Teaching Media Chapter 2
TECHNOLOGIES
FOR LEARNING
Technologies
for learning combat boredom by providing a change of pace from lecture and
seatwork and by adding motivational features that excite learner interest. They
also provide a means for individualizing instructio to a greater degree. Some
of the technologies discussed in this chapter are specially designed as
independent study methods, allowing individuals to progress at their own pace.
Others are designed to be used in small groups; as such, they enlist the
energies of studets to assist those who need extra explanation, coaching, and
practice.
Organization of this chapter.
Virtually all of
these technologies for learning originated and evolved before computers were
widely available on the educational scene, so they are not dependent on
computers for implementation. However, each can be transformed into a
computer-mediated form. We will discuss these transformations in conjunction
with each technology.
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
collabolaration and social skills.
Advantages.
- · Active Learning
- · Social Skills
- · Interdependence
- · Individual accountability
Limitations.
- · Student compatibility
- · Student dependency
- · Time concuming
- · Individualists
- · Logistical obtacles
Integration.
Students
can learn cooperatively not only by being taught with materials but also by
producing mataerials themselves. For example, elementary students can work together
to design and produce a videotape or a PowerPoint presentation on a topic
related to historical content being studied.
Learning Together Model.
Johnson
and Johnson’s interdependent learning group, known as the Learning Together
model, requir four basic elements:
1. Positive
interdependence.
2. Face
to face helping interaction.
3. Individual
accountability.
4. Teaching
interpersonal and small-group skills.
Team-Assisted Individualization (TAI)
TAI
was specifically intended to avoid some of the problems encountered with
individualized programmed instruction. TAI follows this pattern:
1. Teaching
groups.
2. Team
formation.
3. Self-instructional
materials.
4. Team
study.
5. Team
scores and team recognition.
Computer-Based Cooperative Learning.
Computer
assistance can alleviate some of the logistical obstacles to using cooperative
learning methods, paricularly the tasks of managing information, allocating
different individual reponsibilities, presenting and monitoring instructional
material, analyzing learner responses, administering test, and scoring and
providing remediation for those tests.
GAMES
The
terms game, simulation, and silumation game are often used interchangeably. But
because these terms have different meanings, we will discuss them separately
here. A game is an activityin which participants follow prescribed rules that
differ from those of real life as they strive to attain a challenging goal.
Games
can incorporate the common features of behaviorism, cognitivism,
constructivism, and social psychology. Students enjoy actively participating in
games. Games provide the opportunity to practice content e.g., math facts,
vocabulary, and problem solving skills.
Advantages.
- · Attractive.
- · Novel.
- · Atmosphere.
- · Time on task.
Limitations.
- · Competition.
- · Distraction.
- · Poor Design.
Integration.
- · Attainment of cognitive objectives.
- · Adding motivation to topics.
- · Small-group instruction.
- · Basic skills.
- · Vocabulary building.
Adapting the Content of Instructional Games.
- · Safety tic-tac-toe.
- · Spelling rummy.
- · Reading concentration.
- · Word bingo.
SIMULATIONS
A
simulation 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.
Simulation and Problem-Based Learning.
One
particular balue of simulation is that it implements the problem-based learning
method as directly and cearly possible. In problem-based learning, the learner
is led toward understanding principles through grappling with a problem
situation. Most simulations attempt to immerse participants in a problem.
Simulators.
Competencies
in the motor skill domain require practice under conditions of high feedback,
which gives learners the feel of the action. Although it might be ideal to
pratice such skills under real-life conditions, some can be praticed much more
safely and conveniently by means of simulated conditions. The device employed
to represent a physical system in a scaled-down form is referred to as a
simulator.
Advantages.
- · Realistic.
- · Safe.
- · Simplified.
Limitations.
- · Time consuming.
- · Oversimplification.
Integration.
- · Training in motor skills.
- · Instruction in social interaction and human relations.
- · Development of decision-making skills microteaching in teacher making skills.
Role Plays.
Role
play refers to a type of simulation in which the dominant feature is relatively
open-ended interaction among people. In essence, a role play asks someone to
imagine that she is another person or is in a particular situation; the person
then behaves as the other person would or in the way the situation seems to
demand. The purpose is to learn something about the dynamics of an unfamiliar
situation.
SIMULATION GAMES
A
simulation game combines the attributes of a simulation with the attributes of
game. Like a simulation, it may be relatively high or low in its modeling of
reality. Like a game, it may or may not entail competition.
Integration.
Instructional
simulation games are found in curriculum applications that require both the
repetitive skill practice associated with games and the reality context
associated with simulations. Societal processes, cultural conflits, historical
eras, and ecological systems are popular topcs.
Cooperative Simulation Games.
The
computer has opened up even wider possibilities for simulating problem
situations elaborately. A number of development groups have made computer-based
simulations that challenge participants to work together a mystery.
LEARNING CENTERS
Another
technology for learning, the learning center, is a self-contained environment
designed to promote individual or small-group learning around a specific task.
A learning center may be as simple as a table and some chairs around which
students discuss, or it may be as sophisticated as severak networked computers
used by a group for collaborative research and problem solving.
Advantages.
- · Self-pacing.
- · Active learning.
- · Teacher role.
Limitations.
- · Cost.
- · Management.
- · Student responsibility.
- · Student isolation.
Integration.
Skill Centers.
Interest Centers.
Remedial Centers.
Enrichment Centers.
PROGRAMMED INSTRUCTION
Programmed
instruction was chronologically the first technology for learning and is an
explicit application of principles of learning theory-operant conditioning or
reinforcement theory.
Advantages.
- · Self-pacing.
- · Practice and feedback.
- · Reliable.
- · Effective.
Limitations.
- · Program design,
- · Tedious.
- · Lack of social interaction.
Integration.
Programmed
materials have been used successfully from the elementary school through the
adult education level and in almost every subject area.
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 in
structions. In a typical program the tutor and student go through the lesson
material together.
Advantages.
- · Self-pacing.
- · Practice and feedback.
- · Reliable.
- · Effective.
Limitations.
- · Labor intensive.
- · Development cost.
Integration.
Reading
and mathematics have been by far the most popular subjects for tutoring. Being
basic skills and highly structured by nature, these subjects lend themselves
well to this approach. Remedial instruction is a typical application of
tutoring programs.
PROGRAMMED TEACHING
Programmed
teaching, also known as direct instruction, is an attempt to apply the
principles of programmed instruction in a large group setting. In this
approach, a whole calass is broken into smaller groups of 5 to 10 students.
Programmed
teaching is seen by its proponents as a total system for organizing classroom
istruction. However, in North America it has been adapted for use as one
component of a whole group classroom setting.
PERSONALIZED SYSTEM OF INSTRUCTION
PSI
differs from the whole class application of matery learning in that it adheres
to the notion of using individual self-study as the main form of learning
activity.
Advantages.
- · Self-pacing.
- · Mastery.
- · Effective.
Limitations.
- · Development cost.
- · Behaviorist commitment.
- · Self-discipline.
Integration.
This
technology for learning has been applied most frequently to postsecondary
education, particularly at the community college level.
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