Preference of The Technology
Preference of The Technology
Generation Handouts
Specific Objectives:
2. Explain the Old and New Generations and the Critical Differences between each Generation
1. What are the preferences or differences between the Old and the New generation? Why is it
important to study the preferences in Technology Generation? What can we learn from the old
and new generations? And why is it important to discuss and addressed the preferences of
technology generation?
Discussion
What the old generation likes may not be the same as what the new generation prefers in their
life, work and leisure. Sad to say, much of the good things enjoyed by elders when they were
students are no longer available to the new generation.
In the field of education, it is important that critical differences in perception between old and
young which create a generation gap need to be discussed:
III.
In sum, teachers need to connect with digital learners, and not think of them as entering their
past-30 years old traditional world. While there are apparent setbacks or limitations to digital
learning, there are opportunities to tap through:
• Visual Learning - the new learners digital fluency with visual learning with the use of audio
visuals, media and multimedia
• Hyper Linked Multimedia - using hyperlinked multimedia for projects that enhance work
focus, and reflection; and
• Problem-Solving Activities- problem solving activities to suit the new generation's style and
preference for fun and relevant learning.
IV.
Our parents read book text, enrich by illustrations and photos. In order to research, they go to the
school library, use the card catalogue for needed books and sign up to borrow books for home
reading.
The technology or digital generation has greater affinity to visuals (photo and video) compared
with texts. In fact, they have been exposed since childhood to cable television and videos images
especially cartoon characters and then to compute images, in such manner and their visual
fluency or abilities have sharpened and enriched.
The past-30 year old generation obtained information in a linear, logical and sequential manner.
On the positive side, this made them more logical, focused and reflective thinkers.
The new generation, however, follows a personal random access to hyperlinked digital
information, less superior elders in focused and reflection. Thus, they appear to be more easily
bored and distracted during class lectures.
• Independent vs. Social Learners
The traditional education system gives priority to independent learning, prior to participative
work.
New learners, however, are already acquainted with digital tools that adapt to both personal and
participative work.
They take the opportunity for dozens of instantaneous ways to communicate with others mobile
calls and text, emails, Facebook, YouTube, Myspace, twitter, wikis and etc. experts describe this
mode of digital learning as one that based on experimentation, discovery and intuition.
Old teachers teach students in order to help them pass tests and complete the course requirement.
On the other hand, the new digital learners simply wish to acquire skills, knowledge and habits
as windows of opportunity afford them to learn. Our parents have completed a course and have
engaged in a permanent job for most of their lives. A different work situation awaits the digital
generation with contractual, multitask and multi-career opportunities in a digital world ahead of
them.
Teachers feel too obliged to delivering content-based courses, the learning of which is
measurable by standard tests.
Digital learners and not surprisingly there is much fun in the digital world outside the school.
The fluency skills are the solution fluency,information fluency, collaboration fluency, media
fluency, creativity fluency and digital ethic
SOLUTION FLUENCY
This refers to the capacity and creativity in problem solving students define a problem,design
solution, apply the solution, and assess the process and results.6 D's of Solution Fluency• Define
INFORMATION FLUENCY
(a) ability to access information not only in the internet but on other resources too;
(c) ability to evaluate and reflect on the validity and accuracy of information and be able to
rewrite the information in own words .
COLLABORATION FLUENCY
Collaboration Fluency is team working proficiency. It's the ability to work cooperatively with
virtual and real partners. It applies to both online and offline environments.
Establish
This phase is about establishing the group. Team roles, responsibilities, and guidelines are
established. The scope of the project is identified and examined. Leadership figures are also
appointed here. Establishing also includes committing to a group contract.
Envision
Next, the group defines and examines their purpose and the challenge they face. They visualize a
preferred solution or goal. They also develop an agreement on the outcome and the criteria for
evaluating it.
Engineer
In this stage the team engineers a workable plan for moving forward. This means defining all the
steps to get from where they are to their goal. It involves delegating responsibilities to each team
member. It’s important to pinpoint each team member’s strengths for the next phases.
Execute
Now the team has to put the plan into action. This is done with the goal of developing a tangible
and viable solution or product. The best methods of executing a plan utilize the individual
strengths of the various members. These were discovered back in the Engineering phase.
Examine
Examine involves the team looking back at the process. They determine if their challenge was
met and if their goals were achieved. They pinpoint areas for improvement and recognize
contributions. Constructive feedback is given in this stage as well. Of course, this can also
happen throughout all other phases at any time.
Collaboration Fluency skills are a huge asset for life after school. The working world is being
affected by new communication technology. One's ability to function in teams that are both real
and virtual is important.
MEDIA FLUENCY
is the ability to look analytically at any communication to interpret the real message, and
evaluate the efficacy of the chosen medium. As well as, creating original communications by
aligning the message and audience though the most appropriate and effective medium.
CREATIVE FLUENCY
Creativity Fluency is the process by which artistic proficiency adds meaning through design, art,
and storytelling. It is about using innovative design to add value to the function of a product
though the form.
Creativity fluency can help students and enhancing their:
* Brainstorming skills
* Flexibility
* Originality
* Expressing self
* Creativity
* Elaborate
DIGITAL ETHICS
DIGITAL TECHNOLOGYDigital ethics is the branch of ethics concerning the set of rules and
moral guidelines that govern interpersonal behaviour between individuals and/or companies that
is mediated by computer technology, either inside a company or, more broadly, in markets and
society.
COPYING SOFTWARE
- Copying software is an act of copyright infringement and is subject to civil and criminal
penalties. It's illegal whether you use the copied software yourself, give it away, or sell it. And
aiding piracy by providing unauthorized access to software or to serial numbers used to register
software can also be illegal.COMPUTER FRAUD
Computer fraud is a cybercrime and the act of using a computer to take or alter electronic data,
or to gain unlawful use of a computer or system
6) Thou shalt not use or copy software for which you have not paid:
7) Thou shalt not use other people's computer resources without authorization:
9) Thou shalt think about the social consequences of the program you write:
10) Thou shalt use a computer in ways that show consideration and respect:
PREPARED BY GROUP 2
I. Definition of terms
EVALUATION
Evaluation is the structured interpretation and giving of meaning to predicted or actual
impacts of proposals or results. It looks at original objectives, and at what is either
predicted or what was accomplished and how it was accomplished.
Evaluation can be formative, that is taking place during the development of a concept or
proposal, project or organization, with the intention of improving the value or
effectiveness of the proposal, project, or organization.
TECHNOLOGY
Technology is the application of knowledge for achieving practical goals in a
reproducible way.
The word technology can also mean the products resulting from such efforts, including
both tangible tools such as utensils or machines, and intangible ones such as software.
Technology plays a critical role in science, engineering, and everyday life.
LEARNING
Learning is the process of acquiring new understanding, knowledge, behaviors, skills,
values, attitudes, and preferences.
The ability to learn is possessed by humans, animals, and some machines; there is also
evidence for some kind of learning in certain plants. Some learning is immediate, induced
by a single event, but much skill and knowledge accumulate from repeated experiences.
The standard student evaluation of learning must change. This is justified by the fact that not
only has the new generation changed into digital learners, but traditional world has
metamorphosed into digital world.
Assessment needs to conform, not with the literacy of the past century but the new literacy of
the 21st century. This is a literacy that uses digital tools in preparing students to face a high -
tech world.
Teachers must adopt a new mindset both for instruction and evaluation.
III. Evaluated Tools that measure the New Basic Skills of the 21st Century Digital
Culture:
1. Solution Frequency
Solution Fluency is the ability to think creatively to solve problems in real time by clearly
defining the problem, designing an appropriate solution, delivering the solution and then
evaluating the process and the outcome. Solution Fluency is defined by the 6Ds process.
Description:
Whole-brain thinking
Creativity
Problem solving
Creating and solving the problems
Examples:
The 4D problem solving process is a great example of Solution Fluency. Defining a
problem, designing a solution, doing the work, and debriefing the outcome.
A real-life example would be a solution to fixing the oil spill in the golf or ways to help
stop the spread of oil and help the habitats affected.
2. Information Fluency
Information Fluency- is the ability to critically think while engaging with, creating, and utilizing
information and technology regardless of format or platform. Specifically, an information fluent
individual is to: Recognize the need for information defined.
Examples:
Finding significant and relevant information that pertains to problem.
When conducting research, using digital sources that are appropriate for the task at hand;
such as .org, .edu and .gov sources vs. Facebook or Wikipedia.
Using a variety of digital sources to reach desired objective.
3. Collaboration Fluency
Collaboration Fluency- team working proficiency that has reach the unconscious ability to work
cooperatively with others.
Examples:
Working collaboratively in groups to solve problems.
Working with others from another part of the country on a given task.
Taking an online course.
4. Creative Fluency
Creative Fluency- how artistic proficiency adds meaning through design, art , and storytelling.
Examples:
Using creativity to come up with creative solutions.
Not simply creating stories but using creativity to solve problems.
Using creativity to solve problems such as global warming issues.
5. Media Fluency
Media Fluency - Our visual learning capacity needs stimulation with rich media from a variety of
different sources.
Examples:
Using digital media effectively and then publishing for public view.
Challenge learners to show their understanding through various digital media in which
they can publish for others to see such as Voice Threads or You Tube
Allow learners to demonstrate writing and media expertise in daily instruction
Allow learners to experience and use various media to communicate messages and ideas.
6. Digital Citizenship
Digital Citizenship - The digital citizen uses the principles of leadership, ethics, accountability,
fiscal responsibility, environmental awareness, global citizenship, and personal responsibility,
and considers his or her actions and their consequences.
Examples:
Many relationships of today begin digitally, make sure you portray yourself consistently
with who you are in person .
Protecting minors from digital predators.
Making learners aware of those that use the digital worlds for financial gain or other
criminal activity.
Making learners aware of cyberbullying
The standard paper and pencil tests will prove inadequate in assessing new learning.
Assessment will also need to focus on the 4 D’s.
DEFINE
DESIGN
DO
DEBRIEF
1. Define
Carefully consider the problem. Define the problem.
Ask yourself the following questions:
What is it that I have to do?
What other information do I need before I can do it?
2. Design
Carefully create a step-by-step plan of action to solve the problem.
Determine which member of the team will take responsibility individual tasks.
Consider the end result. What should look like?
3. Do
Execute the plan.
Carry out or put into effect
4. Debrief
Carefully review the final product.
Consider what worked well in the plan.
Consider what did not work well in the plan.
Knowing the end result, discuss how to revise your plan and / or approach for the next
project.
V. MASS AMATEURIZATION
Mass amateurization refers to the capabilities that new forms of media have given to
nonprofessionals and the ways in which those non - professionals have applied those capabilities
to solve problems (. g., create and distribute content) that compete with the solutions offered by
larger, professional institutions.
A great example of mass amateurization is photography. Before not everyone could take
pictures. Taking picture was a complicated task, from understanding lighting and understanding
how each device work manually. That’s why they were called photographer because they
mastered the art. Now a day anyone is a photographer or just simply take good pictures. This is
definitely due to the increased amount of tools to help take great pictures. Instagram is one of
those tools that help you with filters to give a photography a mood rather than understanding the
light and working with it to give the mood.
Higher Thinking Skills Through IT- Based Projects
More consonant with planning, making, assembling, designing and/or building. Students can also
be assigned to create their software materials to supplement the need for relevant and effective
materials.
Analyzing
-Distinguishing similarities and differences / seeing the project as a problem to be solve
Synthesizing
-Making spontaneous connection among ideas, does generating interesting or new ideas
Promoting
-Selling of a new ideas to allow the public to test the ideas themselves
Hypermedia can be defined as non sequential format that uses hypertext and
multimedia or combination of hypertext and multimedia to allow rich interaction
between the user and the material.
The production of Self-made multimedia projects can be approached in two
different ways:
Discussion
Computer has really played a very significant role in educational technology and the most
indispensable tool for ICT revolution. Computer-assisted Instruction (CAI) was introduced as an
approach which promotes individualize learning.
Information technology is so dynamic that computers used as computing devices are now used
in the educative process.
TWO MAJOR FUNCTIONS:
• Communication Media
Communication media - Computers serve as communication tool. Internet has paved the way
for this to happen.
Ex: Email, chat rooms, blog sites, news services, and movies/music/television room are just
some of the avenue for communication.
Audiovisual media - Computers served as media for multimedia applications for better teaching
inside the classroom.
Ex: multimedia are text, sound, graphics, chart, photos, and PowerPoint presentation
Instructional Media
Educational Media
•MSN - Mailing/chatting/messaging
•Gamehouse - gaming
What is ICT?
• diverse set of technological tools and resources used to communicate, and create,
disseminate, store, and manage information.
• include computers, the internet, broadcasting technologies (Radio and Television), and
telephony.
ICTs make possible asynchronous learning, or learning characterized by a time lag between the
delivery of instructions and its reception by learners.
Ex. Online Course materials may be accessed 24 hours a days, 7 days a week.
How can the use of ICTs help improve the quality of education?
1. Motivating to Learn
How can ICTs help transform the learning environment into one that is Learner-Centered?
1. Activity Learning - ICTs enhanced learning mobilizes tools for examination, calculation and
analysis, thus providing a platforms for student inquiry, analysis and construction of new
information.
2. Collaborative Learning - ICT supported learning encourages interaction and cooperation
among students, teachers, experts regardless of where they are.
5. Evaluative Learning - ICT enhanced learning is student-directed and diagnosis. ICT allows
learners to explore and discover rather than merely listen and remember.
1. Visual Display- Computers provide a visual display of information that is easily accessible to
users. With high-resolution monitors, users can view and analyze complex data in a graphical
format, making it easier to understand and analyze.
2. Online Communication- Computers have enabled people to communicate with each other in
real-time across different locations. Through the internet, people can communicate using email,
messaging apps, social media, and video conferencing tools.
3. Data Visualization- Computers can create and display visual representations of complex data
sets, making it easier for users to understand and analyze data. This includes data visualizations
such as charts, graphs, and diagrams.
4. Digital Media- Computers have revolutionized the way we consume and share media. Users
can now access a vast array of digital content, including images, videos, and audio, through the
internet.
5. Augmented & Virtual Reality- With the advancements in technology, computers can create
augmented and virtual reality experiences that enable users to interact with digital objects and
environments in real-time.
1. Security- One of the biggest challenges of computers is the risk of cyber threats, such as
viruses, malware, and hacking. As we increasingly rely on computers for sensitive information,
protecting our digital assets becomes more important than ever.
2. Privacy- With the growth of the internet and the increased use of digital communication tools,
there are growing concerns about privacy. It is essential to ensure that sensitive data is protected
and that users have control over their personal information.
3. Digital Divide- Not everyone has access to computers and the internet, which creates a digital
divide between those who have access to these technologies and those who do not. This can limit
opportunities for education, employment, and other aspects of daily life.
Discussion
Constructivism is a theory in education which posits that individuals or learners do not acquire
knowledge and understanding by passively perceiving it within a direct process of knowledge
transmission, rather they construct new understandings and knowledge through experience and
social discourse, integrating new information with what they already know (prior knowledge).
Communication Tool- A wide variety of communication tools are used for internal and external
communication tool.
Constructive Tool- The computer itself can be used for manipulating information, visualizing
one’s understanding and building new knowledge. The Microsoft Word computer program itself
is a desktop publishing software that allows uses to organize and present their ideas in attractive
formats.
Co-Constructive Tool- Students can use constructive tools to work cooperatively and construct
a shared understanding of new knowledge. On ways of coconstructive is the use of the electronic
whiteboard where students may post notices to a shared document/whiteboard. Students may
also co-edit the same document from their homes.
Situating Tool- By means of virtual reality (RS) extension systems, the computer can create 3-D
images on display to give the user the feeling that are situated in a virtual environment. A flight
simulation program is an example of situating tool which places the user in a simulated flying
environment.
The computer can be a tutor relieving the teacher of the many activities in his/her role as a
classroom tutor. It should be made clear that the compo cannot totally replace the teacher.
The teacher must:
- Insure that the students have the needed knowledge and skills for any computer activity
- Retain/ keep in mind the information and rules for computer activity
- Provides feedback
1. Drill and Practice - provides opportunities for students to repeatedly practice the skills that
have been previously presented and that further practice is necessary for mastery.
2. Tutorial - includes both the presentation, information and its extension into different forms of
work including, drill and practice, games and stimulation.
3. Games- games software often creates a contest to achieve the highest score beating either the
others.
4. Stimulation - can provide approximation of reality that does not require experts of real life or
its risk.
5. Discovery- provides a large database for specific information to a course, content area and
challenges the learners analyze, compare, infer and evaluate based on their exploration of data.
6. Problem Solving- helps students develop problem solving skills and strategies.
- Interactive
- Provides feedback
- Infinitely patient
- Motivates Learners