EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER
INTRODUCTION TO TECHNOLOGY IN TEACHING INSTRUCTIONAL TECHNOLOGY: is the theory and
BASIC UNDERSTANDING OF ICT IN EDUCATION practice of design, development, utilization, management, TECHNOLOGY: refers to a mix of process and product and evaluation processes and resources for learning. used in application of knowledge. It can be electronic or EXAMPLES OF EDUCATIONAL TECHNOLOGY tools for practical tasks. can be digital or non-digital, it PRODUCTIVITY TOOLS: any type of software can be electronic or tools for practical tasks. associated with computers and related technologies that DIGITAL TECHNOLOGY: are part of information and can be used as tools for professional and classroom communication technology. productivity. ICT (INFORMATION & COMMUNICATION EXAMPLES OF INSTRUCTIONAL TECHNOLOGY TECHNOLOGY): UNESCO (2021) diverse set of TRADITIONAL CLASSROOM: where a teacher technological tools and resources used to transmit, store, moderates and regulates the flow of information and create, share or exchange information. These knowledge. technological tools and resources include computers, the FLIPPED CLASSROOM: a teaching approach Internet (websites, blogs and emails), live broadcasting in which direct instruction (lecture) is introduced to technologies (radio, television and webcasting), recorded contents at home while practice or apply it in school. broadcasting _____________________________________ technologies (podcasting, audio and video players and ROLE OF ICT IN EDUCATION storage devices) and telephony (fixed or mobile, satellite, ROLE OF TECHNOLOGY IN TEACHING & LEARNING video-conferencing, etc.). According to Stosic (2015), education technology plays GOAL OF ICT: ICT literacy & digital literacy. three domains: ICT LITERACY: the use of digital technology, 1. Technology as a tutor. communication tools, and/or networks to access, 2. Technology as a teaching tool. manage, integrate, evaluate, create, and communicate 3. Technology as a learning tool. information to facilitate the knowledge of society (Guro21, I. TECHNOLOGY AS A TUTOR 2011) Technology can support teachers to teach another DIGITAL LITERACY: the ability to find, evaluate, utilize, person. When programmed, technology can tutor share, and create contents using information students on its own. Best examples of which are TV technologies and the internet. programs, playing DVD’s. and online tutorials on DIGITAL LEARNING: any type of learning that is YouTube. accompanied by technology or by instructional practice II. TECHNOLOGY AS A TEACHING TOOL that makes effective use of technology. Technology is a teaching tool but can never replace a EDUCATIONAL TECHNOLOGY: refers to the use of teacher. Like any other tool, it’s used should lighten the technology in teaching and learning. It includes non-digital and digital tools. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER work of the teacher. It will be good if the teacher can also Egbert (2009) classified the three categories of create or develop technology tools that are needed in the knowledge as the following: classroom. A. DECLARATIVE KNOWLEDGE: Consists of The following are the uses of technology in discrete pieces of information that answers 4 W's teaching: (Who, What, When, Why). These are a. Technology provides enormous support to the fundamental knowledge necessary to achieve teacher as a facilitator of learning. Higher order thinking skills and are learned b. Technology has modernized the teaching through memorization, drills, and practice. learning environment. B. STRUCTURAL KNOWLEDGE: Consists of facts c. Technology improves the teaching-learning and declarative information put together to attain process and ways of teaching. some form of meaning. It can be presented by a d. Technology opens new fields in educational concept map, categorization, and classification. research. C. PROCEDURAL KNOWLEDGE: Consists of e. Technology adds to the competence of teachers. action or knowledge of how to do something. It is f. Technology supports teacher professional indicated by a performance task or graphical development. representation of a concept. III. TECHNOLOGY AS A LEARNING TOOL ______________________________________________ Technology is an effective tool for learning as it B. ENHANCE LEARNER’S COMMUNICATION makes learning easy and effective. Using technology in SKILLS THROUGH SOCIAL INTERACTION. learning may help the students in producing Technology can enhance learners' social interaction with technology-assisted learning outcomes. others through the transmission of information from one Teachers may also use technology for learning for the individual to another or groups to another. following: SOCIAL INTERACTION: occurs in two ways where the a. Support learners to learn on their own. participants ask for clarifications, argue, challenge each b. Enhance learner’s communication skills through social other work towards common understanding. interaction. Social interaction occurs through technology using: c. Upgrade learner’s higher order thinking skills, critical a. Communication technology (via email, cell phone, thinking, problem solving and creativity. social media, etc.) A. SUPPORT LEARNERS TO LEARN ON THEIR b. Solving a problem with the use of a software OWN c. support of technology in answering printed worksheets Technology can make students gained knowledge by such as those uploaded online. doing their personal research at their own time and Pace. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER Technology enable learners to: (2) introduce new technologies b.1. Guide by the teacher virtually and make learning (3) modifying learner’s groupings unlimited even beyond school time. (4) modifying critical thinking tasks b.2. Express and exchange ideas freely without the (5) encouraging curiosity. snooping eyes of the teachers. SEVEN CREATIVE STRATEGIES b.3. Construct meaning from a joint experience with other Osborn (1963) enumerated 7 creative strategies in participants. teaching which can be simplified as the following: b.4. Be able to solve problems from multiple sources SUBSTITUTE: finding something to replace to do what it since there are unlimited resources that teachers can does. give to learners. COMBINE: blending two things that do not usually go b.5. Communicate with politeness and send feedback. together. b.6. Collaborate by using communication strategies with ADAPT: looking for other ways wider communities in a borderless environment. MODIFY: making a change, enlarge, or decrease b.7. Develop critical thinking, problem solving, and Put to another use : find another use creativity through communication ELIMINATE : reduce, remove _____________________________________________ REVERSE: turn upside down, inside out or front side C. .UPGRADES LEARNER’S HIGHER ORDER back THINKING SKILLS, CRITICAL THINKING, PROBLEM ______________________________________________ SOLVING AND CREATIVITY ICT POLICIES & SAFETY Technology can enhance learners’ critical thinking skills ISSUES ON ICT by using the internet as a research tool to help answer ISSUE 1: FREEDOM OF EXPRESSION & questions. CENSORSHIP CRITICAL THINKING: part of the Higher Order Thinking The UN Declaration of Human Rights provides that Skills (HOTS) which refers to the ability to interpret, everyone has the right to freedom of thought, conscience explain, analyze, evaluate, infer and self-regulate in order and religion. Below are the practices that violate this pact. to make good decisions. a. Individual rights are given up to have access to Teachers plays a crucial role in developing critical electronic networks. (Photographs, videos, trademarks thinking to students with the help of technology via: are uploaded on social media and the internet). a. Asking the right questions: Critical thinking b. Censorship restricts the transmission of information by questions should ask for clarity, accuracy, precision, blocking or filtering information. (Blocking is preventing relevance and depth. access to whole areas of the internet based upon a b. Using critical thinking tasks with appropriate level “blacklist of a certain internet address). of challenge: These can be done through: c. Defamation may be used to silence critics. (1) varying the questions asked EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER ISSUE 2: PRIVACY & SECURITY c. Shifting of material waste from industrial countries to Privacy Policies are an issue. Most commercial sites developing countries, using less environmentally gace a privacy policy in which clicking “I agree” seems to responsible procedure. turn on your private information to website authorities BELOW ARE THE REMEDIES ON SOLVING who may access it. E-POLLUTANTS a. For most, privacy means “personal privacy” which is a. Standardization and regulatory measures to increase sometimes interfered with. Personal Privacy is the right of the life cycle of the equipment before they become the individual over their home, private life and personal obsolete. life. b. Efficient extraction of toxic components. b. Privacy of communication is hindered. Privacy c. Recycling of both consumers and equipment vendors. communication is the protection from interference with ______________________________________________ communication over the phone and the internet. NATIONAL & INTERNATIONAL ICT POLICIES IN c. Information privacy is at risk. Information privacy is EDUCATION the use of computers and computer systems where information withhold should not be disclosed with others without the consent of the individual. ISSUE 3: SURVEILLANCE & DATA RETENTION The use of electronic communication has enhanced the development of indirect surveillance. DATAVEILLANCE: use of personal information to monitor a person’s activities. IMPLICATIONS OF USING ICT IN TEACHING & DATA RETENTION: storage and use of information from LEARNING communication systems. FOR THE TEACHERS AND TEACHING ISSUE 4: E-POLLUTANTS FROM E-WASTE a. Guide the teachers on what they should teach that Large amount of E-waste is generated by ICT. E-waste is relate to ICT, and how to teach it: Temperance in its terminal equipment for computing such as PC’s, laptops, use it a caution to look at. TV, radio sets, mobile phones, fax machines, printers, b. Technology should never replace a teacher: and scanners. Teachers should always be reminded that there are limitations in the use of gadgets and tech tools. a. The accumulated E-Waste is due to rapid turnover of c. Apply rules and regulations to govern the use of equipment due to rapid improvement of software. technology: As teachers, you must be aware that the b. Toxic materials released in different equipment require use of technology may jeopardize your security and utmost management. Privacy. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER FOR THE LEARNERS a. Learners still need guidance from the teacher: GOOD PRACTICES IN USING THE INTERNET Learners should know the positive and negative effects of The following are some of the good practices when using using technology. the Internet: b. Learners should take advantage of the potential of 1. Always keep your software or application updated and learning support : Using technology, students can uninstall the ones that you do not use. develop collaboration, HOTS, and manage vast 2. Do not divulge sensitive information online, especially resources. on unsafe websites. c. Be mindful that e-waste outgrows the land and 3. Be careful when dealing with emails from unknown atmosphere. sources or spam ICT SAFETY, SECURITY, AND NETIQUETTE 4. Run your antivirus software before going online. INTERNET: is a vast network of computers where many 5. Think before you click. What you post on the Internet users, content, tools, and resources are made accessible. may stay online forever. You do homework and research papers with the help of the Internet. You communicate through the Internet. COMPUTER ETHICS: concerned with standards of conduct on the use of computers. It deals with how computing professionals should make decisions regarding professional and social conduct. Following the 1987 memo on ethics of the Internet Advisory Board, the Computer Ethics Institute created the Ten Commandments of Computer Ethics in 1992, introduced by Ramon C. Barquin. • The more information you put or use online the higher the risk placed on your online safety. With this, you can be a victim of IDENTITY THEFT, PHISHING, MALWARE INFECTIONS, etc. • It is your responsibility to secure your information online as well as maintain good etiquette when using these services. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER LEARNING THEORIES IN EDUCATIONAL ● When students are made to work with others in a TECHNOLOGY pair or in a team, they are given the chance to 4C’s OF 21ST CENTURY SKILLS practice how to relate with others. I. CRITICAL THINKING (Finding solutions to BLOOM’S TAXONOMY problems) ● a type of learning on how to solve problems. It teaches students not to accept immediate claims without seeking the truth. ● ability to differentiate facts from opinions and not only just learn a set of facts or figures but also learn what it is ought to be II. CREATIVITY (Thinking outside the box) ● requires students to think out of the box and to take pride in what is uniquely theirs. ● means that students will be able to look at a problem from multiple perspectives, can propose multiple possibilities, and alternatives to address a problem that they need to take on calculated risks. Note: Creativity may not ensure success all the time but DALE’S CONE EXPERIENCES it may lead to another direction that can actually be a CONE OF EXPERIENCES: designed to show the better way of figuring out how to solve the problem. progression of learning experience from concrete to III. COMMUNICATION (Conveying Ideas) abstract. ● makes students express their ideas in the clearest and organized manner. ● Students must master how to efficiently and clearly convey ideas either through varied modes such as face to face, technologically mediated or a blended medium. IV. COLLABORATION (Working with others) ● happens when students know how to work well with others to accomplish a given task or solve a problem at hand. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER Specimen: an individual animal, plant, piece of a mineral, etc. It’s used as an example of its species or type for scientific study or display. Object: artifacts displayed in a museum or objective displayed in exhibits or preserved insect specimens in science. Simulation: representation of a real manageable event in which the learner is an active participant engaged in A. Direct Purposeful Experiences learning behavior or in applying previously acquired skills ● first-hand experiences, involve all of our senses. or knowledge. ● skills we gained in real life through our firsthand, C. Dramatized Experiences direct involvement. ● “Reconstructed experiences” of reality using role ● best mode, means or channels for hitting your playing. objectives and competencies (desired outcomes) ● experience gained through active participation How to do this: Strive to provide the students with real and role-playing in dramatic activities. life realistic experiences by showing actual objects and ● Its two categories (examples) are Acting & enabling them to come into direct contact with it Observing. themselves. ● useful in history, political science, language, and Examples: allowing students to prepare their meals, literature. making a PowerPoint presentation, delivering a speech, When to use: can be used to depict the actual events of performing experiments, or making their own furniture. the past or present or simplify its parts. B. Contrived Experiences Examples: ● “Editing of reality“ and represented experiences • The plays can be a variety of forms, such as full-length ● These are not very rich, concrete, and direct as a play, one-act play real-life experience. • Puppet show (shadow puppet, Rod puppet, Glove and When to use: necessary when real experience cannot be finger puppet, Marionettes, used or are too complicated • Pageants (a kind of group drama focused on local Examples: Models, miniatures, mock-ups. history) Examples of Contrived Experiences • Mime, Tableau, Dialogs, Models: a replication in a small scale or a large scale or • Spot-spontaneous acting exact size of a real item- but made of synthetic materials. • Mock conventions Mockup: an arrangement of a real device or associated devices displayed in such a way that representation of reality is created. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER Examples of Dramatized Experiences D. Demonstrations Plays: depict life, character, culture, or a combination of ● visualized explanation of a significant reality, the three. They offer opportunities to portray ideas of life concept fact, idea, or process. (such as liberty, equality, etc.). ● It shows how certain things are done through Pageants: community dramas that are based on local visual explanation of a process. history. It is a kind of group drama focused on local ● Students can watch how certain things are done history. either in the form of actual objects or models. Pantomime: "method of conveying a story by bodily When to use: Specific complicated procedures can be gestures." Pantomime's impact on the audience relies on performed by the teacher for the benefit of pupils who are the actors' movements. reduced to the position of passive listeners. Tableau: picture-like scene composed of people against E. Study Trips or Field Trips a background. It is an arrangement of people who do not ● watching people do things in real situations. move or speak, especially on a stage, who represents a ● a planned point visit or a location outside the view of life, an event, etc. daily classroom. Role-Playing: unrehearsed, unprepared, and ● observing an event that is unavailable in the spontaneous dramatization of a situation where their classroom. roles absorb assigned participants. ● an organized situation in the form of tours, flights, Examples of Puppets hikes, and excursions. Puppet: inanimate object or representational figure When to use: To provide the students with valuable animated or manipulated by an entertainer, who is called opportunities to offer direct real-life experiences. a puppeteer. Puppets can present ideas with extreme Examples of Study Trips or Field Trips simplicity. • Science Museum Trip Glove & Finger Puppets: use of gloves in which small • Historical Reenactment Trip - Living History Field Trip costumed figures are attached. • Eco-Adventure Trip - Biology Field Trip Marionettes: flexible, jointed puppet operated by strings • Museum of Natural History Trip or wires attached to a crossbar and maneuvered from • Reward Trip - Celebration/Fun Field Trip directly above the stage. • Aviation Museum Trip - Military History Field Trip Rod Puppets: flat, cut-out figures tacked to a stick with • Heritage Museum Trip- Culture Field Trip one or more movable parts and are operated below the • Historic Church Trip - Religious Field Trip stage through wires or rods. F. Exhibits Shadow Puppets: flat, black silhouette made from ● something seen by a spectator. It can be viewed, lightweight cardboard shown behind a screen. manipulated, or interactive. It is the concrete representation of the things. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER ● less real or direct in terms of providing direct Examples: graph, flowchart, maps, sketches, posters, practical experience. Many exhibitions are “only comics, photos, drawing on blackboards, illustrations, and for your eyes.” . diagrams. When to use: Use when the teacher can help the Examples of Visual Symbols students by gaining useful experience through the 1.1 Drawing: a picture or diagram made using pen, observation and organization of educationally significant pencil and crayon. It might not be a real thing, but it will exhibitions. help to prevent ambiguity. Examples: consist of organized working models or 1.2 Strip Drawing: a series of sketches linked to a funny photographs of templates, maps, and posters. story or an adventure in a newspaper, magazine, etc . G. Motion Pictures and Television 1.3 Cartoons: a picture or drawing intended in a ● two-dimensional reconstruction of reality humorous way. Metaphorically a first-rate cartoon reveals When to use: allows the learners to experience the its story. situation being communicated through the mediated 1.4 Diagrams: any line drawing that shows arrangement tools. Television and movie clips can so expertly recreate and relations as of parts to the whole, relative values, the history of the past,that we have to feel like we’re origins and development, chronological fluctuations, there. distributions, etc. ( Dale, 1969) H. Still Pictures, Recordings and Radio Examples of Diagrams ● includes the number of devices that might be Fishbone Diagram: visualization method for categorizing classified roughly as one-dimensional aids the possible causes of the root cause of the issue. because they use only one sense organ that is Affinity Diagram: used to cluster complex apparently either eye (seeing) or ear (hearing). unrelated data into natural and meaningful groups. ● Still pictures are materials that are less direct Tree Diagram: used to cluster complex apparently than audiovisual experiences. unrelated data into natural and meaningful groups. ● It can often be understood by those who cannot 1.5 Charts: diagrammatic representation of individual read. connections within an organization. When to use: helpful to students who cannot deal with Examples of Charts the motion or pace of a real event or television. Time Chart: tabular time diagram displaying data in I. Visual Symbols ordinal series. ● abstract representation of the concept of the Tree or Stream Chart: shows creation, growth and information. change starting with a simple course spreading out over ● These are no longer practical reproductions of several branches. material objects and are incredibly abstract. Flowchart: visual way of showing a process from beginning to end. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER Organizational Chart: shows how one part of the J. Verbal Symbols company applies to other sections ● written words (symbols, codes, formula) or 1.6 Graph: a diagram showing the relationship between spoken words in the classroom. the variable quantities, usually two variables, each ● To express any meaning, verbal representations calculated at the right angles along with one of a pair of are words, phrases, sounds, or other utterances axes. that are spoken aloud. Examples of Graphs ● It might be an idea (freedom of speech), a Circle Graph: visual representation of data made by scientific principle (Law of Gravity), a formula dividing a circle into sectors that each represent parts of a (e=mc2). whole. Examples: phrase, an idea, a concept, a scientific theory, Bar Graph: used to compare the magnitude of the same a formula, a philosophical aphorism, published terms. things at different relations or to see the relative sizes of Summary of Cone of Experiences the entire pieces. Direct Purposeful Experiences (first-hand Pictorial Graph: visual representation of data by using experiences): experiences with the least abstractness pictograms. and maximum possible concreteness. 1.7 Graphic Organizers: pedagogical method that uses Contrived Experiences (substituted experiences): visual symbols to communicate knowledge and concepts used as a substitute of a direct experience. through interactions between them. Dramatized Experiences: reconstruct an experience 1.8 Maps: reflection of the earth's surface or a part through active participation such as role playing and thereof. dramatization. Examples of Maps Demonstrations: actual execution of a procedure to Physical Map: shows altitude, temperature, precipitation, make the experience meaningful. rainfall, vegetation, and soil. Study Trips: actual visits to a certain location to observe Relief Map: three dimensional represents and shows a situation or a case which may not be available inside contours of the physical data of the earth or part of the the classroom. earth. Exhibits: viewed displays of models which provide the Political Map: display of the geographical boundaries message or information. between units of government, such as nations, states, Televisions and motion pictures (two-dimensional and counties. experience): technology equipment that provides two 1.9 Posters: any large printed picture, photograph, or dimensional reconstruction of a reality. notice that you stick or pin to a wall or board, usually for Still pictures, recordings, and radio: Still are pictures decoration or to advertise something. or images. These include audio-recorded materials or information broadcast through radio. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER Visual symbols: abstract representations of the concept ● perception is separated from the world of science or information. and limited to two or three senses. Verbal symbols: the most abstract as they are symbols, Symbolic Experience words, codes or formulae. ● using the images we internalized and turn them BRUNER’S THREE-TIERED MODEL into abstract language, such as mathematical symbols. ● involves reading or hearing symbols (the student learns or hears the word “knot” and forms an image in mind). ● the action is removed nearly altogether, and the experience is limited to thoughts and ideas. THE TPACK FRAMEWORK TPACK FRAMEWORK Who is Jerome Bruner? ● Puny Mishra and Matthew J. Koehler (2006) ● the “inventor of Spiral Curriculum” and ● describes the kinds of knowledge needed by a “scaffolding technique” . teacher for effective technology integration. ● was born blind in New York City in 1915. At age ● Gives structure to our classrooms to provide the two, modern medicine restored his vision. best educational experience for students while ● He believed that “any subject can be taught in an incorporating technology. intellectually honest form to any child at any 1. Pedagogical Knowledge: knowledge about the stage of development” . processes and practices or methods. It refers to Enactive Experience how a teacher is going to essentially teach a ● happens in hands-on experiences, ideally with specific content area to their students. real world applications. (strategies, methods, approach). ● includes working with objects (the student joins a 2. Content Knowledge: an educator’s knot to practice knot tying). understanding and proficiency of the subject area ● requires direct action and effective use of the that they teach. (facts, contents, theories). senses and the body. 3. Technological Knowledge: an educator’s Iconic Experience knowledge of how to properly integrate ● linking memories of the experience to create technology into their classroom. This means that iconic pictures. the teacher is using technology in a way that will ● includes reading photos and sketches (the promote academic success and will truly benefit student looks at paintings, pictures, or movies to their students. learn how to tie knots). EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER 4. Pedagogical Content Knowledge: • Using Google, Microsoft One drive among others for understanding the best practices for teaching submission of assignments specific content to your specific students. AUGMENTATION: technology is again directly 5. Technological Content Knowledge: – knowing substituted for a traditional tool or method, but with how the digital tools available to you can significant enhancements to the student experience. enhance or transform the content, how it’s Examples: delivered to students, and how your students can • Adding comments or annotations to a digital document. interact with it. • Using educational apps that provide immediate 6. Technological Pedagogical Knowledge: feedback to students' responses. understanding how to use your digital tools as a • Using interactive digital assessments within vehicle to the learning outcomes and presentation such as online polls experiences you want. • Embedding online quizzes links in presentations • Students give more informative and engaging oral presentations accompanied by a PowerPoint or Prezi containing multimedia elements. MODIFICATION: technology is used to design interactive and dynamic tasks that go beyond the limitations of a traditional classroom. Technologically modified tasks also allow students to generate inspired and innovative work that isn’t confined to paper. SAMR Model by Dr. Ruben Puentedura Examples: SUBSTITUTION: technology is directly substituted for a • Collaboratively editing a document in real-time using more traditional teaching tool or method. It is a simple, cloud-based tools like Google Docs, allowing multiple bare-bones, direct replacement. users to contribute simultaneously. Examples • Teachers implement a flipped classroom model where • Using a word processing software instead of writing with students watch instructional videos at home and use pen and paper. class time for handson activities and discussions. • Watching a video online instead of a live demonstration. REDEFINITION • Typing your objectives in PowerPoint slides instead of ● It is the pinnacle of how integrated classroom MS Word. technology can transform a student’s experience. • Typing their responses or essays using Microsoft Word ● It sees you using technology to make entirely instead of paper. new learning opportunities possible. • Uploading pdfs, documents on Google drive for students ● Has the potential to connect learning with the real to access. world and produce authentic outcomes. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER ● It also gives students strong technological soft skills such as digital collaboration, communication, technological literacy, and the ability to adapt to new systems and processes. Examples: • Collaborating with students from another country using video conferencing technology to discuss cultural differences and similarities, fostering global citizenship. • Creating multimedia presentations incorporating audio, video, and interactive elements, allowing students to demonstrate their understanding of complex concepts in creative ways. • Creating a parody song or digital artwork interpretation of the topic. ASSURE MODEL ● a guide in crafting an instructional flow that can guide the teacher in integrating appropriate technology and media into instructional processes. ● a systematic approach that teachers can use when writing their lesson plans. ● procedural guide for planning and delivering instructions that integrates media into the teaching process. ● model that can be used by all presenters. EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER EDUC 4: TECHNOLOGY FOR TEACHING & LEARNING 1 REVIEWER