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Summary or
Current
CHAPTER IV Economical
information
synthesis of
information from
TEACHING AND LEARNING
STRATEGIES Active listening
Inspires
and note-taking
learners
skills
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Guiding Principles in Giving Effective Lecture PARTS OF A LECTURE Useful Language to Close the Lecture
• The lecture should be carefully planned B. Body
1. That brings us to the end of the lecture. I'd like to
• The lecture must be started with proper motivation summarize by saying……
• If the lecture is long and difficult, an outline of the 1. Organization
materials to be covered should be presented 2. Organize material in some logical order 2. To quickly recap, I'd like you to remember these
• When the lecture involves narration or description, the 3.Allow time to summarize important thoughts key points….
logical presentation should be used
4.Provide transitions that demonstrate the relationships
between key ideas. 3. So, this concludes the focus of the lecture….
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Question
Narrow Broad Recall with direct
question question question
observation
Encouraging
Clear style of Probing
questions questions
questioning
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Advantages of E-learning
6. Try to avoid lectures which use only slides with 1. Elimination of face-to-face sessions cost.
bullet points 2. Reduced learning times according to the
TEACHING AND LEARNING 7. Consider the use of animations to build graphic
explanations of complex ideas
study conducted by Brandon Hall.
LARGE GROUPS 8. Import and use digitized images, sound or video
3. It provides a consistent message.
material within the presentation 4. It can work from any location and any time
9. Use the active buttons feature or use the 5. Students do not have to follow a certain
hyperlink function. pace of a teacher.
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learning lerning
Correlational • explores the relationship between variables using
statistical analyses.
Design
Quasi-Experimental • ( often referred to as Causal -Comparative)- seeks
to establish a cause-effect relationship between two
Design or more variables.
Research Phenomenological
• this is used to describe an event, activity, or
phenomenon.
It is more effective as a learning strategy if the
• provides an explanation or theory
teacher does not know the answers to the questions Grounded Theory behind the events
that learners are investigating (Killen, R. 2016).
• involves a deep understanding through multiple types of
Case Study data sources. It can be explanatory, exploratory or
describing an event
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ESSENTIAL PARTS OF A RESEARCH PAPER Benefits of Using Video in the classroom Screencasts This is usually used in
Introduction and
(TO STUDENTS) tutorials, training videos,
Literature
Title Abstract Statement of the video lessons, and recorded
Review
problem 1. Video produces a sensory experience that is more engaging
presentations.
than just using print materials.
2. Enable the students to view anywhere and at his convenience. The term screencast has had
3. Video increases knowledge since it can be reviewed anytime.
various other names such as
Limitations of
Study
Materials Methods Results streaming desktop video
4. Assist with mastery learning where students can view complex captures, online tutorials,
clinical or mechanical procedures as they need to.
and screen captures (Betty,
5. Increase proficiency in digital literacy and communication. 2008 quoted in Sugar,
Discussion /
Summary Acknowledgment
Reference/ Brown, & Luterbach, 2010).
Conclusion Bibliography
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How to Use Role Play To embed games and activities into the How to use a Kahoot:
2. Outline the
learning process, it is important to take note
1. Registered through Kahoot.com
1. Introduce the role-
purpose of the role
play and explain the 3. Select participants of the following: ( Del Castillo, F.A., 2013) 2. Create a new quiz by fill in the boxes the title, description,
playing scenario importance of the and assign roles
visibility level and so on.
activity. choose flexible if things 3. Then, you are brought to a new screen where you start
enthusiastic participants do not turn out creating your quiz by typing your first question.
carefully as expected
4.Next, you type in at least two answers ( no more than four
answers) to your question and mark which answers are incorrect
choose games the relevance of or correct by a click of a button.
6. Discuss and 5. Guide the 4. Give students appropriate for the game to the 5. You can add more questions to your quiz by clicking the "add
evaluate enactment. time to prepare. the student's topic must be question" button. You must complete the question before you
age group considered move on to creating the next question
GAMIFICATION In-Class gamification strategies : • 6. After creating the quiz, you brought to the review screen to be able to reorder as
well as edit the questions if needed.
• Classroom game activities are • 7. Adjust the settings, such as Privacy ( if you want the Kahoot public or private),
difficulty level (easy, intermediate, advanced), and primary audience (business, etc)
typically not graded, and school, university,
student participation is based
• 8. After creating a quiz, select "launch quiz", then students join by entering a code
on the desire to contribute to a using their own devices
team or to individually achieve
• 9. Students will use their phones or laptops to play the game.
some prize or recognition.
• 10. The teacher projects the game on a smartboard or a projector that students can
• Teachers will be aware that see from a distance
games can provide little "fun "
• 11. Depend on answer choice and speed, Kahoot will give students a score.
for the class.
• 12. After each question, a leaderboard will be shown to students as well as overall
leader after that round. Students will continue to do this throughout the Kahoot to find
the overall winner of the game.
levels
badges
ranking of users
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• https://elearningindustry.com/advantages-and-disadvantages-of-elearning
• (accessed on 24 June 2019)
• Del Castillo, F.A. ( 2013), Teaching Values Using Creative Strategies. Quezon City: Great Books
Publishing. P. 60 -64; 70-71
Technology is just a tool. In terms of • Edmunds, S. & Brown, G. (2010) Effective Small Group Learning for Medical Education in
Europe(AMEE), Dundee UK
getting the kids working together and • Garcia, C. D. (2005), Principles and Strategies of Teaching: A Skills Approach, Mandaluyong City, Books
Atbp. Publishing House Corp. p. 151
• Kapp, K. M. (2012) The Gamification of Learning and Instruction: game-based methods and strategies
motivating them, the teacher is the for training and education.John Wiley & Sons, San Francisco California
• Killen, R. (2016) Effective teaching strategies; lessons from research and practice; 7th Edition South
Melbourne, Vic. Cengage Learning pp273-277; 313-323
most important. • King's Learning Institut; 7 ways to engage students in lectures. Available online at :
• https://www.kcl.ac.uk/study/learningteaching/learning-and-teaching-support/quickguides/kcl-qg/dl/7ways-
engage-students-lectures.pdf (accessed on 13 June 2019)
-Bill Gates • Kiyyakova, G, et al. Gamification in Education. Available online at
:https://www.sun.ac.za/english/learning-teaching/ctl/Documents/Gamification%20in%20education.pdf
(accessed on 28 June 2019)
• Koch, A. & Schmitt, J. (2016) Speaking with a Purpose 9th Edition, Routledge, New • University of Waterloo, Gamification and game-based Learning. Available online at:
York, NY, 10017, USA • https://uwaterloo.ca/centre-for-teaching-excellence/teaching-resources/teaching-tips/educational-technologies/all/gamification-
and-game-based-learning (accessed on 24 June 2019)
• Nediger, M.(2018) What is an Infographic?Infographic Examples, Templates, and
• VirtualsSpeech (2017), Different Ways to End a Presentation or Speech. Available at: https://virtualspeech.com/blog/different-
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Academic Practice, 3rd ed. Routledge, London and New York, pp 58 -71 • Available online at: https://www.wright.edu/center-for-teaching-and-learning/blog/article/using-infographics-in-the-classroom
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