TTL1 Module 2023
TTL1 Module 2023
PUP VISION
Ensuring inclusive and equitable quality education and promoting lifelong learning
opportunities through a re-engineered Polytechnic University by committing to:
COED GOALS
- Learner-focused instruction
- International comparability of curricula
- Empowered faculty
- Research excellence
- Strengthened community engagement
- Responsive governance and management
- Expanded collaborative partnership and networks
- Sustainable technology service
- Empowered stakeholders
- Dynamic learning environment
COED OBJECTIVES
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- Enhance research capability, dissemination and implement research findings
- Engage faculty, students, and the community in respectful collaboration to
address identified needs of the community and deepen student/ faculty civic
and academic well-being
- Inspire a culture of intellectual curiosity and passion for making a difference
- Build on faculty strength within the university an intellectual collaboration
across universities globally to enrich academic programs
- Use of best practices and technologies to optimize learning experiences while
modeling sustainability
- Establish contact with stakeholders to ensure that they are well-informed and
regularly consulted about the roles they need to perform in contributing the
mission of the college
- Provide an atmosphere where engagement and passion for learning thrives
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INTRODUCTION
The Technology for Teaching and Learning 1 is designed to engage pre – service
students in the theories and principles of designing, developing, utilizing, and evaluating
teaching and learning resources to improve instructions through the various opportunities
brought by different instructional media and technology. It also provides the pre – service
teachers with he accumulated knowledge, skills, attitudes, and values in creating technology –
enhanced instructional plans appropriate to their field of specializations. This course also
encourages students to promote responsible use of technology and exhibit ethical behavior in
professional practices.
COURSE DESCRIPTION:
This course is designed to engage pre-service students in the theories and principles of
designing, developing, utilizing, and evaluating teaching and learning resources to improve
instructions through the various opportunities brought by different instructional media and
technology. It also provides the pre-service teachers with the accumulated knowledge, skills,
attitudes, and values in creating technology – enhanced instructional plans appropriate to their
field of specializations. This course also encourages students to promote responsible use of
technology and exhibit ethical behavior in professional practices.
1. Explained the ICT Competency Standards for Teachers and the Roles of Technology
for Teaching and Learning
2. Explained ICT policies and safety issues as they impact on the teaching-learning
process
3. Described a flexible learning environment and the different platforms used for flexible
learning
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4. Developed and used the non-digital and digital tools in delivering technology
enhanced lessons
5. Identified earning theories and principles related to media and technologies as these
apply to the design and development of lessons
6. Formulated teaching-learning experiences and assessment tasks using appropriate
and innovative technologies
7. Demonstrated socio-civic, ethical, and legal responsibilities in the use of technology
tools and resources.
• Submitted Activities
• Individual Presentations
• Portfolio / Performance Tasks
COURSE CONTENT:
CONSULTATION HOURS:
Time availability of the course facilitator for further discussions on the activities
indicated in this instructional material can be possible for those learners who can join
scheduled online classes throughout the course duration.
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TABLE OF CONTENTS
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Generation Y ........................................................................................................................ 25 - 26
Net Generation or Net Geners .................................................................................................... 27
Loophole Generation ................................................................................................................. 28
Digital Natives ............................................................................................................................. 29
Web 2.0 Tools ............................................................................................................................... 30 - 31
Activity Task #2 .................................................................................................................................... 32
Unit III – Theories and Principles in the Use and Design of Technology – Driven Learning Process ......
33
Edgar Dale’s Cone of Experience ................................................................................................... 33 - 34
Jerome Bruner’s Three – Tiered Model of Experience ......................................................................... 34
TPACK (Technology, Pedagogy, and Content Knowledge) .................................................................... 35
Integrating Technology with Bloom’s Taxonomy ................................................................................. 36
Activity Task #3 .................................................................................................................................... 37
Unit IV – Educational Media Center ........................................................................................................ 37
Characteristics of an Educational Media Center ........................................................................... 38 - 39
Services of the Educational Media Center ........................................................................................... 40
Human, Technological, and Material Sources ............................................................................... 41 - 42
Activity Task #4 .................................................................................................................................... 42
Unit V – Social, Ethical, and Legal Responsibilities in the Use of Technology Tools and Resources ......
43
Digital Citizenship .......................................................................................................................... 43 - 45
Social Issues ......................................................................................................................................... 46
Ethical Issues ................................................................................................................................. 46 - 47
Legal Issues ................................................................................................................................... 47 - 48
Activity Task #5 .................................................................................................................................... 49
References ........................................................................................................................................ 50 - 52
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Introduction to Technology for Teaching and
Learning
Technology – refers to the advancements in the methods and tools people use to solve
problems and achieve a goal. In the classroom, technology can encompass all kinds of tools
from low – tech (pencil, paper, chalkboard) to high – tech (presentation software, tablets,
computer, etc.).
Educational Technology
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• Transmitting information
• Assisting the practice of specific skills
• Contribution to the provision of feedback
• The need to reach out to maximum number of students.
• To offer greater opportunities for independent study.
• To design, modify and develop appropriate equipment /aids suitable and relevant to the
educational process.
• To identify the educational needs of the learner.
• To identify the necessary teaching learning materials.
• To plan teaching strategies, models and methods as per the need and objectives.
• To evaluate the effectiveness of teaching.
• Strategy in terms of learning outcomes.
• To provide appropriate feedback to student as well as teachers.
• To modify the teaching learning process on the basis of feedback received.
1600 -- Quill Pens and Slates – Early one –room schoolhouses in the 1700s and 1800s used
these materials to teach students how to write and cipher.
1700 -- Primers – The New England Primer remained the basic school text for 100 years after its
publication.
1826 -- Wall Charts – to save the cost of individual books, passages were sometimes printed in
large letters and hung for all to see in Lancastrian schools.
1855 -- Models – with the introduction of kindergarten in Wisconsin, models and materials were
given to students to manipulate and to learn from.
1901 -- Manipulative – Maria Montessori’s kinesthetic approach offered a variety of manipulative
from which students could learn.
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1904 -- Educational Museums – the visual – education movement resulted in educational museums
with abundant visual displays.
1910 -- Films – Edison declared after inventing motion pictures that books would soon be obsolete.
Public schools in New York City implemented films for instruction for the first time.
Edward Thorndike - helped established education as a science.
1914 -- Behaviorism Theory – John Watson helped establish behaviorism, which became one of the
theoretical foundations of learning.
1929 -- Radio – The Ohio “School of the Air” broadcast instructions to homes.
1933 -- Objectives in Education – Ralph Tyler at Ohio State University developed and refined
procedures for writing objectives.
1940 – 1945 -- Instructional Technologists – with the role of technology in learning increasing,
the need for expertise in both education and technology grew, and professional instructional
technologists emerged.
1945 -- Multiple Media used by Military Armed Forces – training used films, sound, graphics, models,
and print to help prepare recruits for war.
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1953 -- ITV – The University of Houston launches KUHT, the first non-commercial education station.
1956 -- Bloom’s Taxonomy – a team led by Benjamin Bloom identified and articulated levels of
cognition.
1957 -- Programmed Instruction – instruction materials based on Skinner’s behaviorism were used
at the Mystic School in Winchester, Massachusetts.
1965 -- Instructional Design System – Robert Gagné introduced a model for a systems approach to
designing instruction.
1967 -- PBS and NER – The Public Broadcasting Act established the Public Broadcasting Service
and National Educational Radio.
1970 -- Cognitive Approach – cognitivists including Ausubel, Bruner, Gagné, and others dominated
thinking about learning.
1977 - Personal Computers – the first microcomputer, the Apple, was created by Steve Wozniak &
Steve Jobs.
1980 -- CAI – computer – assisted instruction on personal computers reached its peak of
popularity. 1990 -- Constructivist Approach – the influence of Dewey, Piaget, Vygotsky, and others
led to the emergence of the constructivist view of learning. Computer – based technologies –
video discs, CD – ROMs, multimedia, digital presentations, interactive video, teleconferencing,
compressed video, and the Internet combined to greatly increase the technologies available to
enhance teaching and learning. Virtual Reality – digital representations of a given reality let
teacher and student “experience” it.
1990 - Digital Assistants – intelligent agents help people interact with the equipment and
cyberspace
1991 - World Wide Web – the Internet became accessible to all with the creation of the Web by
Tim Berners – Lee.
2003 - Mobile Devices – smart phones, netbooks, and handheld PCs joined with wireless networking
to make mobile computing commonplace everywhere, including in the classroom.
2008 and beyond -- Online Life – the Internet expands to include the Web 2.0, featuring social
networking, audio and video streaming and options, for interaction leading to instruction
anytime, anywhere. The Grid – using distributed computing technology, the Grid will make it
possible to dynamically pool and share computer resources, making unprecedented computing
power available to everyone on the Grid.
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https://www.researchgate.net/figure/Evolution-of-Educational-Technologies_fig1_314029289 (Retrieved 12 March 2022)
Technology in Education
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Technology of Education
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▪ Enabling stronger group collaboration.
When using technology for teaching, there are four basic principles to be kept in mind:
▪ Alignment: Technology should be used for a purpose—not for the sake of being flashy and
not as a distraction from other forms of pedagogy.
▪ Accessibility: Be sure that the technology that you intend to use is accessible to your
students.
▪ Assessment: As with lectures, discussions, and labs, provide your students with guidance
when dealing with media technologies.
• Reinforcement: Technology should be used as reinforcement of and supplement to your
teaching
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Information Technology is defined as storing, analyzing and sending out the study or use of
electronic information Communication equipment, especially computers for Technology
(CT) is the process of sending, receiving and exchanging information
ICT Literacy
Importance of ICT
▪ As a source of knowledge
▪ As a medium to transit knowledge
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▪ As a means of interaction/dialogue
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ICT tools
▪ Multimedia PC, Laptop, Notebook.
▪ CDs& DVDs, digital video, still camera.
▪ Internet and its tools- e-mail, browsers, website, search engines, chat etc.
▪ Computer aided instruction& computer mediated video/audio conferencing.
▪ Digital libraries, e-books & electronic publications.
▪ Microsoft publishing - newsletter, poster, brochure.
Digital techniques
Advantages of ICT
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▪ ICT provides comfortable learning.
▪ ICT aids in the understanding of difficult concepts and processes.
▪ ICT caters to different learning styles.
▪ ICT helps students to gain valuable computer skills.
▪ ICT aids in collaboration and group work.
Computers
▪ Computers are cognitive tools;
▪ Computers are performance support systems
(PSSs).
▪ Computers offer multi-media ways for obtaining
large amounts of information from web sites.
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▪ Engaging research.
Hypermedia tools
▪ It consists of a database of information structured as
nodes or frames.
▪ The links between the nodes allow rapid
movement through the information and a user
interface.
Interactive Video
▪ The interactive video refers broadly to software that responds to certain choices and
commands by the user.
▪ A typical system consists of a combination of a compact disk, computer and video
technology.
▪ Videodisc systems store video pictures, still pictures, and sound on discs that users can
control with a videodisc player.
▪ These systems can provide the interactive capabilities of computers and the motion-
picture capabilities of videos.
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Video Conferencing
▪ Video Conferencing is a method of
performing interactive video
communications over a regular high
speed internet connection. ▪ Since it was
introduced, communication technologies
have improved exponentially.
Computer simulation
▪ A computer simulation attempts to reproduce real-life situations.
▪ Simulations feature a combination of text and graphics, using dialogue and inquiry to
guide the student through a situation.
▪ Simulations also can bring about higher-order synthesis and analysis skills.
Computer-assisted tutorials
Drill-and-practice programs
▪ Drill-and-practice programs work well in increasing student knowledge through
repetition, usually through cues.
▪ Students can repeat sections, helping individualized instruction.
▪ Drill-and-practice programs provide automatic feedback to learners.
Instructional Games -- usually another type of CAI (e.g., drill and practice or simulation)
modified to include gaming elements.
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• Generally, they feature end goals and rules of play, sensory appeal, and motivational
elements (e.g., competition, cooperation, challenge, fantasy).
• Usually, they are aimed at younger learners such as those in the elementary grades.
• Games can substitute for worksheets and exercises, as a reward, or, in some cases,
to foster cooperation.
Problem Solving -- designed to foster thinking or problem solving skills, but does not fit into
one of the other categories.
• Usually focuses on a specific type of problem solving and provides practice on a
number or variety of problems.
• Problem solving applications sometimes focus on specific topics areas (e.g.,
mathematics, science) and sometimes they are designed to promote general
problemsolving abilities (e.g., pattern recognition, prediction).
The Internet consists of many computers linked by national and international tele-
communication networks. Each Internet site contains information (text, images, audio,
video, links etc.) which are accessible to the individual working from their home
computer.
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Properties of Internet Sites
▪ Internet sites are increasing in number, sophistication, and content.
▪ Internet provides information in text, graphics, audio and video.
▪ Internet allows a greater degree of interactivity through real time audiovisual transfers
and chat.
▪ Colored and animated graphics are of much greater educational value.
Digital Library
A digital library is a collection of textual, numeric, graphic, audio and video data stored in
digital form, indexed and logically linked for ease of retrieval.
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▪ Graphics data
▪ Photographs
▪ Audio data
▪ Video data
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ACTIVITY 1
Create a graphic organizer out of the 1st
Unit of this module.
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CHARACTERISTICS OF A 21ST CENTURY LEARNER
https://www.theedadvocate.org/wha
t-does-a-21st-century-learner-look-like/ (Retrieved 12 March 2022)
NEW LEARNERS
The reason for the names is that they target and identify the new way
today’s students learn, their exposure to or experience with technology
at a very young age, and their actions toward technology.
GENERATION Y
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Eric Chester refers to 21st century learners as
“Generation Y” primarily because they are skeptical and
ask "Why?"
▪ These learners have grown up in a media saturated environment and have become
desensitized and critical.
▪ They find it easy to multi-task and want to be a part of the experience that new emerging
technology brings while craving the limelight for their efforts.
There are unique characteristics of the Generation Y that have implications for
teaching and learning.
▪ Generation Y (or Generation Why?) are future-oriented and trendsetters.
▪ Generation Y is skeptical and demands honesty, integrity, and verification.
▪ Generation Y is numb to the over-whelming technological stimuli.
▪ Generation Y wants to experience learning.
▪ Generation Y requires teachers to learn about rapidly advancing technology and
then using it to demonstrate and present their lessons.
▪ Generation Y wants to be recognized and rewarded with what they value.
- (Chester & Friedmann, n.d.)
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https://stock.adobe.com/hu/search/images?
Barnes, Marateo, and Ferris refer to 21st century learners as the “Net Generation” or
“Net Geners” because these learners are “net savvy” from their exposure to and experience
with digital and cyber technologies.
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By the time a Net Gener reaches 21, he or she will have spent :
10,000 hours playing video games,
200,000 e-mails,
20,000 hours watching TV, 10,000 hours on cell phones, and under 5,000 hours reading
(Bonamici et al. 2005).
There are unique characteristics of the Net Geners that have implications for teaching and
learning.
▪ Net Geners are very oriented towards education and want to learn.
▪ Net Geners are assertive in the way they search for information and learn and are
aware of learning techniques that help them learn best.
▪ Net Geners prefer more than one type of communication for learning and expression. ▪
Net Geners have an “…independent learning style that has grown out of the ingrained
habits of seeking and retrieving information from the Internet...” that provides instant
results.
▪ Net Geners’ net savviness can interfere with learning because students will text, surf the
net, play games during classroom instruction.
▪ Net Geners prefer conversation over lectures and learn by doing; therefore, teachers’ should
modify their lessons to include discussions and hands-on assignments.
(Barnes, Marateo, & Ferris, 2007)
Loophole Generation
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The hovering parents have made way for yet another term to replace “millennials”
(those born before 1980). The term “Helicopter Generation” refers to learners whose
There are unique characteristics of the Loophole Generation and Helicopter Generation that
have implications for teaching and learning.
▪ The Loophole Generation does not effectively channel their time and energy to learning.
They would rather spend their time on “… exploiting gaps in class policies or
assignments—sometimes spending more time than would be necessary to complete
a particular project in the first place.”
▪ The Loophole Generation consists of four types: excuse maker, the bully, the cheater,
and the plagiarizer.
▪ The Loophole Generation sees no harm in casual borrowing: plagiarism is an issue
brought about by the ease of accessing another person’s work from the internet.
▪ The Helicopter Generation receives more attention and participation from parents in
their school work that can interfere with their learning and performance.
- (Summerville & Fischetti, 2007)
Digital Natives
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Marc Prensky calls the “new” students of
today “Digital Natives” because he believes they
are all
“native speakers” of the digital language of
computers, video games and the Internet.
He also believes that everyone else prior to this new generation of learners are
“Digital Immigrants” because they were not born into the digital world but have at some
point within their lives become fascinated and adopted many of the aspects of the new
technology.
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Web 2.0 Tools
▪ Web 2.0 tools support the "new" learner by providing platforms for communicating,
collaborating, creating, presenting, and sharing.
▪ Web 2.0 tools entice today’s learner with the power to: generate, produce, own, interact
and socially construct, as well as control over the openness and collectiveness of use
and information, which make these tools extremely user centered.
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Examples of Web 2.0 Tools That Appeal to New Learners:
▪ Introduce material to gain attention/limelight:
– Voicethread offers a platform to publish and a forum for discussion.
▪ Present material for expressing, illustrating, and demonstrating:
– Joggle allows the learner to create slideshows with audio to further explain their
understanding and demonstrate their net savviness.
▪ Support the learner and process material:
– Skrbl is an online whiteboard suitable for comparing, contrasting, collecting as well
and inquiring because learners can write, share and compare their documents.
▪ Assist the learner in constructing knowledge:
– Whyville is a social networking tool that would appeal to new learners because of
the fun and informal environment in which learners gather to create, collaborate and
discuss various topics. It encourages learners to contribute their own ideas and
opinions as opposed to searching and “borrowing”. ▪ Demonstrate learning:
– Tikatok is ideal for constructing, illustrating and explaining. It allows children to
create storybooks to share and print as a real book. Story prompts help guide the
process.
▪ Create New Knowledge:
– Yoursphere is a blogging tool that is ideal for collaborating, building consensus,
negotiating and sharing.
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Summary
The new generation of learners, despite what they are labeled, all share common learning
styles from their exposure to and experience with technology.
21st Century learners do not respond to traditional instruction and require their learning
needs be met in a variety of ways that use technological tools in the learning process.
As a result, there are many Web 2.0 tools that are designed and developed to address the
need to change instruction for this new population of learners.
ACTIVITY 2
Identify what kind of “new” learner are you. Cite
characteristics why you said so.
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Theories and Principles
in the Use and Design of
Technology – Driven
Learning Process
Years ago, an educator named Edgar Dale, often cited as the “Father of the Modern
Media in Education”, devised in his book, Audio – Visual Education in 1946, the “Cone of
Experience”. Derived from his experience in teaching and his observations of learners, the
Cone is a visual analogy used as a guide by teachers in choosing what, why, and how much
instructional material they should use to provoke learning with the most satisfying result.
The Cone of Experience is a visual model presented in its inverted form, such that
the base is broader than its apex. It suggests that learning is more impressive if one
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proceeds from concrete to abstract, or from specific to general, because more senses are
involved, and relationships are built in a more pronounced manner. The more senses that
are involved in learning, the more and the better the learning will be.
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This framework highlights and describes the complex relationships between three forms of
knowledge, namely: Pedagogical
Knowledge (PK), Content Knowledge (CK), and Technological Knowledge (TK)
Effective technology integration for pedagogy around specific subject matter requires
developing sensitivity to the dynamic, transactional relationship between these components
of knowledge situated in unique contexts. Individual teachers, grade-level, school-specific
factors, demographics, culture, and other factors ensure that every situation is unique, and
no single combination of content, technology, and pedagogy will apply for every teacher,
every course, or every view of teaching (MKoehler:2012). Benjamin Brigham: TPACK:
Connecting
Technology, Pedagogy and Content, https://www.youtube.com/watch?
time_continue=25&v=FNf- 4efmKWI&feature=emb_logo Integrating Technology with
Bloom’s Taxonomy
Research indicates that “today’s students, regardless of demographics, have shown an interest
in digital opportunities to learn, and the range of the Web tools that make collaboration,
innovation, and individual exploration possible is incredible.” (Lightle, K., 2011). Practitioners in
the field of education have thought of unique ways to connect digital tools with the framework of
Bloom’s Revised Taxonomy, which has led to the emergence of a Digital Bloom’s Taxonomy.
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Bloom’s Digital Taxonomy
The purpose of this illustration is to inform the teachers of how to use technology and digital
tools to facilitate student learning experiences and outcomes. It aims, “to expand upon the
skills associated with each level as technology becomes a more ingrained essential part of
learning.” The digital tools can act as vehicles for transforming students’ thinking at different
levels. With the myriad of digital tools, teachers can navigate and make choices based on the
designed learning experiences that s/he wants his / her students to engage in.
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Educational Media
Center
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The educational media center’s characteristics, roles and functions, and human,
technological, and material resources are covered in this lesson. The very objective of this topic
is to let the students merit the essence of educational media center for their fruitful and
productive learning.
Educational Media
Center, as defined by
Jhoy (2011), is a
facility of the school
system to acquire,
maintain, care and
promote the full
effective use of
educational media.
Known shorter as an EMC, it renders various kinds of services, like improving the
teaching
and learning
process, utlizing old and new technologies, organizing learning activities for students
and teachers, and ensuring the optimum use of instructional media.
1. The EMC has an institutional media program supported by the administration. There
is an existing policy on the use of the center.
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2. There is a regular budget for the procurement of additional units and for the
maintenance of the existing ones.
3. The center is manned by qualified staff that can assist teachers and students avail the
maximum benefits derived from using the media materials.
4. Teachers and students are encouraged to use the educational media.
5. There is an adequate pool of educational materials an adequate space for storing,
filing and producing them.
6. There is a systematic way of arranging specific materials for easy borrowing and
retrieving system.
7. The EMC is well lighted and well ventilated with pro visions for darkening the room
when needed as in the case of viewing multi-media presentations or motion pictures.
1. Center of resources
In it, different forms of communication and their accompanying technology organized
and housed for easy accessibility and use.
3. Agent of teaching
It teaches students how to find information; it stimulates new interest; it encourages
students to use variety of media; it keeps teacher informed about new materials and
welcome their suggestion for purchase.
4. Service agency
In it, all procedures are stablished as the basis of service students and teacher; s
schedules are change and altered when necessary to serve a need material and
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equipment are circulated; use of media center and facilities by individual and group
encouraged.
5. Coordinating Agency
It serves as central depository for various form of media; it encourages the use of
those kind of materials which are most appropriate for specific learning task; it
provide material which can be used by individual students and teacher as well as for
small group or class needs; it is one place in the school were anyone may come
anytime.
1. Orientation
All new teachers are given an orientation on the EMC, its program, role in the
total Ateneo academic organization, services, facilities, guidelines and
procedures during their in-service program. The students also given an
orientation on their first Media Instruction Program (MIP) class.
The librarians continually select and acquire print and non-print materials that suit the
needs, interest and special abilities of the students and teachers.
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3. Organization of Print and Non-Print Materials
A technical librarian organizes all the purchased print and non-print materials for easy
retrieval. It uses as a tool the Dewey Decimal Classification System and the C.A
Cutter’s Three-Figure Author Table.
5. Reference
The EMC attends to request such as bibliographic information from the card catalog,
search through books, periodicals, pamphlets, documents and non-print materials.
6. Bibliographic Service
There are listings of materials and periodical articles to publicize the new materials
and periodical articles in the EMC.
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10. Mags-on-Wheels
Selected professional and general interest journals are routed in the different grade
levels and service areas.
Technological Resources refers to the scientific and specialized knowledge on the use and
application of educational media to teaching and learning, such as Brochures, Flyers,
Information sheets, and Bulletins.
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Material Resources include the low-tech instructional materials which are arranged
systematically for easy access. Realia, models, mockups, pictorial media, A-V media, O.HP.,
computer units, and production and viewing space are its best examples.
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Social, Ethical, and
Legal
Responsibilities in
the Use of
Technology Tools
and Resources
This lesson encompasses Digital Citizenship, Netiquette, and the Social, Ethical, and
Legal Issues in the Digital Age. At the end of these subject matters, students are expected to
exemplify ethical behavior and observe netiquette in their use of technology, especially in the
teaching and learning process. They, too, are expected to exhibit ethics and social responsibility
in the digital world in their day to day lives as rightful citizens and future teachers of our country.
As explained by Zook (2019), Digital Citizenship refers to the responsible use of
technology by anyone who uses computers, the Internet, and digital devices to engage with
society on any level. According to Karen Mossberger (as cited in Zook, 2019), digital
citizenship applies to those who use the Internet regularly and effectively. However, it can be
divided into two – good digital citizenship, engages young students and shows them how to
connect with one another, emphatize with each other, and create lasting relationships
through digital tools; and bad digital citizenship, entails cyberbullying, irresponsible social
media usage, and a general lack of knowledge about how to safely use the Internet.
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A digital citizen refers to a person who has the knowledge and skills to use digital
technologies to communicate with others, participate in society and create and consume
digital content. Digital citizenship is about confident and positive engagement with digital
technologies. by educating students about digital citizenship, they will have the opportunity to
develop an understanding about: digital and information literacy, internet safety, privacy and
security, cyberbullying, creative credit and copyright, and digital footprint (Digital
Technologies Hub). Teaching digital citizenship by Zook (2019) focuses on:
1. Empathy
When you want to teach students how to be good digital citizens, the best starting
point is teaching empathy. This is because empathy is crucial to understanding how
people talk and behave online.
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3. Understanding user data
User data is one of the most complex and concerning concepts in the digital age. Just
about every company with a website collects data on the people who visit it. That data
may be as simple as the pages that someone views, and it could be as complex as
someone’s home address.
Social, Ethical, and Legal Issues in the Digital Issues (Sotto, 2020)
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Cyberbullying Freedom of Speech Copyright and Fair Use
Cyber defamation Data Privacy Digital Privacy
Online Social Interaction Academic Dishonesty Acceptable Use Software
Computer Addiction Piracy
Cybercrime
Identity Theft
Social Issues
Ethical Issues
2. Data Privacy describes the practices which ensure that the data shared by
customers is only used for its intended purpose. In a world with ever-growing
mountains of big data, privacy is an increasing topic of scrutiny (EMOTIV).
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3. Academic Dishonesty is defined as a student's use of unauthorized assistance with
intent to deceive an instructor or other such person who may be assigned to evaluate
the student’s work in meeting course and degree requirements (Denver University).
4. Computer Addiction is the excessive use of the former or the latter (PsychGuides).
Legal Issues
Copyright gives the creator right to reproduce, distribute, perform and display his/her
work. Copyright protection protects the creator from others stealing ideas as their own
and taking money and association of what is rightfully theirs. A teacher must make
sure the materials they use in the classroom are not breaking copyright laws, they
can do so by purchasing materials from the creator/publisher or using materials that
are marked as “free” to use in the classroom under whatever rules the publisher
claims. (Farnese, 2012)
Fair Use is a doctrine in the United States copyright law that allows limited use of
copyrighted material without requiring permission from the right holders. Four factors
to look at: purpose, nature, amount, effect. (Farnese, 2012)
2. Digital Privacy is when you can use the internet and connected devices without
compromising your information. Different people have different comfort levels when it
comes to digital privacy (Stewart, 2018).
4. Software Piracy is the act of stealing software that is legally protected. This stealing
includes copying, distributing, modifying or selling the software (Panda Security,
2019).
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6. Identity Theft and Identity fraud are terms used to refer to all types of crime in which
someone wrongfully obtains and uses another person's personal data in some way
that involves fraud or deception, typically for economic gain.
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Amice Day. (2016). The EDUCATIONAL MEDIA CENTER. An Educational Media Center is
more than a collection of instructional materials because it incorporates a systematic
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Barnes, K., Marateo, R. C., & Ferris, S. P. (2007). Teaching and Learning with the Net
Generation. Innovate Journal of Online Education, 3(4).
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of.html/
Chester, E., & Friedmann, S. A. (n.d.). Generation Y: What Exhibitors Must Know About
this Group Retrieved July 14, 2009, from http://www.generationwhy.com/articles-
andinformation/generation-y-and-trade-shows.html
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Farnese, Rachel. (2012, April 13). Legal, Ethical and Social Issues in Technology.
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Foreman, Nelly, Changing Face of Education in the Digital Age; Willford Press, New York, LB
1028.3.C43 2016 Copyright@2016, ISBN 978-16828-51449
Panda Security. (2019, April 22). What is Software Piracy? Retrieved from
/https://www.pandasecurity.com/en/mediacenter/panda-security/software-
piracy/#:~:text=Software%20piracy%20is%20the%20act,%2C%20graphic%20artists%2
C %20et c.)/
Porlares, C.V. and Ragos, N. C. (2015, September 22). Educational Media Center.
Retrieved From /https://www.slideshare.net/charlvinceporlares/educational-media-center/
Prensky, M. (2001). Digital Natives, Digital Immigrants. On the Horizon, 9(5).
Sotto, Michelle B. (2020). Technology for Teaching and Learning 1. Printed Module
Summerville, J., & Fischetti, J. (2007). The Loophole Generation. Innovate Journal of Online
Education, 4(2).
techopediA. (2016, December 5). Acceptable Use Policy (AUP). Retrieved from
/https://www.techopedia.com/definition/2471/acceptable-use-policy-aup/
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The United States Department of Justice. (2020, November 16). What Are Identity Theft and
Identity Fraud? Retrieved from
/https://www.justice.gov/criminalfraud/identitytheft/identity-theft-and-identity-fraud/
UNICEF. (n.d.). Cyberbullying: What is it and how to stop it. Retrieved from
/https://www.unicef.org/end-violence/how-to-stop-cyberbullying/
WebRoot. What is Netiquette? A Guide to Online Ethics and Etiquette. Retrieved from
/https://www.webroot.com/us/en/resources/tips-articles/netiquette-and-online-ethicswhat-are-
they/
Zook, C. (2019, December 10). What Is Digital Citizenship & How Do You Teach It?
Retrieved from /https://www.aeseducation.com/blog/what-
isdigitalcitizenship#:~:text=Digital
%20citizenship%20refers%20to%20the,topic%20to%20teach%20today's%20students
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