Saturday, July 13, 2019

MODULE 1 : STEAM LEARNING

STEAM Learning stands for Science, Technology, Engineering, Art and Mathematics. These programs aim are to teach students innovation, to think critically and use engineering or technology in imaginative designs or creative approaches to real real-world problems while building on students’ mathematics and science base. 



The implementation 
  • add more hands-on projects
  • real world problem solving activities
  • integrate and apply the learning 
  • encourage questioning and wondering
  • give students more control of their learning

Benefits of STEAM learning
  • engaged learning for students
  • better score on examination
  • improved the classroom behavior
Image result for steam learning

MODULE 2 : CLASSROOM TECHNOLOGY

Non-digital 
  • Non-digital are types of educational technology that used by teachers on teaching and learning process in 2.0 web education. Its also still apparent in appropriate in teaching and learning environment.       


Teaching Resources
  • technical boards
  • handouts
  • flip charts
Image result for flip chart board


Digital

Digital are the types of educational technology in modern system of learning. It is the enhancement tool for students experience and can be web-based. The teaching of digital in 2.1 web education are digital camera, laptop or computer, data projectors and IPOD.

  • BYOD (Bring Your Own Device)
  • E-Portfolios
  • Flipped Classroom 
  • PLN (Personal Learning Network)
  • VLE (Virtual Leaning Environment)



MODULE 3 : LEARNING THEORIES


  • Behaviourist
  • Congnitivist
  • Construtivist 
Image result for learning theories

MODULE 4 : LEARNING DESIGN MODELS

Independence, Autonomy Learning 

  • Independence, autonomy and learning are education choices and behaviours. 
  • Students learn about what, where, why, when and how.
  • Improve the communication with peers, improve their skills and knowledge with hands on activity plus the independent learning style.



Media, Multitasking Learning
  • Media and multitasking learning are integrate the use of multimedia, computers, internet and other digital technology.
  • It consist of high order thinking skills (HOTS), collaborative and cooperative.

Social Learning
  • This alternative use internet and digital technology tools for engaging learning.
  • The used of gadgets, blogs, social media and whatsapp, telegram, instagram provide the platforms for exchanging ideas. 

MODULE 5 : COLLABORATION AND COMMUNICATION TOOLS

A) Multimedia
  • Multimedia is content that uses a combination of different content forms such as text,audio, images, animations videos and interactive content. 
i) Why Use Multimedia?      
  • help student to learn with the graphics and video.
  • very interactive in learning and also self-paced interaction. 

ii) The Role of Multimedia    
  • develop simple effective presentation for small group or a class of web-based presentation.
  • it can encourage and enhance peer learning, individual creativity and innovation.
iii) Teaching With Multimedia
  • encourage students to learn through personal experiences with the suitable learning material.
  • more interact with the academic material, select relevant verbal and non-verbal information
B) Internet     

  • global computer network providing a variety of information and communication facilities, consisting of interconnected networks using standardized communication protocols.
i) Why Use Internet?       
  • a medium to connect with other people and also for sharing information, files, that are useful and beneficial in many terms. 
ii) The Role of Internet     
  • social networking
  • communication
iii) Teaching With Internet
  • to connect to information resources far beyond the physical confines of the classroom, requiring a rethinking of the teaching and learning.
  • strengthen learning through practice with the real problem and data that are used in it.













CONCLUSION

The Use of Technology in Teaching and Learning
  • increasing the educational productivity  by accelerating the rate of learning.
  • prepare students for the 21 st century workforce with the modern technology skills and competencies.
  • access to real-time feedback through digital formative and summative assessments and data.


The Access, Adequacy and Equality
  • The concepts also include the economics, academics, social, civic and humanistic aspects among others. 
  • Students access the same services, opportunities and programs to an educational program that is accredited and serves then in all core subjects. 



MODULE 1 : STEAM LEARNING

STEAM Learning stands for Science, Technology, Engineering, Art and Mathematics. These programs aim are to teach students innovation, to th...