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TTL Lesson 15-Escoton

This document discusses strategies for engaging learners using educational technology. It identifies different interactive tools that can be used, including interactive games, songs, dances, trivia, and thought-provoking questions. The first phase of the 5E instructional model is engagement, which should motivate students to learn through activities like brainstorming, demonstrations, and questioning. Educational technology apps that can engage students include interactive game sites, word search generators, local mobile games, and infographic tools. These apps make the lesson more interesting and get students involved in the learning process through collaboration and sharing ideas.

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Kim Ardais
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0% found this document useful (0 votes)
46 views

TTL Lesson 15-Escoton

This document discusses strategies for engaging learners using educational technology. It identifies different interactive tools that can be used, including interactive games, songs, dances, trivia, and thought-provoking questions. The first phase of the 5E instructional model is engagement, which should motivate students to learn through activities like brainstorming, demonstrations, and questioning. Educational technology apps that can engage students include interactive game sites, word search generators, local mobile games, and infographic tools. These apps make the lesson more interesting and get students involved in the learning process through collaboration and sharing ideas.

Uploaded by

Kim Ardais
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPTX, PDF, TXT or read online on Scribd
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TECHNOLOGY IN

ENGAGING LEARNERS
Lesson 15
JENNELYN P. ESCOTON
Learning Targets
At the end of this lesson, you are expected to:
 Determine the different educational
technology applications in engaging learners;
 Compare motivation and motive question; and
 Present and demonstration your instructional
tool through a class exhibit.
INTRODUCTION
There are different interactive and creative and
creative strategies to engage and motivate the
students. It is either to use motivation, such as
interactive games, relevant songs, interesting
dance, and trending trivia, or you use motive
questions, such as giving students an essential
thought-provoking question which they will
ponder upon.
ARTIFICIAL INTELLIGENCE

 Engagement is the first phase in 5E


Instructional Model which was developed
by Bybee and Landes (1990). This
student-centered phase should be a
motivational period that can create a
desire to learn more about the upcoming
topic through brainstorming,
demontrations, questioning, or using
graphic organizers (Duran & Duran 2004).
 If the students will not be engaged in the
target lesson, then they will not learn it.
Therefore, you are presented with a great
challenge, which is to encourage and enable
your students to engage in the learning
process (Park, 2003).
 You may also raise questions and encourage
responses to engage your students, while
students attentively listen, ask questions,
demonstrate interest in the lesson, and
respond to questions demonstrating their own
entry point of understanding (Barufaldi 2002).
Categories of notable EdTech
apps that you may use in
engaging your students:

A. Interactive games-based sites-


These sites allow you to choose a game
from introductions, warm-up routines,
and the game itself. Your primary task
is to explore and select the most
appropriate video which is related to
your lesson.
B. Applications that generate
word search games – these
applications help you create your
custom word hunt puzzle that you
may present and use in engaging
your students. You may include
related words that students may
associate to the lesson in the word,
which later on will lead them to the
lesson.
C. Local mobile game
applications- These free mobile
game applications are based on
Filipino games. One is a word and
mind game that interestingly and
interactively engages the students by
guessing the word that is flashed on
the phone or screen. You may
conduct this games by pair or by
group.
 D. Infographic-generating
applications- these are web-based
application which help the students
create their own infographics during
their brainstorming activity. These
make students more engaged in the
lesson by collaboratively sharing their
inputs to their groups then
synthesizing their inputs through
infographics.
THANK
YOU!

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