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Computerassisted Instruction CAICAL

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Title: Computerassisted Instruction CAICAL


1
Computer-assisted Instruction (CAI/CAL)
2
Content
  • CAI What and Why?
  • How can they be developed?
  • What are the essential elements in a CAI system?
  • What makes a good CAI system?
  • What makes a good user interface?
  • How CAI can be used effectively? CAI and
    Instructional Model.
  • Can CAI replace teachers?

3
Developing of CAI
  • During the mid-60s, Uhr and his collaborators
    implemented a series of systems which generated
    problems in arithmetic and in vocabulary recall
    (Uhr, 1969). Subsequently, a number of systems
    were devised
  • To provide drill and practice in arithmetic
  • To select problems at a level of difficulty
    appropriate to the students overall performance.

4
What is CAI
  • Using computers to facilitate instruction (CAI)
  • Using computers to facilitate learning (CAL)

5
  • Tutorials come with computer programs
  • CAI Computer Assisted Instruction
  • ICAI Intelligent Computer Assisted Instruction
  • ITS Intelligent Tutoring System
  • Computer Assisted Instruction (CAI) also called
  • CBE Computer-based education
  • CAL Computer-assisted learning
  • IAC Instructional application of computers
  • CBI Computer-based instruction

6
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7
Computer-Assisted Learning
  • Theoretical Background
  • individualization,
  • behavioral objectives-- (Baker, 1978)
  • Characteristics
  • a sequenced series of experiences --alternate
    paths
  • independent pacing -- controlled, contingent
    reinforcement given
  • evaluate performance quickly and accurately.

8
What else can be achieved with CAI besides
technology?
  • Simulation provide experiences in
    virtual-reality.
  • Drill and practice useful in rote-learning
  • Free exploration within system chances for
    elaboration

9
Factors contribute to the success of CAL
  • relevance to learning objectives compatible with
    syllabus, seen as relevant by student.
  • teacher's philosophy of teaching and learning.
  • hardware and software considerations.

10
CAI
Computer-based Learning Environment
Multimedia
WWW
11
Computer-based Learning Environment
12
Objectives
  • Understand the framework for characterizing
    computer-based learning environments
  • Understand the framework with respect to the
    cognitive, pedagogical and interactive features

What is the problem? Education software might
function well, employ efficient algorithm, use
sophisticated multimedia technology, but just
does not deliver what students need, nor promotes
learning
13
Computer-based Learning Environment
  • A number of episode
  • Each episode is composed of a sequence of views
  • Each episode refers to a lesson or a set of
    exercises on a specific topic
  • A view refers to a screen display and
    user-computer interactions associated with this
    particular screen display
  • A view is changed when there is a significant
    shift of configurations of objects on the screen
  • A view is a storyboard in the design process

14
The Components of View
  • view space
  • command space

view
Information is display
Interactions are elicited
View space
Command space
15
The Contents of View Space
  • types of knowledge
  • The representation of knowledge
  • pedagogical strategies
  • The communication of knowledge
  • multimedia pieces

16
Types of Knowledge
  • Domain knowledge
  • Declarative knowledge, procedural knowledge,
    strategic knowledge
  • Operating knowledge
  • Affective content
  • Knowledge for implementation

17
Basic pedagogical methods
  • Setting goals
  • Instructions
  • Demonstrations
  • Explanations
  • Illustrations
  • Asking questions
  • Presenting tasks
  • Providing working spaces)
  • Providing examples
  • Providing reminders
  • Providing hints
  • Providing references
  • Evaluation
  • Feedback

18
Advanced pedagogical methods
  • modeling
  • coaching
  • reflecting
  • articulating
  • scaffolding and fading
  • exploration

19
Multimedia pieces
  • media pieces
  • Words, pictures, animations and movies in
    digitized forms
  • interface pieces
  • Button, hot spot, hot object, menu, hypermedia

20
Command Space
  • Forms of interaction
  • Functions of interaction
  • Directionality of operating

21
Forms of Interactions
  • Clicking a button or pressing a key
  • Selecting an item
  • Typing a command
  • Typing a word
  • Typing a numerical string
  • Typing sentences
  • Manipulating the objects
  • Manipulating instrumental devices, e.g. hand
    writing pad
  • Using a software, e.g. word processing
  • Programming

22
Functions of interaction
  • flexibility
  • Selecting tasks or activities
  • Selecting task complexity
  • Controlling the pace
  • Controlling the sequences
  • assistance
  • Asking for information
  • Selecting pedagogical strategies
  • Selecting physical attributes of information
  • learning activities
  • Memorizing information
  • Promoting understanding
  • Applying procedures
  • Transferring cognitive skills
  • Constructing products
  • Operating system is user friendly

23
The Theoretical background of the framework
  • Behaviorism Classical Conditioning and
    Instrumental Conditioning
  • Cognitive development view of learners and
    learning
  • Piagetian cognitive development theory,
    Vygotskian socio-historical perspective of
    knowledge
  • Instructional perspective on optimal conditions
    of learning
  • Gagnes conditions of learning
  • Cognitive theories relevant to learning and
    instruction
  • Information processing model

24
Advantages of CAI
  • Interactivity
  • Individualized instruction
  • self-paced
  • difficulty-adjusted
  • personalized
  • Motivation
  • Immediate Response
  • Learner-control

25
Characteristics
  • Sophistication of the systems lay in the
    task-selection algorithms
  • Models of the student were based more on
    parametric summaries of behavior than explicit
    representations of his knowledge
  • Almost always based on inflexible presentations
    of didactic materials

26
Drawbacks (compared with human tutor)
  • Inability to conduct dialogues with the student
    in natural language
  • Inability to understand the subject being taught
  • The program cannot accept unanticipated
    responses
  • Inability to understand the nature of the
    students mistakes or misconceptions
  • Inability to profit from experience with students
    or to experiment with the teaching strategy.

27
Types of CAI
  • Drill and Practice?, Electronic Homework, Vocab
    Builder
  • Tutorials ? ????, ??????99
  • Microworlds? Logo
  • Simulations? momentum, ??????99, Bunsen Burner,
    ??????99
  • Instructional games ?????, ????

CAI?
28
Drill Practice Software
  • Training on specific skills
  • immediate feedback
  • can provide suitable quantity of quality training
  • can provide individualized feedback
  • motivate students with competition and multimedia
  • too much emphasis on drill practice will
    sacrifice the development of problem solving
    abilities

29
Tutorials ????
???????, ??????
????
????
????
???
??? ??
?????
??
?????
?????????
?????
????
?? ???
??
?????, ??????????
30
Types of Tutorials
  • Linear identical learning path
  • Branching different learning paths according to
    students responses

31
Advantages of Tutorial Software
  • Interactive
  • Individualize
  • Efficiently replace teacher when not available

32
Good tutorial software
  • With Objectives
  • with evaluation
  • tutoring process, e.g., gain attention and
    motivation show objectives background
    knowledge display related information examples
    exercises feedback evaluation help transfer to
    other situations (applications)

33
Microworld
  • A software with which children play and discover
    concepts and cause-effect relationships through
    exploration and experimentation (Papert, 1993)
  • A complete small version of some domain that is
    found in the world (Rieber, 1996)
  • Examples a zoo, Simcity, LOGO

34
Simulations
  • Physical simulations simulations of physical
    phenomena
  • procedure simulations by controlling simulated
    devices, students learn the controlling
    procedure.
  • situational simulations role-playing in a
    situation, learn through experience
    decision-making.
  • process simulations by changing some settings,
    results of the process will be generated.

35
Advantages of Simulation Software
  • Much less-expensive compared with real situation
  • motivational
  • safe
  • near-real authentic experiences
  • lower anxiety of failure

36
Instructional Games
  • Game as a factor to motivate students to learn
  • mostly a competition game, the objective is earn
    the highest score
  • good instructional game should be
  • challenging
  • arouse curiosity
  • with imagination

37
Conclusion
  • From instructional systems to simulations
  • From text to multimedia
  • Traditional CAI
  • statically orgainzed receptacles structured to
    embody both the domain and pedagogical knowledge
  • strength resides in the paradigms ability to
    take direct advantage of the pedagogical
    experience and to reflect it in the behavior of
    programs
  • Multimedia situated learning
  • ITS guided by intelligent tutor

38
Related Learning Theories
  • Behaviorism
  • classical conditioning
  • instrumental conditioning
  • behavior modification shaping
  • Information Processing

39
??????
????
Behaviorism
????
?? (??)??
Classical Conditioning
Operant (Instrumental) Conditioning
40
????Classical Conditioning
41
????Operant Conditioning
E
D
Trial Error
Reinforced ??
A
C
Behavior C has more chance to be repeated
B
42
??????
  • ??????????
  • ????, ??

43
??????Social Learning Theory
???????????????
???????????????????,?????????, ??????
????????????
44
??????
  • ??????
  • ??????, ????????????

45
????(?) Cognitive Theories
7- 2 units
Information Processing Model
Receptors Working Memory Long-term
Memory Effectors
Knowledge Compilation
46
????(?) Cognitive Theories
  • ??????????????????
  • ???????????? ??(Semantic) ??? (Image),
    ?????????? (Mental Image) ?????

47
Flow of Information in a computer
RAM
48
Information Processing Model
49
Sensory Register
Attention
Information
perceived (organized) information goes to working
memory
Receptor
Memory
leaves in 1 to 3 seconds
50
Maintenance rehearsal
Short-term Memory
Elaborative Rehearsal
Long-term Memory
Working Memory
Knowledge from long-term memory
Decay (forgetting)
Interference (forgetting)
51
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52
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53
To Memorize
To Store into the Long Term Memory
Environment
all
Sensory Register
attention
Short Term Memory
Elaboration or rehearsal
Long Term Memory
54
Thinking Processing Information
Elaboration linking information in the Working
Memory with those in the LTM
Limited by the capacity of the Working Memory
(72)
How the WM handles complicated information
Chunking
55
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56
FBI PHD TWA IBM
Chunking enables STM to handle a large
amount of information
57
Cognitive Load How chunking helps memorizing
  • chessboard where 24 pieces are arranged in a game
    in progress. Could you replicate the arrangement
    of the pieces after looking at the board for 10
    seconds?

58
Pieces arranged in the form of a game in progress
Experts have better memory powers?
59
Pieces placed randomly on the board
60
Which screen do you find most readable and
learnable?
Cognitive Overload
61
Long Term Memory
  • Where the information is permanently stored
  • Forgetting due to interference
  • Dual encoding
  • Retrieving depends on cues links between
    concepts

62
Information is permanently stored
63
????Situated Learning
  • ?????????,??????????
  • ?????????, ?????????????, ??????????

64
Skill Acquisition ????
????
??
??
?????
???
65
??????
  • ?????????
  • ?????
  • ????, ??????
  • ???? (Mental Image) ???????
  • ?????????????

66
CAI Learning Theories
67
CAI and Teaching Models
An Example of using CAI in the classroom
Prism Cone
68
Questions
  • What were the learning objectives?
  • Was this really an inductive process?
  • What the students were supposed to learn if they
    following an inductive Process?
  • What did the students learn?
  • Was the software used properly? In what ways?
  • It is now the time to work on Activity A

69
Inductive Teaching
70
Three Teaching Strategies
  • Concept Formation
  • Interpretation of Data
  • Application of Principles

71
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72
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74
Application of Deductive and Inductive Methods
75
Assumptions underlying Inductive Approach
  • Thinking can be taught.
  • Thinking is an active transaction between the
    individual and data. Mental operations cannot be
    taught directly. The process of internalization
    and conceptualization can be done by stimulating
    students to perform complex mental processes with
    progressively less direct support.
  • Processes of thought evolve by a sequence that is
    "lawful". Strategies that observe these sequences
    have to be taught.

76
Conclusion
  • Teachers should be aware of the learning
    objectives of a piece of software and teach
    accordingly
  • Be carefully to differentiate between what
    students know and what students have learned.

77
References
  • Chan, M. (1995). A methodology for characterizing
    computer-based learning environments.
    Instructional Science, 23, 183-220.
  • Centre for Computing and Information Systems
    R.I.D.E. Theory and Practice http//ccism.pc.ath
    abascau.ca/html/ccism/deresrce/ride/Theory.xml
  • Ryder, M. Constructivism http//carbon.cudenver.e
    du/mryder/itc/constructivism.html
  • Papert, S. (1993). The Childrens Machine
    Rethinking school in the age of the computer,
    Basic Books, New York.
  • Rieber, L. Seriously considering play Designing
    interactive learning environments based on the
    blending of microworlds, simulations, and games,
    Educational technology research development,
    442. Pp. 43-58.
  • Joyce, B., Weil, M, Showeres, B. (1992). Models
    of teaching. Allyn Bacon. Chapter 6.
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