Title: Technologies for Learning Chapter 2
1Technologies for Learning Chapter 2
2Chapter Outline
- Technologies for Learning
- Cooperative Learning
- Games, Simulations, and Simulation Games
- Learning Centers
- Programmed Instruction, Programmed Tutoring, and
Programmed Teaching - Personalized System of Instruction
3Technologies for Learning???
4Types of Technology
- Hard technology
- Computers and Satellites
- Soft technology
- A process or way of thinking about a problem
5Features of Successful Instruction
- Active involvement (participation and
interaction) - Reinforcement and Feedback
- Practice
- Realistic context
- Individualized Instruction or Cooperative groups
6Learner Participation
Not or
7To get the learner actively involved
-
- .is to get the learner
- thinking!!!
8Positive Reinforcement and Feedback
- Good Work!!!
- Excellent!!!
- Tell me what you did here?
- Youve done a great job!!!
- I can tell that youve worked hard.
- In this what you intended? What were you trying
to do? - Lets work on this.
- Maybe I can help you.
9Practice
10Realistic context
- What context are you using to present your
materials and exercises? - Teaching Math
- Recipes
- Nature walks
- Teaching Health Safety
- Drug Dog Visit
- Trip to Fire Dept
11 Cooperative Groups, Parallel
Learning or Individualized Instruction
- Everyone needs help once in a while.
- Everyone needs to learn how to work in a group.
12Some people prefer to work by themselves.
Thats just their
way!!!
13Some folks prefer to work with others.
They work well in groups.
14Cooperative Groups
15Cooperative Learning
16Lets all pull together!!!!
17 Not!!!!!
18Cooperative Learning defined
- Cooperative Learning is the instructional use
of small groups so that students work together to
maximize their own and each - others learning.
-
19Cooperative Learning Formats
- Johnson and Johnsons Learning Together Model
- Slavins Team-Assisted Individualization
- Computer-Based Cooperative Learning
20Johnson and Johnsons Learning Together Model
- Feedback is critical in successful learning.
- Interpersonal Feedback is being told by another
person what works well and what does not. - Interpersonal, and small-group skills are taught.
p.28 -
21Slavins Team-Assisted Individualization (TAI)
- Math in 3rd 6th grades
- Small groups teacher assigned
- Self-paced, Self-checking
- Organized environment
- Less demands on teachers
- Direct Instruction
- Team Study Techniques
22The TAI Pattern
- Teaching groups
- Team formation
- Self Instructional Materials
- Step-by-step procedures for problem solving
- Set of problems and Self-test Items
- Summative Test
- Team Scores and Team Recognition - Weekly
23Advantages and Disadvantages
- Advantages
- Active Learning and Social Skills
- Group Interdependence and Accountability
- Individual Accountability
- Disadvantages
- Student Compatibility and Individualists
- Dependency and Leadership
- Time Logistical obstacles
24Results
- Better learning of lesson content
- Better retention
- Better interpersonal skills
- Better thinking skills
25Parallel Learning
- Advantages
- Friendly Atmosphere and Environment
- Companionship
- Security
26 Companionship
27 Security
28Individualized Instruction
- Working One-on-One
- Individualized assignments
29Computer-Based Cooperative Learning
- Manages paperwork for classes
- Assists more than one group
- Assigns individual tasks to
- students (creating good
- interdependence)
30- Games,
- Simulation, and
- Simulation Games
- these terms are often used
-
interchangeably
31Games and Adaptation
- Games defined
- An activity in which participants follow rules
that differ from real life as they strive to
attain a challenging goal. - Adaptation
- Teachers often adapt existing games by changing
the subject, but keeping the games structure.
The original game is then called the frame
game.
32Characteristics and Uses of Games
- Characteristics
- Entertaining, Imaginative
- Challenging
- Obtainable Goals
- Uses
- Important skills
- Motivation
- Small Group Instruction
33Advantages and Disadvantages
- Advantages
- Attractive and Novel
- Atmosphere
- Time on task
- Disadvantages
- Competition
- Distraction
- Poor design
34Simulation and Simulators defined
- Simulation is a simplification of some real-life
situation or process. - Simulators provide realistic practice with
feedback in a realistic context.
35Examples, Advantages and Disadvantages
- Examples
- Starpower
- Role Play
- Flight Simulators
- Advantages
- Real-Life Learning
- Safe Environment
- Simplified
- Disadvantages
- Time consuming
- Oversimplification
36Simulation Games
- Characteristics
- Provides conditions for learning
- Requires interaction and models real life
- Examples
- Role Play
- The Green Revolution Game
- Save the Whales
- Where in the World is Carmen Sandiego?
37Cooperative Simulation Games
- Cooperative Simulation Games have provided a
New Concept. Games should teach cooperation,
acceptance, and success in a fun-oriented
atmosphere to develop strong positive
self-concepts.
38Debriefing
- Types of Debriefing
- Group
- Individual
- 4 Ds of Debriefing
- Decompressing (feelings)
- Describing (facts)
- Drawing Comparisons (transfer)
- Deriving Lessons (applications)
39Appraisal Checklist
- Games
- Simulation
- Simulation Games
40Learning Centers and Carrels
- Learning Centers
- Self-contained environments designed to
promote individual or small-group learning around
a specific task. - Carrels Wet and Dry
- Wet Electrical Outlets
- Dry No electrical outlets
41Advantages and Disadvantages of Learning
Centers
- Advantages
- Self-Pacing
- Active Learning
- Teacher Role
- Disadvantages
- Time and Cost
- Classroom Management
- Student are responsible for learning
- Limited Student Socialization
42Types and Examples of Learning Centers
- Types of Centers
- Skills Centers
- Interest Centers
- Remedial Centers
- Enrichment Centers
- Examples
- Daytona 500 Learning Center
- Project CHILD
43 Programmed Instruction, Programmed
Tutoring, Programmed Teaching
44Programmed Instruction
- Programmed Instruction follows the theory that
behavior is learned through reinforcement. - Programmed Instruction played an important role
in the development of computer software.
45Programmed Tutoring (Structured Tutoring)
- Definition
- A program that uses carefully structured printed
instructions. - The tutors responses are based on the learners
answers. It can be fast or slow paced depending
on the needs and responses of the student.
46Characteristics of Programmed Instruction
and Programmed Tutoring
- Programmed Instruction
- Enjoyment and Learning
- Realistic Contexts
- Programmed Tutoring
- One-on-one
- Structured Responses
- Student Paced
47Advantages of both Programmed Instruction
and Programmed Tutoring
- Self-Pacing
- Practice and Feedback
- Reliable
- Effective
48Disadvantages..
- Programmed Instruction
- Program Design
- Tedious Repetition
- Lack of Social Interaction
- Programmed Tutoring
- Labor Dependent
- Time and Cost
49Programmed Teaching (Direct Instruction)
- Definition
- An attempt to apply the principles of programmed
instruction in a large-group setting - Characteristics
- Highly Prescriptive Lesson Plan
- Small Groups (5-10 students)
50Critical Features of Programmed Teaching
- Scripted Lessons
- Unison Responses
- Rapid Pace
- Reinforcement or Correction
51Personalized System of Instruction (PSI)
- PSI comes from the same basic idea as Mastery
Learning. All students can succeed achieve
basic mastery but need different amount of
time and practice to get there.
52Essential Ideas and Uses of PSI
- Essential Ideas
- Materials in sequential order.
- Student must master each unit.
- Tests determine Mastery
- Uses
- Community College Level
- Computer-Based courses
- Distance Education
53Advantages and Disadvantages of PSI
- Advantages
- Self-Pacing
- Mastery
- Effective
- Disadvantages
- Development Costs
- Mastery Perspective
- Self-discipline