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Mid Term Notes

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Mid Term Notes

PRE FINAL
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II.

History of Technology for Teaching and Learning

Introduction
The history of technology in teaching and learning is a fascinating journey
that spans centuries, beginning with simple tools and evolving into the
advanced digital systems we use today. This narrative explores the key
developments, milestones, and innovations that have shaped the
integration of technology into education.

1. The Early Beginnings: Pre-Digital Era


Oral Tradition and Writing: The earliest forms of teaching and learning were
oral, with knowledge passed down verbally from generation to generation.
The invention of writing around 3200 BCE in Mesopotamia revolutionized
this process, allowing for the recording and preservation of knowledge.
Early educational technology can be seen in the use of clay tablets,
papyrus, and later parchment and paper.

The Printing Press (15th Century): One of the most significant technological
advancements in education was the invention of the printing press by
Johannes Gutenberg in the mid-15th century. This invention made books
more accessible, reducing the cost of producing texts and enabling the
widespread dissemination of knowledge. The printing press played a
crucial role in the spread of literacy and education during the Renaissance
and beyond.
The Blackboard (19th Century): The blackboard, invented in the early 19th
century, became a staple in classrooms around the world. It allowed
teachers to present information to a larger group of students
simultaneously, improving the efficiency of instruction. The blackboard is
one of the earliest examples of technology designed specifically for
educational purposes.
2. The Industrial Revolution and the Rise of Educational Technology
The Industrial Model of Education: The Industrial Revolution (18th to 19th
century) brought significant changes to society, including the
standardization of education. Schools adopted the factory model, with an
emphasis on efficiency, discipline, and mass instruction. During this period,
new educational tools and methods were developed to meet the needs of a
rapidly growing student population.
Instructional Films and Radio (Early 20th Century): With the advent of
motion pictures and radio in the early 20th century, educators began to
explore new ways to enhance teaching and learning. Instructional films
were used to demonstrate scientific experiments, historical reenactments,
and other concepts that were difficult to convey through text alone. Radio
programs were also developed to broadcast educational content, reaching
students in remote areas.
Slide Projectors and Overhead Projectors: The slide projector, introduced in
the 1950s, allowed teachers to present images and diagrams to the entire
class. This was followed by the overhead projector, which became a
popular tool in classrooms during the 1960s and 1970s. These devices
provided a more interactive and visual approach to teaching.

3. The Digital Revolution: The Advent of Computers and the Internet


Early Computers in Education (1960s-1970s): The introduction of
computers in the 1960s and 1970s marked the beginning of the digital
revolution in education. Early computer-based education programs were
developed to support learning in subjects like mathematics and science.
One of the first and most famous programs was PLATO (Programmed
Logic for Automatic Teaching Operations), developed at the University of
Illinois. PLATO featured interactive lessons and even allowed for online
communication between users, a precursor to modern e-learning.
The Personal Computer and Software (1980s): The 1980s saw the
widespread adoption of personal computers (PCs) in schools. Educational
software, such as Oregon Trail and Math Blaster, became popular tools for
teaching various subjects. These programs introduced the concept of
"edutainment," blending education with entertainment to engage students.
The Internet and World Wide Web (1990s): The launch of the World Wide
Web in 1991 revolutionized access to information and resources. The
internet enabled the development of online courses, digital libraries, and
interactive learning platforms. Educational institutions began to create
websites, providing students with access to course materials, assignments,
and forums for discussion.
Learning Management Systems (LMS): In the 1990s, Learning
Management Systems (LMS) like Blackboard and Moodle were developed
to facilitate online learning. LMS platforms provided a centralized system
for managing and delivering educational content, tracking student progress,
and enabling communication between students and instructors.

4. The 21st Century: The Age of Digital Learning


The Rise of E-Learning and Online Education: The early 2000s saw the
rapid growth of e-learning and online education. Universities and colleges
began offering fully online degree programs, making education more
accessible to non-traditional students. Platforms like Khan Academy,
launched in 2008, provided free online lessons on a wide range of subjects,
democratizing access to high-quality education.
Mobile Learning and Apps: With the proliferation of smartphones and
tablets, mobile learning (m-learning) emerged as a significant trend.
Educational apps, such as Duolingo for language learning and Quizlet for
study tools, allowed students to learn anytime and anywhere. The
convenience of mobile learning made education more flexible and
personalized.
Massive Open Online Courses (MOOCs): MOOCs became a major
development in the 2010s, offering free or low-cost courses to a global
audience. Platforms like Coursera, edX, and Udacity partnered with
prestigious universities to provide courses on a wide range of subjects.
While completion rates for MOOCs were often low, they represented a
significant shift towards open and accessible education.
Blended Learning and Flipped Classrooms: Blended learning, which
combines online and face-to-face instruction, became increasingly popular.
The flipped classroom model, where students watch lectures at home and
engage in interactive activities in class, gained traction as a way to
maximize classroom time for hands-on learning and collaboration.
Gamification and Virtual Reality: Gamification, the use of game elements in
education, became a powerful tool for engagement and motivation.
Educational games and simulations allowed students to learn through
experience and experimentation. Virtual reality (VR) and augmented reality
(AR) technologies began to be used for immersive learning experiences,
allowing students to explore environments and scenarios in a way that was
previously impossible.
5. The Impact of the COVID-19 Pandemic
Transition to Remote Learning: The COVID-19 pandemic in 2020 forced
educational institutions worldwide to rapidly transition to remote learning.
This sudden shift highlighted the importance of technology in education and
accelerated the adoption of digital tools. Platforms like Zoom, Microsoft
Teams, and Google Classroom became essential for delivering instruction
and maintaining communication between students and teachers.
Challenges and Innovations: The pandemic also exposed challenges such
as the digital divide, where students without access to reliable internet or
devices were at a disadvantage. However, it also spurred innovation, with
educators developing new strategies for online engagement, assessment,
and collaboration.
6. The Future of Technology in Teaching and Learning
Artificial Intelligence and Machine Learning: AI and machine learning are
expected to play a significant role in the future of education. Adaptive
learning platforms, which adjust content and pacing based on individual
student performance, are becoming more sophisticated. AI-powered tools
can also assist with grading, providing personalized feedback, and
identifying students who may need additional support.
Blockchain and Credentialing: Blockchain technology has the potential to
revolutionize record-keeping in education, providing secure and transparent
systems for tracking student achievements and credentials. Digital badges
and micro-credentials are becoming popular ways for students to showcase
their skills and accomplishments.
The Continued Growth of Online and Hybrid Learning: Online and hybrid
learning models are expected to continue growing, offering flexible and
personalized educational opportunities. The integration of new
technologies, such as AI, VR, and blockchain, will further enhance the
learning experience and provide new ways for students to engage with
content.
Conclusion
The history of technology in teaching and learning is marked by continuous
innovation and adaptation. From the early days of the printing press to the
digital age of AI and online learning, technology has played a crucial role in
shaping education. As technology continues to evolve, it will undoubtedly
bring new opportunities and challenges to the field of education, further
transforming how we teach and learn.

References

Cuban, L. (1986). Teachers and Machines: The Classroom Use of Technology Since 1920. Teachers College
Press.
Selwyn, N. (2011). Education and Technology: Key Issues and Debates. Bloomsbury Academic.
Molnar, A. R. (1997). Computers in Education: A Brief History. In R. M. Shiflett (Ed.), Educational
Technology: Publications and Resources. Haworth Press.
Watson, J., & Watson, S. L. (2011). The Role of Technology and Computer-Based Instruction in a
Disadvantaged Alternate Education Setting. Journal of Technology Integration in the Classroom.
Siemens, G., & Downes, S. (2008). Connectivism: A Learning Theory for the Digital Age. International
Journal of Instructional Technology and Distance Learning.
Gibson, D., Aldrich, C., & Prensky, M. (2007). Games and Simulations in Online Learning: Research and
Development Frameworks. IGI Global.
Puentedura, R. R. (2010). SAMR: A Contextualized Introduction. Retrieved from hippasus.com
III. Theories of Teaching Related to Technology for Teaching and Learning
Introduction
The integration of technology in education has given rise to new teaching
theories and has influenced existing ones. These theories guide educators
in effectively leveraging technology to enhance learning. Understanding
these theories is crucial for designing instructional strategies that align with
the needs of 21st-century learners.
Cognitive Load Theory (CLT)
Cognitive Load Theory (CLT), developed by John Sweller in the late 1980s,
is a psychological framework that examines the way human cognitive
processing is structured and how it influences learning. The theory is based
on the understanding that our working memory has a limited capacity and
can handle only a certain amount of information at any given time. This
theory is particularly important in instructional design, where the goal is to
optimize the way information is presented to maximize learning efficiency.

Types of Cognitive Load


Intrinsic Cognitive Load:

Definition: This is the inherent difficulty associated with the content itself,
regardless of how it is presented. Some subjects or tasks are naturally
more complex than others.
Example: Learning basic arithmetic has a lower intrinsic load compared to
learning advanced calculus because of the complexity of the concepts
involved.
Extraneous Cognitive Load:
Definition: This is the cognitive load imposed by the way information is
presented to learners. Poor instructional design, such as overly complex or
irrelevant information, can increase extraneous load.
Example: Using a cluttered PowerPoint slide with excessive text and
images can overwhelm learners and make it harder for them to process the
relevant information.
Germane Cognitive Load:

Definition: This load refers to the cognitive resources dedicated to


processing, constructing, and automating schemas—structured frameworks
of knowledge. Germane load is beneficial because it directly contributes to
learning.
Example: Activities like summarizing, organizing information, or applying
new knowledge to problems enhance schema construction and are
considered germane cognitive load.
Multimedia Learning
Multimedia Learning refers to the use of both words (spoken or written) and
pictures (images, diagrams, videos) in teaching. This approach is rooted in
the idea that learning can be more effective when information is presented
through multiple sensory channels—visual and auditory—because it
engages more cognitive resources and helps build richer mental models.

Principles of Multimedia Learning


Dual-Channel Processing:

Humans have two separate channels for processing information: the visual
channel (for images and visual information) and the auditory channel (for
spoken words). Effective multimedia learning uses both channels to
enhance understanding.
Multimedia Principle:

People learn better from words and pictures combined than from words
alone. For example, explaining a scientific concept with both a diagram and
a narration is more effective than using just text.
Contiguity Principle:

Learning is enhanced when corresponding words and images are


presented close to each other in time (temporal contiguity) or space (spatial
contiguity). For example, placing labels next to the parts of a diagram they
describe rather than in a separate legend.
Modality Principle:

People learn better when information is presented as narration (spoken


words) rather than as on-screen text, especially when it accompanies
visual material. This reduces cognitive overload by distributing the cognitive
load across both channels.
Redundancy Principle:

People learn better from graphics and narration than from graphics,
narration, and on-screen text. Providing redundant information can
overload the learner's working memory, leading to poorer learning
outcomes.
Coherence Principle:
Learning is more effective when extraneous, unnecessary information is
excluded. Adding irrelevant text, images, or sounds can distract learners
and increase extraneous cognitive load.
Segmenting Principle:

Breaking information into smaller, manageable segments helps learners


process complex material more effectively. For instance, a long video
lecture can be broken into shorter segments, each focusing on a specific
concept.
Signaling Principle:

Adding cues that highlight the organization of the material (like arrows, bold
text, or verbal emphasis) helps learners focus on the most important
information and understand the structure of the content.
Applying Cognitive Load Theory to Multimedia Learning
Cognitive Load Theory provides a valuable framework for designing
effective multimedia learning materials. The goal is to minimize extraneous
cognitive load, manage intrinsic cognitive load, and maximize germane
cognitive load.

Minimizing Extraneous Load:

Use clear, concise visuals and avoid unnecessary decorations or


distractions in educational content.
Ensure that text and visuals are closely aligned, avoiding the need for
learners to search for relevant information.
Managing Intrinsic Load:
Break complex information into smaller, digestible chunks or segments.
Scaffold learning by gradually increasing the complexity of tasks as
learners build their knowledge.
Maximizing Germane Load:

Encourage activities that promote deep processing, such as summarizing


information, self-explanation, or applying concepts to new problems.
Use interactive elements like quizzes or practice exercises to reinforce
learning and schema construction.
In a word, Cognitive Load Theory and Multimedia Learning together offer a
comprehensive approach to instructional design, ensuring that educational
materials are optimized for the way the human brain processes information.
By understanding and applying the principles of CLT, educators can create
more effective, efficient, and engaging learning experiences that cater to
the cognitive capacities of learners.
1. Behaviorism and Technology in Education
Overview of Behaviorism: Behaviorism, pioneered by B.F. Skinner and
John Watson, focuses on observable behaviors and the role of
reinforcement in learning. Learning is seen as a change in behavior
resulting from stimulus-response associations.
Application in Technology: In educational technology, behaviorism is
evident in computer-assisted instruction (CAI), drill-and-practice software,
and online quizzes. These tools provide immediate feedback and
reinforcement, which are central to behaviorist principles.
Example: Language learning apps like Duolingo use repetition and positive
reinforcement (e.g., earning points, unlocking levels) to reinforce correct
responses.
2. Constructivism and Technology in Education
Overview of Constructivism: Constructivism, influenced by Jean Piaget and
Lev Vygotsky, posits that learners construct knowledge through
experiences and interactions. Learning is seen as an active, contextualized
process where learners build on their prior knowledge.
Application in Technology: Constructivist approaches are supported by
technologies that enable exploration, collaboration, and hands-on learning.
These include simulations, educational games, and collaborative platforms.
Example: Platforms like Minecraft: Education Edition allow students to
construct virtual worlds, applying concepts from subjects like mathematics,
history, and science.
3. Social Constructivism and Technology in Education
Overview of Social Constructivism: Lev Vygotsky’s social constructivism
emphasizes the social nature of learning, where knowledge is co-
constructed through interaction with others. The concept of the Zone of
Proximal Development (ZPD) is central to this theory, highlighting the
importance of scaffolding in learning.
Application in Technology: Social constructivism is evident in the use of
collaborative tools like discussion forums, wikis, and social media. These
technologies facilitate peer learning, group projects, and collaborative
problem-solving.
Example: Google Workspace tools (e.g., Google Docs, Google Classroom)
enable students to work together in real-time, sharing ideas and building
knowledge collectively.
4. Cognitivism and Technology in Education
Overview of Cognitivism: Cognitivism, influenced by theorists like Jean
Piaget and Jerome Bruner, focuses on the mental processes involved in
learning, such as memory, problem-solving, and critical thinking. Learning
is seen as the process of acquiring and organizing knowledge.
Application in Technology: Educational technologies that align with
cognitivist principles include multimedia resources, interactive tutorials, and
mind mapping tools. These technologies support the organization and
processing of information.
Example: Mind mapping tools like MindMeister or concept mapping
software help students visually organize and link concepts, enhancing
cognitive processing and memory retention.
5. Connectivism and Technology in Education
Overview of Connectivism: Connectivism, proposed by George Siemens
and Stephen Downes, is a learning theory for the digital age. It suggests
that knowledge is distributed across a network of connections, and learning
consists of the ability to navigate, connect, and grow these networks.
Application in Technology: Connectivism is closely associated with the use
of digital networks, social media, and online communities for learning. The
theory emphasizes the importance of connecting with others, curating
information, and leveraging the collective knowledge of a network.
Example: MOOCs (Massive Open Online Courses) like those on Coursera
or edX embody connectivist principles by enabling learners to connect with
a global community, engage in discussions, and access a wide range of
resources.
6. Situated Learning and Technology in Education
Overview of Situated Learning: Developed by Jean Lave and Etienne
Wenger, situated learning theory posits that learning occurs in context and
is deeply tied to social and physical environments. Learning is viewed as
participation in a "community of practice."
Application in Technology: Technologies that support situated learning
include virtual environments, simulations, and augmented reality, which
allow learners to engage in authentic, context-rich activities.
Example: Virtual internships and simulation platforms like SimSchool
provide students with immersive, real-world experiences that replicate
professional environments.
7. Experiential Learning and Technology in Education
Overview of Experiential Learning: Based on the work of David Kolb,
experiential learning theory emphasizes learning through experience,
where knowledge is created through the transformation of experience. The
cycle of experiential learning includes concrete experience, reflective
observation, abstract conceptualization, and active experimentation.
Application in Technology: Technologies that facilitate experiential learning
include virtual labs, interactive simulations, and project-based learning
platforms.
Example: Platforms like Labster provide virtual labs where students can
conduct experiments and experience scientific concepts firsthand, allowing
them to apply theoretical knowledge in a practical context.
8. The SAMR Model and Technology Integration
Overview of the SAMR Model: Developed by Dr. Ruben Puentedura, the
SAMR model is a framework for evaluating and integrating technology into
teaching. It consists of four levels: Substitution, Augmentation, Modification,
and Redefinition. As one moves up the SAMR ladder, technology use
transitions from enhancing to transforming learning.
Substitution: Technology acts as a direct substitute for traditional tools, with
no functional change (e.g., typing a report instead of writing by hand).
Augmentation: Technology substitutes with functional improvement (e.g.,
using a word processor with spell check).
Modification: Technology allows for significant task redesign (e.g.,
collaborating on a shared document in real-time).
Redefinition: Technology enables the creation of new tasks, previously
inconceivable (e.g., students creating and sharing multimedia projects
globally).
Application in Technology: The SAMR model helps educators reflect on
how they are using technology and guides them toward more
transformative practices.
Example: Using a blogging platform where students publish their work and
receive feedback from peers around the world exemplifies the Redefinition
level of the SAMR model.
In a word, Theories of teaching related to technology for teaching and
learning provide a framework for understanding how to effectively integrate
digital tools into educational practice. These theories guide educators in
designing learning experiences that are interactive, personalized, and
aligned with the needs of modern learners. As technology continues to
evolve, these theories will play a crucial role in shaping the future of
education.

References

Siemens, G. (2005). Connectivism: A Learning Theory for the Digital Age. International Journal of
Instructional Technology and Distance Learning.
Piaget, J. (1971). The Theory of Stages in Cognitive Development. In D. R. Green, M. P. Ford, & G. B.
Flamer (Eds.), Measurement and Piaget. McGraw-Hill.
Vygotsky, L. S. (1978). Mind in Society: The Development of Higher Psychological Processes. Harvard
University Press.
Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development.
Prentice-Hall.
Puentedura, R. R. (2013). SAMR: A Contextualized Introduction. Retrieved from hippasus.com
Bruner, J. S. (1966). Toward a Theory of Instruction. Harvard University Press.
Skinner, B. F. (1954). The Science of Learning and the Art of Teaching. Harvard Educational Review.

Questions:
Instructions:
Answer the questions based on the handouts provided and
likewise your personal and general knowledge about the subject.
Send your answers to: [email protected]

1. How has educational technology evolved from the use of


simple tools like the abacus to modern digital platforms?
Discuss the key milestones and their impact on teaching and
learning practices.

2. How does constructivist theory influence the use of


technology in education? Discuss how technology can
facilitate constructivist learning environments and what
challenges educators might face in implementing this
approach.

3. How did the invention of the printing press revolutionize


education? Analyze its impact on the dissemination of
knowledge and the development of formal education
systems

4. Trace the development of distance learning from


correspondence courses in the 19th century to online
education in the 21st century. How have technological
advancements influenced the accessibility and quality of
education?

5. In what ways does social learning theory support the


integration of digital collaboration tools in the classroom?
Analyze the effectiveness of these tools in promoting peer
learning and knowledge sharing.

6. Discuss the impact of the introduction of computers in


schools during the late 20th century. How did this
technological shift change teaching methods and student
learning experiences?

7. How did radio and television transform educational content


delivery in the 20th century? Evaluate their role in expanding
access to education and the challenges associated with
these media.
8. In what ways does social learning theory support the
integration of digital collaboration tools in the classroom?
Analyze the effectiveness of these tools in promoting peer
learning and knowledge sharing.

9. How does cognitive load theory inform the design of


multimedia learning environments? Examine the principles
of cognitive load theory and their application in creating
effective educational technologies.

10. Compare and contrast the use of traditional


chalkboards with modern interactive whiteboards in
education. How have these technologies influenced teaching
strategies and student engagement?

11. Compose a summary of the handouts provided with the


theme: History of Learning and Technology.

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