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Teaching, Learning, and Technology

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Educational games. similar to the drill-and-skill programs ... http://www.funbrain.com/ http://www.funschool.com/ Types of Software (cont.) Simulations ... – PowerPoint PPT presentation

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Title: Teaching, Learning, and Technology


1
Teaching, Learning, and Technology
  • Changes in roles of teachers, students, and
    technology in facilitating learning

2
Goal of Education
  • Engage learners in meaningful learning.
  • Primary goal is to help students learn to
    recognize and solve problems, comprehend new
    phenomena, construct mental models of those
    phenomena, and given a new situation, set goals
    and regulate their own learning.
  • Educators should use technology to engage
    students in active, constructive, intentional,
    authentic, and cooperative learning environments.

3
Synergy of Learning
4
Learning with Technology
  • Move from technology-as-teacher to
    technology-as-partner.
  • Students do not learn from technology, they learn
    from thinking. Technology can engage and support
    thinking when students learn with technology.

5
Roles of Technology in Learning
  • Technology as tools to support knowledge
    construction
  • For representing learners ideas, understandings,
    and beliefs
  • For producing organized, multimedia knowledge
    bases by learners
  • Technology as information vehicle for exploring
    knowledge to support learning for constructing
  • For accessing needed information
  • For comparing perspectives, beliefs, and
    worldviews

6
Roles of Technology (cont.)
  • Technology as context to support learning by
    doing
  • For representing and simulating meaningful
    real-world problems, situations, and contexts
  • For representing beliefs, perspectives,
    arguments, and stories of others
  • For defining a safe, controllable problem space
    for student thinking

7
Roles of Technology (cont.)
  • Technology as social medium to support learning
    by conversing
  • For collaborating with pothers
  • For discussing, arguing, and building consensus
    among members of a community
  • For supporting discourse among knowledge-building
    communities

8
Roles of Technology (cont.)
  • Technology as intellectual partner to support
    learning by reflecting
  • For helping learners to articulate and represent
    what they know
  • For reflecting on what they have learned and how
    they came to know it
  • For supporting learners internal negotiations
    and meaning making
  • For constructing personal representations of
    meaning
  • For supporting mindful thinking

9
Problem-Solving
  • Technologies can best support problem solving by
    helping learners
  • to access information
  • model the problems
  • make decisions.

10
Types of Software
  • Drill-and-skills software (1970s and 1980s)
  • mimicked flash cards
  • present a math problem or foreign word
  • the student would select an answer
  • computer would provide a response/feedback with
    some visuals/animations
  • not used to teach new information
  • programmed instruction

11
Drill-and-skill Examples
  • http//www.aplusmath.com/Flashcards/index.html
  • http//www.aplusmath.com/games/matho/AddMatho.html
  • http//www.cityu.edu.hk/elc/quiz/pronoun.htm

12
Types of Software (cont.)
  • Tutorials
  • teaches students new information
  • used for remediation, but it does not provide a
    sophisticated context for exploration and
    experimentation.
  • follow the programmed instruction format
  • more branching and adaptation features
  • some personalization like asking students their
    names

13
Tutorial Examples
  • http//users.dragnet.com.au/donovan/mb/win.html
  • http//www.mathshareware.com/
  • http//www.candybyte.com/shockinf.html

14
Types of Software (cont.)
  • Educational games
  • similar to the drill-and-skill programs
  • provide an interesting theme such as solving a
    math problem to stop ants invading the picnic
    basket
  • Sometimes have a time variable in which students
    must solve.
  • reward features would be more sophisticated
  • students can also achieve various levels of
    proficiency (e.g., lieutenant, caption, colonel)
    to reflect their performance

15
Educational Game Examples
  • http//www.coolmath.com/
  • http//www.funbrain.com/
  • http//www.funschool.com/

16
Types of Software (cont.)
  • Simulations
  • used to reinforce instruction provided by the
    teache
  • works well in student-centered environments
  • provide a realistic situation in which students
    practice to solve problems
  • presents facts and rules of a situation in a
    realistic manner without the limiting factors
    such as time, distance, cost, and danger.
  • High-level of cognitive skills can take place
    with simulations

17
Simulation Examples
  • http//www-itg.lbl.gov/vfrog/dissect.html
  • http//www.innerbody.com/htm/body.html
  • http//www.cise.ufl.edu/fishwick/websim.html

18
Traditional View
  • Planning, implementation, and evaluation are in
    the control of the teacher.
  • Little diversity in instruction with different
    students.
  • For rote learning, this structure has been
    effective.
  • Based upon a factory model create competent and
    obedient workers

19
The Changing Learner
  • Require high-order thinking skills to solve
    problems
  • In the workplace, ALL employees need the ability
    to problem-solve and not just a few
  • Learners can no longer be seen as empty vessels
    but active learners

20
The Changing Learner (cont.)
  • Student population was homogeneous
  • Today, diversity is great, and thus, the
    challenge to meet different learning styles
  • Classrooms are much more diversified
  • Leads to complex teaching and learning problems

21
Learner-centered Instruction
  • People can obtain, assemble, analyze, and
    communicate information in more detail and in
    greater speed.
  • Need to teach students to have higher-level
    thinking skills to sift through the information
  • Shift from rote learning of factual information
    to think critically and creatively
  • Use of simulations, discovery problem-solving,
    and cooperative groups for students to experience

22
Learner-centered (cont.)
  • This indicates a shift in the way that learning
    is planned, implemented and evaluated
  • Learners today engage in learning-centered
    instruction by proactively engaging with various
    sources of information
  • Teachers role is a guide on the side and
    facilitator of learning

23
Key Changes
24
Collaborative Learning
  • Push toward collaboration for teachers
  • Teacher is no longer an isolated decision-maker
  • Need citizens with special skills, be able to
    work with a team, support a larger vision, and
    communicate and work effectively
  • Teachers must model this new trend by using
    instructional processes that foster social skills
    of their students

25
Cooperation v. Traditional Groupwork
  • Teachers have to focus on active listening
    skills, taking turns, and accepting
    responsibility for oneself and for the group.
  • Without proper teacher support a collaborative
    group is doomed
  • If teachers divide responsibilities among the
    group members this is less likely to occur
  • Sometimes it is best to divide responsibilities
    by what students do not know

26
Cooperative v. Traditional (cont.)
27
Changes in Teaching, Learning, and Technology
  • From Linear to Hypermedia learning. Traditional
    approaches are linear and reflect the structure
    of textbooks. Todays learners are more
    interactive and nonsequential
  • From Instruction to Construction and Discovery.
    Shift away from teaching to forming learning
    partnerships and learning cultures

28
Changes in TLC (cont.)
  • From Teacher-Centered to Learner-Centered. The
    new media support shifting learning to the
    learner. Students are challenged by the
    teachers who engage students in discussing,
    debating, researching, and collaborating on
    projects.
  • From Absorbing Material to Learning How to
    Navigate and How to Learn. Students today
    assess, analyze, and synthesize. They involve
    information sources and people to help build
    their understanding.

29
Changes in TLC (cont.)
  • From School to Lifelong Learning. No longer
    motivated of finishing school. More motivated
    by a challenge to master or solve a problem.
  • From One-size Fits All to Customized Learning.
    Mass education is out. Students expect learning
    to be individualized

30
Changes in TLC (cont.)
  • From Learning to Torture to Learning as Fun.
    Entertainment builds enjoyment, motivation, and
    responsibility for learning.
  • From Teacher as Transmitter to Teacher as
    Facilitator. As students begin to assume
    responsibility of their own learning, they need
    teachers who can act as a resource and
    consultant.

31
Limitations
  • Cutbacks
  • Lack of time with increased workload
  • Reduced training budgets
  • Access to resources
  • Still a need for teachers to learn new tools, new
    approaches, and new skills

32
Learning Theories and Instructional Strategies
Matrix
  • http//chd.gse.gmu.edu/immersion/knowledgebase/

33
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