MODULE IN TECHNOLOGY FOR TEACHING AND LEARNING 1 MODULE 5 Lesson 5 TECHNOLOGY IN ENGAGING LEARNERS Introduction Engagement is the first student-centered phase of the cycle in the model. This is where you consider student's prior knowledge and/or identify possible misconception (Duran & Duran, 2004) There are different interactive and creative strategies to engage and motivate the students. It is either you 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. Fortunately, through the help and use of available educational technology applications, you can now easily motivate and engage your students to the teaching and learning process. This lesson will help you determine, use, and demonstrate possible EdTech apps to easily engage your students in your target lesson. In this phase, you motivate the students by creating interesting activities that tap what the students know or think about the topic. 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). There are several readily available EdTech apps in the World Wide Web. Now, your crucial task as a future teacher is to explore their potential and use those apps in innovating and transforming your class. You need to be creative in using these modern apps while considering the individual preferences, needs, and interests of your students. Here are some categories of notable EdTech apps that you may use in engaging your students: A.Interactive game-based sites - These sites allow you to choose a game from introductions, warm-up routines, and the game itself. There are numerous games and videos that you may use in engaging your students. Thus, your primary task is to explore and select the most appropriate video which is related to your lesson. A tally in the dash section keeps track f the minutes of each activity, points gained, and medals won, which is a nice incentive for the class and a great way for teachers to share the activity summary with students. 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. You may conduct this simple activity individually, by group, or as a class. Moreover, you may reproduce a hard copy of your puzzle or you may present it through an LCD projector. 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 game by pair or by group. D. Infographic-generating applications - These are web-based applications 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. Aside from infographics, students may use these apps to create reports, presentations, social media graphics, prints, flyers, and posters. This lesson features several categories of EdTech apps that you may use in engaging your learners. Thus, if you are a creative and transformative teacher, you can also integrate these apps to almost all the phases of the classroom instruction easily. Lastly, there are several other EdTech apps available on the Net, you may also try to explore and integrate those in creating a memorable classroom experience. This copy belongs to you No need to pass this copy-- Prepared by: LAARNI A. TOLETE,LPT Instructor LEARNING ACTIVITY SHEET IN TECHNOLOGY FOR TEACHING 1 MODULE 5 Name:____________________________________________ Year & Section:___________________ Instructions: Activity Title “I-FLEX MO AKO” 1.Familiarize yourself to the categories of notable EdTech Applications. 2.Pick one application in any application sites that you want to promote that can be beneficial to the students and teachers. 3.Make a short video about that application and note of the following: a.Mention the name and discuss the features of it.(brief description of the application) b.What is your reason in choosing the application? c..When is the best time to use the application? d.Why is it beneficial to the students and teachers? 4. All videos will be uploaded in your drive and the link will be sent to our group chat. 5.The video is allowed to have a maximum of 2 cuts. 6.All performance will be graded based on the criteria. 7.The deadline will be on May 27,2022. Criteria Content ------------------- 40% Speaking Skills ------------------40% Organization ------------------20% ---------100% WRITE THE LINK HERE :