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UNIT 5: COMPUTER TECHNOLOGY IN EDUCATION - Coggle Diagram
UNIT 5: COMPUTER TECHNOLOGY IN EDUCATION
OVERVIEW
-Educators and student can use a variety of devices, apps, website and contents for teaching and learning process -computer education are necessary in area COVID19 pandemic era. because it forced school to go online as part of the physical distancing/lockdown measures
LOT IN EDUCATION
means better connectivity and collaboration- give students better access to learn materials and communication
EdTech- educational technology
refers to computer tech that design for teach-learning progress and improve students education outcomes.
• Computers and ICT equipments- classrooms, lecture halls, and labs are aqupped with computers and ICT. educators use computer and ICT to deliver lessons
• Interactive whiteboards- also known as smartboards. it is a large computer. exp; Promethean ActivBoard
• Collaboration tools-to support student and educators work together. exp; online video conferencing, cloud storage, online document editing suite, discussion/chats.
• Course management systems-known as learning management system(LMS), exp; Moodle and blackboard learn, UNIMAS ELEAP is hosted by moodle.
• Electronic, mobile and online-e learning and m-learning
• MOOC-standard for Massive Open Online Course. it is an online course with unlimited participation and open to anyone. can be free or paid. exp; EdX, Coursera, Khan Academy, Udemy, FutureLearn, OpenLearning
• OCW-Open Education Consortium. Unimas one of the member.
• Google Scholar-web searching engine, world largest academic.
• Distance learning-form of education in which students and instructor are in different geographical and/or time location
• Augmented and virtual reality-provides resources that allows student to explore and/or travel without leaving classroom. it allows student to be immersed in the environment for learning
• Simulation-exp; the anatomy table is a virtual anatomy dissection that contains a virtual cadaver(human body)
• Virtual labs-interactive lab simulations for STEM
• Modeling software-allow user to create anything. exp; autodesk maya
• Serious games-develop for learning or training. Used in education, defense, aeronautics, science and health.
• Educational games-design to teach student certain subject with fun element.
• Reference management-software to record and keep track of reference.
• Plagiarism checker-compared submitted works by student against existing works to check for similarity and plagiarism
21st CENTURY LEARNING SKILLS
foundation literacies, 2. competencies, 3, character qualities
Transform student into versatilists- student who can apply depth of skill to a progressively widening scope of situation and experience, gaining new competencies, building relationship and assuming new roles.
Must have the skills to use ICT
BENEFIT-1. Incorporates multimedia elements, 2. Allows education to continue, 3.become technologically literate, 4. Level of interactivity. 5, Can study at own pace
ISSUES AND CHALLENGE
• Budget
• Maintenance & upgrading
• No dedicated technical support
• Not enough training, facilities and resource
• No Internet
• Over reliance on technology
• Digital divide
• Poor/no reliable Internet
• Poor/no relevant gadgets
• Digital divide
• Having to share gadget with siblings
• No conducive learning environment
• Struggle to adapt/learn to use technologies
• Heavier workload for students and educator