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Technologies for Learning Chapter 2

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Title: Technologies for Learning Chapter 2


1
Technologies for Learning Chapter 2
  • Katherine Ann Webster

2
Chapter Outline
  • Technologies for Learning
  • Cooperative Learning
  • Games, Simulations, and Simulation Games
  • Learning Centers
  • Programmed Instruction, Programmed Tutoring, and
    Programmed Teaching
  • Personalized System of Instruction

3
Technologies for Learning???
4
Types of Technology
  • Hard technology
  • Computers and Satellites
  • Soft technology
  • A process or way of thinking about a problem

5
Features of Successful Instruction
  • Active involvement (participation and
    interaction)
  • Reinforcement and Feedback
  • Practice
  • Realistic context
  • Individualized Instruction or Cooperative groups

6
Learner Participation
Not or
7
To get the learner actively involved
  • .is to get the learner
  • thinking!!!

8
Positive 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.

9
Practice
10
Realistic 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.

12
Some people prefer to work by themselves.
Thats just their
way!!!
13
Some folks prefer to work with others.
They work well in groups.

14
Cooperative Groups
15
Cooperative Learning
16
Lets all pull together!!!!
17
Not!!!!!

18
Cooperative Learning defined
  • Cooperative Learning is the instructional use
    of small groups so that students work together to
    maximize their own and each
  • others learning.

19
Cooperative Learning Formats
  • Johnson and Johnsons Learning Together Model
  • Slavins Team-Assisted Individualization
  • Computer-Based Cooperative Learning

20
Johnson 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


21
Slavins 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

22
The 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

23
Advantages 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

24
Results
  • Better learning of lesson content
  • Better retention
  • Better interpersonal skills
  • Better thinking skills

25
Parallel Learning
  • Advantages
  • Friendly Atmosphere and Environment
  • Companionship
  • Security

26
Companionship

27
Security
28
Individualized Instruction
  • Working One-on-One
  • Individualized assignments

29
Computer-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

31
Games 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.

32
Characteristics and Uses of Games
  • Characteristics
  • Entertaining, Imaginative
  • Challenging
  • Obtainable Goals
  • Uses
  • Important skills
  • Motivation
  • Small Group Instruction

33
Advantages and Disadvantages
  • Advantages
  • Attractive and Novel
  • Atmosphere
  • Time on task
  • Disadvantages
  • Competition
  • Distraction
  • Poor design

34
Simulation and Simulators defined
  • Simulation is a simplification of some real-life
    situation or process.
  • Simulators provide realistic practice with
    feedback in a realistic context.

35
Examples, Advantages and Disadvantages
  • Examples
  • Starpower
  • Role Play
  • Flight Simulators
  • Advantages
  • Real-Life Learning
  • Safe Environment
  • Simplified
  • Disadvantages
  • Time consuming
  • Oversimplification

36
Simulation 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?

37
Cooperative 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.

38
Debriefing
  • Types of Debriefing
  • Group
  • Individual
  • 4 Ds of Debriefing
  • Decompressing (feelings)
  • Describing (facts)
  • Drawing Comparisons (transfer)
  • Deriving Lessons (applications)

39
Appraisal Checklist
  • Games
  • Simulation
  • Simulation Games

40
Learning 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

41
Advantages 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

42
Types 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

44
Programmed Instruction
  • Programmed Instruction follows the theory that
    behavior is learned through reinforcement.
  • Programmed Instruction played an important role
    in the development of computer software.

45
Programmed 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.

46
Characteristics of Programmed Instruction
and Programmed Tutoring
  • Programmed Instruction
  • Enjoyment and Learning
  • Realistic Contexts
  • Programmed Tutoring
  • One-on-one
  • Structured Responses
  • Student Paced

47
Advantages of both Programmed Instruction
and Programmed Tutoring
  • Self-Pacing
  • Practice and Feedback
  • Reliable
  • Effective

48
Disadvantages..
  • Programmed Instruction
  • Program Design
  • Tedious Repetition
  • Lack of Social Interaction
  • Programmed Tutoring
  • Labor Dependent
  • Time and Cost

49
Programmed 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)

50
Critical Features of Programmed Teaching
  • Scripted Lessons
  • Unison Responses
  • Rapid Pace
  • Reinforcement or Correction

51
Personalized 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.

52
Essential 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

53
Advantages and Disadvantages of PSI
  • Advantages
  • Self-Pacing
  • Mastery
  • Effective
  • Disadvantages
  • Development Costs
  • Mastery Perspective
  • Self-discipline
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