HOW DO TEACHERS USE THE NEW COMMUNICATION TECHNOLOGIES IN TEACHING ACTIVITY?
Keywords:
teachers, pre-primary education, teaching methods, new information technologiesAbstract
The research aimed to investigate the teaching activities in
terms of teaching resources used in teaching. The teaching
resources were dividing into two categories: classical
teaching resources and modern teaching resources belonging
to the new informational technologies. The research objective
concentrated on the investigation of teaching activities from
the perspective of two categories of teaching resources
(classic and modern teaching resources specific for a modern
techno-centric educational system). The results show that: 22
of the subjects (10.5%) choose to use a combination of
computer/ laptop – Internet, other 22 subjects (10.5%) choose
computer – software, combination and 33 subjects (15.2%)
choose computer-laptop – software-video projector – Internet
combination, than 14 subjects (6.4%) computer/ laptop –
software- internet and other 14 subjects (6.4%) vote for
computer –sites – Internet. Therefore on top positions of the
choosing list we find different combinations of teaching
resources belonging to the new communication technologies
(ITC). From 218 investigated subjects, 147 (67.3%) declare
they use teaching resources belonging to the new technologies
at least once a week. Of those, 21 subjects (9.6%) declare they
use modern technologies once a day, 58 subjects (26.6%) say
they use the ITC resources combinations once or even twice
per day and 68 subjects (31.2%) declare they use ITC
resources 1-2 times per week. Teachers were questioned if
they followed or not training classes of ITC (143 subjects
(65.69%) answered they followed ITC classes while the other
73 subjects (32.56%) declare they didn’t participate at any
ITC training).
References
Anderson, L. W., Krathwohl, D. R., Airasian, P. W., Cruickshank, K. A.,
Mayer, R. E., Pintrich, P. R., et al (2001). A taxonomy for learning,
teaching and assessing: a revision of bloom’s taxonomy of educational
objectives. New York: Longman.
Anderson, T. (2008). The theory and practice Of online learning. Edmonton:
Au Press. .
Bransford, J.D. i Brown, A.L., Cocking R.R. (2000). How People Learn:
Brain, Mind, Experience, and School: Expanded Edition. Washington, DC:
The National Academies Press.
Carstens, A. & Beck, J. (2005). Get ready for the gamer generation.
TechTrends: Linking Research & Practice to cognition and design
principles. British Journal of Educational Technology 43, 4, 561–575.0
Clarke, A.C. (2001). A Space Odyssey. New York: Penguin Books.
Condie, R. & Munro, B. (2007). The impact of ICT in schools: a landscape
review. Coventry: Becta. Retrieved
Gane N., Beer D. (2008).The New Media. New York: Berg Editorial Offices.
Kozma, R.B. (1991). "Learning with media." Review of Educational
Research, 61(2), 179-212.
Mayer, R. E. (2004). Should there be a three strikes rule against pure
discovery learning?: the case for guided methods of instruction. American
Psychologist, 59, 1, 14–19.
McFarlane, A., Sparrowhawk, A. & Heald, Y. (2012). Report on the
educational use of gaming in education.
Montgomery, K. (1996). Children in the digital age. The American Prospect,
, 27. Available in http://
www.prospect.org/cs/articles?article=children_in_the_digital_age.
Oblinger, D. & Oblinger, J. (2005). Educating the net generation.
Washington, DC: Educase.
Passey, D., Rogers, C., Machell, J. & McHugh, G. (2004). The Motivational
effect of ICT on pupils. London: DfES/University of Lancaster. Retrieved
May 29, 2009, from http://www.dfes.gov.uk/research/data/
uploadfiles/RR523new.pdf.9
Pedró, F. (2006). The new millennium learners: challenging our views on
ICT and learning. Paris: OECD-CERI.
Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9, 5,
–6.
Randel, J. M.,Morris, B. A.,Wetzel, C. D. &Whitehill, B. V. (1992). The
Effectiveness of Games for Educational Purposes: A Review of Recent
Research.," Simulation & Gaming, vol. 23, iss. 3, pp. 261-276, 1992.
Rideout, V., Roberts, D. & Foehr, U. (2005). Generation m: Media in the
lives of 8–18 year-olds.Menlo Park, CA: Henry Kayser Family Foundation.
Sandford, R., Ulicsak, M., Facer, K. & Rudd, T. (2006). Teaching with
games: using commercial off-the-shelf computer games in formal
education. Bristol: Futurelab. Retrieved June 3, 2008, from http://www.
Smyth, R. & Bossu, C. (2006). Investigating broadband videoconferencing
possibilities for teaching. Paper presented at the Higher Education Research
Development Society of Australasia Conference. Conference, Sydney, July
–6.
Smyth, R. & Zanetis, J. (2007). Internet-based videoconferencing for
teaching and learning: aCinderella story. Distance Learning, 4, 2, 61–70.
Smyth, R. (2011). Enhancing learner–learner interaction using video
communications in higher education: Implications from theorising about a
new model. British Journal of Educational Technology 42, 1, 113–127.
Tapscott, D. (1999). Growing up digital: the rise of the net generation. New
York: McGraw-Hill.
Vogel, J. F., Vogel, D. S., Cannon-Bowers, J., Bowers, C. A., Muse, K.
&Wright, M. (2006).
Computer Gaming and Interactive Simulations for learning. Journal of
Educational Computering Research. 34, 229-243.