Friday, January 8, 2016






Lesson 7 Evaluation of Technology Learning




# Evaluation is used in Ed Tech and its means considering the merits of the material used. It entails about how to determine if the technology is appropriate and enhances the teaching and learning process.


# Its strength and weaknesses as a tool for learning.

# The student standard evaluation of learning must change

# Today, students are expected to be not only cognitive, but also flexible, analytical, and creative.

# Students must have six important fluencies that reflect process skills. (Solution fluency, information fluency, collaboration fluency, creative fluency, media fluency and digital citizenship.)

Mass amateurization refers to the capabilities that new forms of media have given to non-professionals and the ways in which those non-professionals have applied those capabilities to solve problems (e.g. create and distribute content) that compete with the solutions offered by larger, professional institutions.

@ The personal and group creative activities in school should aim at bridging the gap between amateur creators of outputs to professional creators of future outcomes and products in the real world.

@The process does not entail the end of traditional report and essay writing.

@ Relevance and engagement shall be carried both in the learning process.










Lesson 6 Developing Basic Digital Skills




As Teachers adjust their teaching to effectively match the new digital world of information technology (ICT), they must be clear on what basic knowledge, skills and values need to be developed by digital learners.

3 R’s:
Reading


Riting (Writing)

Rithmetic (Arithmetic)



Six Essentials to Equip Students for Success


Solution Fluency refers to the capacity and creativity n problem solving.

Information Fluency involves three subjects of skills:

a.      Ability to access information
b.     Ability to retrieve information
c.      Ability to reflect on, assess an rewrite for instructive packages


Collaboration Fluency refers to the teamwork with virtual or real partners in the online environment.





Media Fluency refers to channels of mass communication (radio, television, magazine, advertising, graphic arts) or Digital sources.



Creativity Fluency: templates for PowerPoint presentations and blogs, availability on the free access in the internet (Font, Color, and Pattern) are elements to creative fluency.




Digital Ethics are guided by the principles of leadership, global responsibility, environmental awareness, global citizens and personal accountability.