CHAPTER REPORT 2
Technologies For Learning
What Are Technologies For Learning?
Technologies
for learning as a spesific teaching-learning patterns that serve realiby as
templetes for achieving demonstrably affective learning. Successful instruction,
regardless of the psycological perspective behaviourist, cognitivist, or social
psycologist includes a number of common features:
-
Active participation
and interaction
-
Practice
-
Individualized
instruction
-
Reinforcement or
feedback
-
Realistic context
-
Cooperative groups
All
the technologies discussed here emphasize active and continuous practice of relevant
knowledge, skills, ands 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 interpersonal feedback into all instruction.
Cooperative Learning
Cooperative
learning involves small heterogeneous groups of students working together to
achieve a common academic goal or task while working together to learn collaboration
and social skills.
A. Advantages
-
Active learning
-
Social skills
-
Interdependence
-
Individual
accountability
B. Limitations
-
Student
compabilitiy
-
Student dependency
-
Time consuming
-
Individualist
-
Logicstical obstacle
C. Integration
-
Students can learn
cooperatively not only by being with materials but also by producing materials
themselves
-
In a science lab,
middle school students work together as detective to determine the nature of an
unknown substance
-
High school
students in an art appretiation course work together in cooperative groups to
learn about the differents terms of creative art
-
The notion of students
working together in a small groups is not new, but ensuring that their efforts
are truly collaborative has recently become a point of emphasis
-
That not only does
cooperative learning yield better acquisiton and retention of lesson content,
but it also promotes better interpersonal and thinking skills.
D. Learning Together Model
Jhonson and Jhonson’s interpendent learning group,
known as the Learning together model, requires four basic elements:
-
Positive
interdepence
-
Face to face
helping interaction
-
Individual accountability
-
Teaching interpersonal
and small group skills.
E. Team-Assisted Individualization (TAI)
Robert Slavin (1985) and his colleagues have developed
a different format format cooperative learning, Team-Assisted Individualization
(TAI), which they developed for mathematics instruction in grades three to six.
TAI follows this pattern:
-
Teaching groups
-
Team formation
-
Self-instructional
materials
-
Team study
-
Team scores and
team recognition
F. Computer Based Cooperative Learning
Computer assistance can also alleviate some of the logistical
obstacles to using cooperative learning methods, particularly the tasks of
managing information, accolocating different individual responsibilities, presenting
and monitoring instructional material, analyzing learner responses, administering
tests, and scoring and providing remediation for those tests.
Games
The
terms game simulation, and simulation game are often used interchangeably. 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.
A.
Advantages
-
Attractive
-
Novel
-
Atmosphere
-
Time on task
B.
Limitations
-
Competition
-
Distraction
-
Poor design
C.
Integration
-
Attaintment of
cognitive, objective, particularly those involving recognition, discrimination,
or memorition, such as grammar, phonics, spelling, arithmetic skills, formulas
(in chemistry, physics, logic), and so on.
-
Adding motivation
to topic that ordinarily attact little student interest.
-
Small-group
instruction, providing structured activities that students or trainees can conduct.
-
Basic skill can be
developed by means of card games.
-
Vocabulary
building.
D.
Adapting the
Content of Instructional Games
Although most teachers do not design new instructional
games from stratch, they often adapt existing games by changing the subject
matter while retaining the game’s structure. Here are some sample adaptions:
-
Safety tic-tac-toe
-
Spelling rummy
-
Reading concentration
-
Word bingo
Simulations
A simulations is an abstraction or simplication of some
real-life situation or process. In simulations, participants usually play a
role that involves them in interactions with other people or with elements of
the simulated environment. Simulations can very greatly in the extent to which they fully reflect the
realities of the situation they are intended to model.
A.
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.
Most simulations attempt to immerse participants in a problem.
B.
Simulators
The advice employed to represent a psysical system in
a scaled-down form is reffered to as a simulator. One familiar of simulator is
the flight trainer, a mock up of the interior of the cockpit complete with controls
and gauges.
C.
Advantages
-
Realistic
-
Safe
-
Simplified
D.
Limitations
-
Time consuming
-
Oversimplication
E.
Integration
-
Training in motor
skills
-
Instruction in
social interaction and human relation
-
Development of decision-making
skills
F.
Role Plays
Role play refers to a type of a simulation in which
the dominant feature is relatively open-ended interaction among people. The role-play
simulation has proven to be a motivating and effective method of developing
social skills, especially empathy.
Simulation Games
A Simulation game combine the attributes of a
simulation with the attribute of a game. Like a simulation, it may be relatively
high or low in its modeling of reality. Like a game it may not entrail
competition.
A.
Integration
Instructional simulation games are found in curriculum
applications that require both the repetitive skill practiced associated with
games and the reality context associated with simulations.
B.
Cooperative
Simulation Games
Traditionally, games both athletic contest and table
top board games have emphasized competition among adversaries. Out of the new
awareness has come the “new games” movement, generating hundreds of operative
games that challenge the body and imagination but that depend on cooperative
for success.
Learning Centers
The learning centers is a self contained environment design
to promote individual or small-group learning around a spesific task. A learning
center may be as simple as a table and some chairs around which students discuss,
or it may be as a sophisticated as several networked computers used by a group
for collaborative research and problem solving.
A.
Advantages
-
Self-pacing
-
Active learning
-
Teacher role
B.
Limitations
-
Cost
-
Management
-
Students
responsibility
-
Students isolation
C.
Integration
-
Skill centers
-
Interest centers
-
Remedial centers
-
Enrichment centers
Program
Instruction
Program instruction was chronologically the first
technology for learning ans is and explicit application of principles of
learning theory operant conditioning or reinforcement theory. Programmed
instruction led to the development of computer assisted instruction (CAI) and
the same principles are currently incorporated in Web-based learner participation.
Programmed instruction usually refers to learning done by individual using
printed materials or computer.
A.
Advantages
-
Self-pacing
-
Practice and
feedback
-
Reliable
-
Effective
B.
Limitations
-
Program design
-
Tedious
-
Lack of social
interaction
C.
Integration
Programmed materials have been used successfully from
the elementary school through the adult education level and in almost every
subject area. Programmed instruction is particularly useful as an enrichment
activity. Programmed activity also have proven to be effective in remedial
instruction. Like any other instructional material, programmed texts need to be
carefully appraised before selection.
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 instructions.
A.
Advantages
-
Self-pacing
-
Practice and
feedback
-
Reliable
-
Effective
B.
Limitations
-
Labor intensive
-
Development cost
C.
Integration
In using programmed tutoring, keep in mind that
research consistenly indicates that tutors also learn from tutoring, sometimes
more then their tutees. Consider using tutoring to make productive use of high
absence days.
Programmed Teaching
Programmed teaching also known as direct instruction,
is an attempt to apply the principles of programmed instruction in a large-group
setting. Programmed teaching is seen by its proponents as a total system for
organizing classroom instruction. Programmed teaching lessons are designed to
generate high rates of responding by all students. And programmed teaching can
be regarded as a technology for learning in that it has a definite pattern.
Personalized
System of Instruction
Personalized system of instruction can be described as
a template for managing instruction.The essential of PSI is that the learning
materials are arranged in sequential order and the students must demonstrate
mastery of each unit before being allowed to move on the next.
A.
Advantages
-
Self-pacing
-
Mastery
-
Effective
B.
Limitations
-
Development cost
-
Behaviorist commitment
-
Self-dicipline
C.
Integration
At the level technology for learning has been
succsessful in mathematics, engineering, and psychology and slightly less
succsessful in the life sciences and sosial sciences. More recently it has
become popular framework for structuring some computer based courses and for
distance education that relies on the World Wide Web for distribution.
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