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ComputerAided Instruction

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Title: ComputerAided Instruction


1
Computer-Aided Instruction
  • Department of Computer Science
  • Xavier University

2
Instructional Design Theories
Week 2
3
Week 2 Outline
  • Instructional Science
  • Instructional Design
  • Learner Control
  • Behaviorism
  • Constructivism

4
Design Paradigms
  • The success of computer-based instruction
    depends, to a large extent, upon the selection of
    a suitable instructional design paradigm.
  • products of the currently accepted cognitive
    theory

5
Instructional Science
  • the study of instruction, which includes the
    study of the interaction between the learner and
    what has been planned to enhance that learner's
    understanding (teacher, text, media, computers or
    tutors)

6
Instructional Design
  • systematic development of instructional
    specifications using learning and instructional
    theory to ensure the quality of instruction
  • entire process of analysis of learning needs and
    goals and the development of a delivery system to
    meet those needs

7
Personalized Instruction
  • a computer system which gains a profile of the
    user (level of motivation, degree of knowledge,
    preferred learning style, etc) and designs a
    course track based on this profile (complex
    system)
  • granting the user control of the how the material
    is accessed (learner-controlled, easier to
    implement)

8
Learner Control
  • allowing the learner some control in an
    individualized lesson
  • The learner may control lesson pace, sequence,
    content, or feedback.

9
Lerner Control
  • Advantage Learners can tailor the instruction to
    their own style of learning, thereby enhancing
    the efficacy and efficiency of learning

10
Learner Control
  • Disadvantage Giving users complete control over
    such materials would tend to destroy their
    instructional intent and so would have a negative
    effect.

11
Learner Control
  • What should be controlled?
  • what is learned?
  • the pace of learning?
  • sequence of instruction?
  • length of presentation?
  • number of questions to answer?

12
Learner Control
  • Too much control over the branching of
    instruction may even lead learners to acquire
    negative attitudes towards the lesson.
  • due to the fact that the users who have control
    have more decisions to make (distracts students)

13
Learner Control
  • Recommendation users should either be only given
    a degree of learner control, or that the control
    given should be accompanied by some means of
    guiding the user through the material.

14
Learner Control
  • An "appropriate amount" of learner control
    implies that matters of instructional integrity,
    such as important sequence decisions and presence
    of prerequisites, be controlled by the designer
    and not the learner.

15
Learner Control
  • it is rather suggested that the student should
    only be given control over
  • rate of presentation
  • entry and exit
  • review of instructions if needed or desired
  • help menus or hints
  • music (volume, muting)

16
Learner Control
  • Tips
  • Make the modularity and any hierarchical
    arrangement of topics obvious to the learner.
  • To facilitate review, allow easy access to lesson
    segments.

17
Learner Control
  • Tips
  • Monitor progress and allow the learner to
    continue where a previous session ended or to
    restart the module or the entire lesson.
  • Provide estimates of the time required to
    complete each module.

18
Learner Control
  • How is it achieved?
  • Analyze the Learner Prior knowledge of user of
    the computer, Age of the User, etc. (e.g. giving
    more control to computer-literate learners)

19
Learner Control
  • An alternative to restricting the amount of
    control that is given to users is to grant users
    control but at the same time offering help/advice
    as to how they should progress through the
    material.

20
Learner Control
  • How is this achieved?
  • presenting users with a progress report, a list
    of options available and a suggestion as to which
    of these the user should take

21
Learner Control
  • Learners should be given control, but if they do
    not make good use of it, the program should
    intervene and lead the student through
    instruction.

22
Behaviorism
  • rooted in the positivist, objectivist tradition
  • Learning is evidenced by a changing of behavior
    so that if we control the behavior of the
    learner, we also control his or her knowledge
    acquisition.

23
Behaviorism
  • Knowledge results from the instructional
    interventions conceived by designers that mediate
    learning.
  • based on the premise that learning results from
    the pairing of responses with stimuli

24
Behaviorism
  • prescriptive in that it dictates what knowledge
    the students will learn, in what order they will
    learn it and how they will learn it

25
Behaviorism
  • Nine Events of Instruction (Robert M. Gagné,
    1981)
  • Gaining attention
  • Informing learner of lesson objective
  • Stimulating recall of prior learning
  • Presenting stimuli with distinctive features
  • Guiding learning

26
Behaviorism
  • Nine Events of Instruction
  • Eliciting performance
  • Providing informative feedback
  • Assessing performance
  • Enhancing retention and learner transfer

27
Constructivism
  • based on the premise that learners have the
    potential to allow learners to construct a
    well-linked semantic network or mental model.
  • the belief that knowledge is personally
    constructed from internal representations by
    individuals using their experience as foundation

28
Constructivism
  • Knowledge is based upon individual constructions
    that are not tied to any external reality, but
    rather to the knower's interaction with the
    external world.
  • Reality is to a degree whatever the knower
    conceives it to be.

29
Constructivism
  • At the heart of constructivism is the notion that
    knowledge is constructed, which in the present
    instance means that our theoretical views are
    personal creations embedded in a social context,
    within a social community that accepts the
    assumptions underlying the perspective.

30
Constructivism
  • Example
  • Water is composed of two atoms of hydrogen and
    one atom of oxygen.
  • this has been accepted for a long period of time
  • this could be supposed to be a truth and
    presumably would be accepted by anyone who has
    been exposed to modern chemistry

31
Constructivism
  • Example
  • Iraq is a dangerous country.
  • while it could be claimed that this is only a
    matter of opinion, it has become so embedded in
    western culture that it would probably, a few
    years ago, have been regarded as 'knowledge
  • The acceptance of this statement would have been
    governed by the social context in which it was
    made.

32
Constructivism
  • Knowledge can be constructed in a social context,
    but this construction may well change with time.

33
Constructivism
  • Three ways in which this information can be
    obtained
  • from long term memory
  • from the external environment
  • Primary experienced directly from observation
  • Secondary books, television, conversations

34
Constructivism
  • primary source
  • much more difficult as the learners have to
    provide their own processing and interpretation
    of it whereas secondary information is
    'pre-digested' as it has already been processed
    at least once and the interpretations of at least
    one other person applied to it

35
Constructivism
  • Learning Process
  • a chunk of information is taken into short term
    memory (attempt to examine the existing semantic
    network/s in an attempt to establish links)
  • Two interlinked processes then take place

36
Constructivism
  • If the learner does not identify links between
    new information and existing knowledge, the new
    knowledge will not be incorporated into the
    semantic network.
  • What sort of learner would fail to do this?
  • an unmotivated and uninterested one

37
Constructivism
  • How do we motivate and perk the learners
    interest?
  • teach things in context of some real-world
    problem or experience so that the learners can
    see the relevance and importance of the material
    being presented

38
Constructivism
  • The most effective learning contexts are those
    which are problem- or case-based and
    activity-oriented, that immerse the learner in
    the situation requiring him or her to acquire
    skills or knowledge in order to solve the problem
    or manipulate the situation.

39
Constructivism
  • Problem 1
  • Most educators were educated within a behaviorist
    environment and basically they still see
    themselves as being a dispenser of knowledge
    rather than as a facilitator of learning (plus
    the concept that a certain amount of prescribed
    content must be taught)

40
Constructivism
  • Problem 2
  • Assessment is much more difficult as the
    knowledge construction of the student has to be
    assessed (vs. Behaviorism simply a matter of
    assessing how well students have achieved the
    pre-defined objectives)
  • assessment is not just a case of ascertaining if
    knowledge has been constructed or not but rather
    how well it has been constructed

41
Constructivism
  • D.N. Perkins Five facets of a Learning
    Environment (1991)
  • Information Banks
  • Symbol Pads
  • Construction Kits
  • Phenomenaria
  • Task Managers

42
Constructivism
  • Information Banks
  • any resource that, more than anything else,
    serves as a source of explicit information about
    topics
  • examples text books, dictionaries,
    encyclopedias, and the teacher

43
Constructivism
  • Symbol Pads
  • surfaces for the construction and manipulation
    of symbols
  • examples student's notebook and laptop computer
    (both of which help support the short term memory
    of students as they "record ideas, develop
    outlines, formulate and manipulate equations"

44
Constructivism
  • Construction Kits
  • common parts of the educational environment both
    at school and in the home with such things as
    Lego, laboratory equipment, etc.

45
Constructivism
  • Phenomenaria
  • area for the specific purpose of presenting
    phenomena and making them accessible to scrutiny
    and manipulation
  • examples experimental apparatus and simulation
    games

46
Constructivism
  • Task Managers
  • are elements of the environment that set tasks to
    be undertaken in the course of learning, guide
    and sometimes help with the execution of those
    tasks, and provide feedback regarding process
    and/or product
  • examples teacher, textbook (chapter exercises)

47
Constructivism
  • Examining these concepts from a computer assisted
    learning point of view, it would appear that
    drill and practice, games and tutorials would
    have very little part to play in a
    constructivist-oriented classroom.

48
Constructivism
  • Simulations would, however, appear to have an
    important role to play.
  • So what becomes of the computer?
  • the major function of the computer in this scheme
    would appear to be in its mode as a tool with
    applications

49
Constructivism
  • It would also appear that the concept of the role
    of the computer in the constructivist-oriented
    classroom would be for the storage and retrieval
    of information, the manipulation of information,
    and the simulation of phenomena.

50
Constructivism
  • How then do we implement Perkins Five Facets of
    Learning Environment with the potential use of
    computers?

51
Constructivism
  • Information Banks
  • information banks would become less central in a
    constructivist environment
  • but plays an important part in the learning
    situation in teaching learners how to
  • search for and access the information that they
    require and then to manipulate it
  • be discriminating about the information that they
    have access to

52
Constructivism
  • Information Bank Goal Produce computer programs
    which not only hold information, but which will
    allow it to be manipulated in a variety of ways
    thus assisting the learners to construct their
    own knowledge.

53
Constructivism
  • Symbol Pads
  • become places not just for recording but working
    through ideas in a constructivist environment

54
Constructivism
  • Construction Kits and Phenomenaria
  • central ring" in many constructivist oriented
    environments
  • simulations (including simulation games) as being
    computer based materials fit into this category

55
Constructivism
  • Task Management
  • given over to the learners
  • rationale Students cannot develop as autonomous
    learners if they are not given the chance to
    manage their own learning.
  • Computers are used mainly in a tool mode rather
    than an instructional one (e.g assessment).
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