What are technologies for learning?
The concept an operating system (windows, for example) might be a
helpful analogy. An operating system consist of a package of rule and
procedures that provides a standardize, consistent pattern for using the
computer. Once this template is installed, the user doen’t. In a similar way,
technologies for learning are packages of tested and proven procedures, ready
to be “loaded” with some specific content and to lead learners through a particular
kind of learning experience.
Technologies for
learning combat boredom by providing a change of pace from lecture and seatwork
and by adding motivational featires that excite learner interest. They also
provide a means for individualizing instruction to a greater degree. Their
creators were guided by different theoritical prespectives, so they have
different rationales for doing so. All the technologies discussed here
emphasize active and continous practice of relevant knowledge, skills and
attitudes, and all as part of the total system, provide for rapid, effective
feedback. Many of them are driven by the search for ways to build intepersonal
feedback into all instruction.
COOPERATIVE LEARNING
Cooperative
learning involves small heterogeneous groups of student working together to
learn colaboration and social skills. Group members are interdependen-that
is, each is dependent on the others for achieveing their goal. Learning
involves active participation by all students. These should be practiced in a realistic,
often simulated context while receiving feedback from peers, the teacher or
computer.
Cooperative
learning has gained momentum in both formal and informal education from two
converging forces: first the practical realization that life outside the
classroom requires more and more collaborative activity, from the use of teams
in the workplace to everyday social life, and second, a growing awareness of
the value of social interaction in making meaningful.
Advantages
Ø Active learning. Cooperative learning “requires” students to
actively interact with others.
Ø Social skill. Students learn to interact with other developing
their interpersonal, communication, leadership, compromise, and collaboration
skills.
Ø Interdependence. Positive interdependence and accountability are
developed as students interact to reach a common goal.
Ø Individual accountability. When a group’s success depends on the
input of each individual in it, individuals learn to be accountable for their
actions.
Limitation
Ø Student compability. It is sometimes difficult to form groups of
students who will work together well. The teacher must know her students well
to form groups that will function effectively.
Ø Student dependency. You may create dependency and defeat the
purpose of cooperative learning. The challange is to devise management systems
that require learner to truly collaborative.
Ø Time consuming. It requires more time to cover the same amount of
content than do some other methods.
Ø Logistical obstacles. The teacher must arrange a lot of
information, student responsibilities, and assesment activities.
Integration
Ø Students can learn cooperatively not only by being taught with
materials but also by prodecing materials themselves. Ex/ produce a videotape
or powerpoint presentation related to historical content being studied.
Ø The notion of students wrorking together in small groups is not
new, but ensuring that their efforts are truly collaborative has recently
become a point of emphasis. Ex/ make a project tim to prepare a report on Peru.
Learning Together Model
Johnson and
Johnson’s (1993) interdependent learning group , known as the Learning Together
Model, requires four basic elements :
- Positive
interdependence. Student must recognize that all the members of the group
are dependent on each other to reach success. The teacher creates positive
goal intedependence by requiring teammates to agree on objectives,
strucures role intedependence by assigning each student a role.
- Face to
face helping interaction. The learner teach each other and discuss any
confusion or misconception.
- Individual
accontability. It’s to randomly select one student’s test to represent the
whole group to reinforce individual accountability.
- Teaching
interpersonal and small groups skill. They must be taught the skills of
communication, leadership, and conflict management and must learn to
monitor the processes in their group, making connections if there are
shortcomings.
Team-Assisted Individualization (TAI)
Robert Slavin
(1985) and his colleagues have developed a different format for cooperative
learning, Team-Assisted Individualization (TAI), which they develped for
mathematics instruction in grades three to six.
TAI has achieved impressive result in field test. Not only do TAI students
score higher on computation and aplication skills, they also show better social
relation wth disabilities and with students of another ethnic and cultural
origin. Specifically intended to avoid some of the problems encountered with
individualized programmed instructions.
TAI follows this pattern:
- Teaching
groups. The Teacher gives short lessons to small homogenous group –learner
who are at about the same point in the curriculum. It prepare students for
major concepts in upcoming units.
- Team
formation. Every eight weeks, student are asssigned to four member teams
that are as heterogenous as possible in terms of acheivement levels,
gender, and ethnic bacground.
- Self-instructional
materials. Student work independently using self-instructional materials,
which include step by step procedures for solving problems, a set of
problems, self-test items, and a summative test.
- Team
study. Student work in pairs within their assigned team, working on
problems and having their partner check their solutions.
- Team
scores and team recognition. Team scores are computed at the end of each
week; certificates are given to those who greatly exceed the criterion
level.
Computer-Based Cooperative Learning
Computer assistance can alleviate some of the logistical obstacles
to using cooperative learning methods, particulary the task of managing
information, allocationg different individual responsibilities, presenting and
monitoring instructional material, analyzing learner responses, administering
tests, scoring and providing remediation for those tests.
Group oriented
programs of this sprt can also deal with the logistical problems of assisting a
number of groups simultaneously, as is necessary in the single computer
classroom. The software manages a rotation of the teams so that there is the
little tome lost waiting in line.
Games
A game is an
activity in which participants follow prescribed rules that differ from those
of real life as they strive to attain a challenging goal. To be challenging, goals should have a
probability of achievement of approximately 50 percent. A goal that is always
or never attained presents no real challenge; the outcome is too predictable.
People exhibit the most interest and motivation when the challenge is in the
intermediate range.
Advantages:
- Attractive.
It provide attractive frameworks for learning activities because they are
fun. Children and adults alike tend to react positively to an invitation
to play..
- Novel. As
a departure from normal classroom routine, games arouse interest because
of their novelty.
- Atmosphere.
It relaxed atmosphere fostered by games can be especially helpful for
those who avoid other types of structured learning activities.
- Time on
task. It can keep learners interested in repetitious tasks, such as
memorizing multiplication tables.
Limitations:
- Competition.
Competitive activities can be counter-productive for students who are less
interested in competing or who are weak in the content or skill being
practiced.
- Distraction.
Student can get caught up in the excitement of play and fail to focus on
the real objectives.
- Poor
design. A fatal shortcoming of poorly designed games is that players spend
a large portion of their time waiting for their turn, throwing dice,moving
markers, around a board, and performing similar trivial actions.
Integration:
- Attainment
of cognitive objectives, particularly those involving recognition,
dicrimination, or memorization.
- Adding
motivation to topics that ordinarily attract little student interst.
- Small
group instructio, providing structured activities that student or trainees
can conduct by themselves without close instructor supervision.
- Basic
skills such as sequence, sense of directions, visual perceptions, number
concept, and following rules which can be developed by means of card
games.
- Vocabulary
building. Various commercial games have been used succesfully by teachers
to expand spelling and vocabulary skills.
Adapting The Content Of Instructional Games
Familiar games such as tic-tac-toe, rummy, constration, and Jeopardy,
which were intended for recreation rather than instructio, can serve as
potential frameworks for your own instructional content. Some televion game
shows have been modeled after such parlor games; they can suggest additional
frameworks. Here are some sample adaptions :
- Safety
tic-tac-toe. Use a three by three grid, each row represents a place where
safety rules pertain to home, school and street. Team take turns selecting
and trying to answer safety related question, attempting to fill in three
squares in a row.
- Spelling
rummy. Using alphabet cards instead of regular playing cards, players
attempt to spell short words following the general rules of rummy.
- Reading
concentration. This game using about a dozen matched picture-word pairs of
flashcards. Cards are placed face down, on each turn the player turns over
two card, seeking to match a pair.
- Word
bingo. Each player’s card has a five by five grid with a vocabulary word
in each square. The reader randomly select words, players thn seek the
words on their boards, and if they are found, the square is marked.
SIMULATIONS
A simulations is
an abstraction or simplication of some real-life situation or process.
Participant usually play a role that involves them in interactions with other
people or with elements of the simulated environment.
Stimulations are
by design active. They are nit a “spectator sport”. Stimulations provide
realistic practice with feedback in a realistic context. Most simulations
include social interaction. One type of simulation, role play, provides
relatively open-ended social interaction between and among individuals.
However, there are some simulations, such as flight simulators, in which there
is no social interaction. Team simulation allow students to use their
individual differences. Some computer-based simulations adjus their difficulty
level based on the ability of the “player”.
Simulation and Problem-Based Learning.
One particular
value of simulation is that it implements the problem-based learning method as directly and clearly as possible.
In problem-based learning , the learner is led toward understanding principles
through grappling with a problem situation. Most simulation attempt to immerse
participants in a problem.
The great
advantage of this sort of firsthand immersion in a topic is that students are
more likely to be able to a play to real life what they have practiced in
simulated circumstances. This raises the issue of the degree of realism
captured by a simulation. A common defect in poorly designed simulations is an
overemphasis on chance factor deteermining outcomes. Much of he reality is
spoiled if chance-element cards cause players to gain or lose great quantities
of points or other resources regadless of their strategic decisions. An
overemphasis on chance or overly simplied representation of real relationships
might end up teaching lessons quite contrary to those indeed.
Simulators
Competencies in
the motor skill domain require practice under conditions of high feedback,
which gives learners the feel of the action. Although it might be ideal to
practice such skill under real-life conditions,. Sample simulators are in
widespread use in applications such as training workers in a range of manual
skills from CPR to welding. One famliar example of a simulator is the flight
trainer, a mock-up of the interior of the cockpit complete and control gauges.
The device employed to represent a physical system in a scaled-down form.
Advantages:
- Realistic.
They allow practice of real world skills under conditions similar to those
in real life.
- Safe. Learners
can practice risky activities, ex/ cardiopulmonary resusciation without
risking injury to themselves or to others.
- Simplified.
It intended to capture the essential features of a situation without
dwelling on details that might be distracting or too complex for the
learner’s current level of understanding.
Limitations:
- Time
consuming. it are often used with
problem based learning methods, allowing learners to immerse themselves in
a problematic situation and to experiment with different approaches.
- Oversimplications.
Learner should take place in fully realistic situations, with all the
complexity of real life. They would be concerned that a stimulation might
give students a false understanding of tje real life situation.
Integration:
- Training
in motor skills, inscluding athletic and mechanical skills, and complex
skills that might otherwise be too
hazardous or expensive in real life settings.
- Instruction
in social istruction and human relation, where displaying empahty and
coping the reactions of other people are major goals.
- Development
of decision making skills ex/ microteaching in teacher education, mock
court in law school, management simulations in bussiness administration.
Role Plays
Role play refers
to a type of stimulation in which the dominant feature is relatively open-ended
interaction among people. In essence, a role play asks someone to imagine that
she is another person or is in a particular situation; the person then behaves
as the other person would or in the way rge situation seems to demand. The
purpose in many cases is to allow the person’s own traits to emerge so that
they can be discussed and possibly modified.
STIMULATION GAMES
A simulation game combines the attributes of a simulation with the
attributes of a game. Participation in simulation games, players can see the
whole process and its dynamic interrelationships in action.
Integration: a simulation games require both the repetitive skill
practice associated with games and the reality context associated with
simulations. The teacher frequently use it to provide an overview of a large,
dynamic process.
LEARNING CENTERS
A self contained
environment designed to promote individual or small group learning around a
specific tasks. It may be as simple as a table and some chairs around which
student discuss, or it may be as sophisticated as several networked computers
used by a group for collaborative research and problem solving. Learning
centers should encourage active participantion rather than just sitting and
reading a book. Most learning centers provide student practice with feedback
through individualized activities. Learning centers tend not to provide
realistic contexts and not to provide social interaction. They tend to be
designed for use by individuals, however, they can be designed for pairs or
triads.
Advantages:
- Self-pacing.
Centers encourage students to take responsibility for their own learning
and allow them to learn at their own pace, thus minimizing the possibility
of failure and maximizing the likelihood of success.
- Active
learning. It provide for student participation in the learning experience,
student responses, immediate feedback to student response.
- Teacher
role. It allow the teacher to play more of a coaching role, moving around
the classroom and providing individual help to students when they need it.
Limitations:
- Cost. A
great deal of time must be spent in planning and setting up center around
in collecting and arranging for center materials.
- Management.
Teacher who manage it must be very good at classroom organization and
management.
- Student
responsibility. Independent student will be successful only insofar as
students are able and willing to accept resposibility for their own learning.
- Student
isolation. It need not be limited to individual student use; small groups
can be assigned to work together. If student do work alone, you must make
other provitions to provide for the social dimension of learning.
Integration:
- Skill
centers. It can provide students with an opportunity to do additional
practice, typically to reinforce a
lesson previously taught through other media or methods.
- Interest
centers. It can stimulate new intersest and encourage creativity.
- Remedial
centers. It can help students who need additional assistance with a
particular concept or skill.
- Enrichment
centers. It can provide stimulating additional learning experiences for
students who have completed other classroon activities.
PROGRAMMED INSTRUCTION
Programmed instruction is a method of
presenting new subject matters to students in a graded sequence of controlled
steps. Students work through the programmed material by themselves at their own
speed and after each step test their comprehension by answering an examination
question or filling in a diagram. They are then immediately shown the correct
answer or given additional information. Computers and other types of teaching
machines are often used to present the material, although books may also be
used.
Advantages
1.
Self-pacing.
Progammed instruction allows individuals to learn at their own pace at a time
and place of their choice.
2. Practice
and feedback. It requires learner to participate actively in their learnng and
provides immediate feedback for each practice attempt.
3. Reliable.
This technology provides a reliable form of learning, in that the instructional
routine is embodied in print so that it can be mass produced an experienced by
many people in exactlly the same form.
4. Effective.
Hundreds of research studies compare programmed instruction with conventional
instruction. Summaries of these studies indicate slight superiority for
programmed instruction.
Limitation
1. Program
design. As with many other media and technologies, the quality of the software
varies greatly. Some programmed materials are poorly designed and have little
value.
2.
Tedious.
The repetition of the same cycle and plowing through an endless series of small
steps taxes rge attention spamn and patience of many students. For highly
motivated learners with the required reading skills and self-discipline,
programmed instruction can give them a chance to go off on their own and
progress as far and as fast as they like. For other it can be tedious.
3.
Lack
of social interaction. Most programmed materials are meant to be used by one
individul at time. Long periods of independet study are inappropriate or
younger children. Even older students and adults prefer more special
interaction in their learning. Some kinds of skills and understanding are
enchanced by the socia exchange of group-based intsructiion. Affective and
interpersonal skills are unlikely candidates for programmed intruction.
Integration
Programmed instuction is particullary
useful as an enrichment activity. It can help provide higly motivated student
with additional lerning experiences that the teacher might ordinaraly be unable
to provide because of classroom time pressure.
PROGRAMMED TUTORING
Programmed tutoring is a one to one method
of instruction in which the tutor’s responses are programmed in advance in the
form of carefully structured printed instruction. in typical program the tutor
and student go through the lesson material together.
If the learner responds correctly, she is reinforced and goes on to
a new item. If the response is incorrect, a series of increasingly clealer
prompts or hints is given. For example, in teaching a begonning reader to
follow writen instructions, the students’s book might say, “point to your
teacher when first shown the intruction, the tutor might follow this sequence
of proms:
1.
“read
it again” (wait for response)
2.
“what
does it say”
3.
“what
does it tell you do?”
4.
Do
what it tells you to do”
Advantages
1. Self
pacing. Programmed tutoring shares with programmed instruction the
characteristic of individualized pacing.
2.
Practice
and feedback. Programmed tutoring requires learner participation. The use of
live tutor as a mediator adds immensely to the flexibitity of the feedback
system, and it adds another major advantage over printed self-instructional
material by employing social reinforces in the form of praise (“that’s great.
Oh good answer”)
3. Reliable.
Programmed tutoring provides reliable instruction in that the written
instructions for the tutor.
4. Effective.
The effectiveness of programmed formats. Has been well established through the
evaluation studies carried out by its originator.
Limitation
1.
Labor
intensive. Programmed tutoring depends on the availability of volunteer tutors.
In schools, tutoring is usually done by peers, older students, or parents.
2.
Development.
The success of programmed tutoring depends on the design of the tutoring
guides, their development requires an investment of time and expertise.
Integration
Reading and mathematics have been by far
the most popular subjects for tutoring. Being basic skills and higly structured
by nature, these subjects lend themselves well to this approach. Remidial
instruction is the typical aplication of tutoring program.
PROGRAMMED TEACHING
Programmed
teaching, also known as direct intruction, is an attempt to apply the
principles of programmed intruction in large-group setting. In this approach, a
whole class is broken into smaller groups of 5 to 10 students. These smaller
groups are led through a lesson by a teacher, professional, or student peer
following a highly prespective lesson plan. The critical features of these
lesson include unison responding by learners to prompts (or cues) given by the
instructor, rapid pacing and procedures for reinforcment or correction.
PERSONALIZED SYSTEM OF INSTRUCTION
Personalized
System of Intruction (PSI) differs from the whole-class aplication of mastery
learning in that adheres to the notion of using individual self-study as the
main form for learning activity. In many PSI courses there are no whole –class
learning activities at all; in some cases, hoewever there are used for course
orientation, guest speakers, and review sessions.
Advantages
1.
Self-facing.
PSI allows students to progress at their own rate and to take full
resposnsibility for detemining when, where, and how they study. And although
this is not often done because of constraints of cost and convenience, students
with differing learning sytles and interests could be given study materials
best suited to their needs.
2.
Mastery.
The main clain of PSI is that it prevents the “accumulation of ignorance”
students are not allowed to go on to advanced units until they show the most
frequent causes of failure in conventional intruction is that students plunge
ahead into new material without completely grasping prerequistie knowledge or
skills.
3.
Effective.
The effectiveness of PSI has been documented in a large number of studies
comparing PSI and conventional versions of courses.
Integration
In secondary education it has been most
successful in mathematics, engineering and psychology and slightly less
successful in the life sciences and social sciences.
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