Jumat, 22 Maret 2019

TEACHING MEDIA 2


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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