning will help students understand complex ideas or information
Infographics
115
Explanatory images | Benefits of Infographics (for teachers or for students)
for teachers
116
Perusing of activity or worksheets | Benefits of Infographics (for teachers or for students)
for teachers
117
A wide range of information can be compressed into a single infographic. | Benefits of Infographics (for teachers or for students)
for teachers
118
Customize the learning style of students | Benefits of Infographics (for teachers or for students)
For Students
119
Students can explain the content of the assigned topic | Benefits of Infographics (for teachers or for students)
For Students
120
Information is easily analyzed and remembered by the students | Benefits of Infographics (for teachers or for students)
For Students
120
Use of game mechanics and elements in educational environment
Gamification in Education
121
ffects students’ behavior, commitment and motivation, which can lead to improvement of knowledge and skills (W. Hsin-Yuan Huang, D. Soman, 2013)
Gamification in Education
121
Key Role in Gamification
- Users are all participants - challenges/tasks - points - levels - badges - ranking of users