CHAPTER 2
Technologies
for Learning
- WHAT ARE TECHNOLOGIES FOR LEARNING?
We define technologies for
learning as specific teaching-learning patterns that serve reliably as
templates for achieving demonstrably effectire learning.
Successful instruction, regardless
of the psychological perspective-behavior ist, cognitivist, constructivist, or
social-psychologist, includes a number of common features:
v Active participation and interaction
v Practice
v Individualized instruction
v Reinforcement or feedback
v Realistic context
v Cooperative groups
Technologies for learning
combat boredom by providing a change of pace from Lecture and seatwork by
adding motivational features that excite learner interest. They also provide a means for individualizing
instruction to a greater degree.
- COOPERATIVE LEARNING
Cooperative Learning involves
small hererogeneous groups of students working together to achieve a common
academic goal or task while working together to learn collaborarion and social
skills.
Cooperative learning has gained
momentum in both formal and informal education from two converging forces:
first, the practical realization that life outside the classroom requires more
and more collaborative activity, from the use of teams in the workplace to
everyday social life, and second, a growing awareing meaningful.
Advantages
v Active learning. Cooperative learning "requires"
students learn to interact with others developing their interpersonal,
communication, leadership, compromise, and collaboration skills
Interdependence.
v Social skills. Students interact with others developing their
interpersonal, communications, leadership, compromise, and collaboration
slolls.
v Interdependence. Positive interdependence and accountability are
developed as students interact to reach a common goal.
v Individual accountability.
Limitations
v Student compatibility. It is sometimes difficult to form groups of
students who will work together.
v Student dependency. If you allow the best students to
"carry" the others, you may create dependency and defeat the purpose
of cooperative learning.
v Time consuming. Cooperative learning requires more time to cover
the same amount of content.
v Individualistsm
v Logistical obstacles.
Integration
Students can learn cooperatively not only by being
taught with materials but also by producing materials themselves. The notion of
students working together in small groups is not new, but ensuring that their
efforts are truly collaborative has recently become a point of emphasis.
Today's notion of cooperative learning entails a deeper level of interaction,
based on the principle that articulating and negotiating your ideas with others
forces you to process information in a way that improves meaningfulness and
retention. We can define this new concept of cooperative learning as the
instructiobal use of small groups so that students work together to maximize
their own and each other's learning.
- Learning Together Model
Johnson and Johnson's interdependent learning group, known as the
Learaing Together model, requires four basic elements:
a.
Positive interdependence.
Students must recognize that all the members of the group are dependent on cach
other to reach success: "We are going to si or swim together." First,
the teacher creates positive goal interdependence by requiring teammates to
agree on objectives. Second, the teacher structures role interdependence by
assigning each student a role.
b.
Face-to-face helping
interaction. After silently working on the problem on scratch paper, the
learners teach each other and discuss any confusion or misconceptions.
c.
Individual accountability.
Students know that they will be tested individually, with the results given
back to the individual and the group.
d.
Teaching interpersonal and
small-group skills. Students cannot just be thrown together and told to
cooperate.
- Team-Assisted Individualization (TAI)
TAI was specifically intended
to avoid some of the problems encountered with individualized programmer
instruction. TAI follows this pattern:
a.
Teaching groups. The teacher
gives short lessons to small homogeneous groups-learners who are at about the
same point in the curriculum.
b.
Team formation. Every eight
weeks, students are assigned to four-member teams that are as heterogeneous as
possible in terms of achievement levels, gender, and ethnic background.
c.
Self-instructional materials.
Students work independently using self-instructional materials, which include
step-by-step procedures for solving problems, a set of problems, self-test
items, and a summative test.
d.
Team study. Students work in
pairs within their assigned team, working on problems and having their teams
partner check their solutions.
e.
Team scores and team
recognition. Team scores are computed at the end pf each week.
- Computer-Based Cooperative Learning Computer assistance can alleviate some of the logistical obstacles to using cooperative learning methods, particularly the tasks of managing information, allocating different individual responsibilities, presenting and monitoring instructional material, analyzing learner responses, administering tests, and scoring and providing remediation for those tests. Other programs provide information or give tary feedback only in displays that are flashed for a limited period of time.
- GAMES
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.
Communication games, fantasy
games, and encounter games exemplify a whole array of activities in which
participants agree to suspend the normal rules of interpersonal communication
to pursue such goals as fa self-awareness, empathy, sensitivity, and leadership
development. These activities are considered games but do not entail
competition. There is a movement today toward developing cooperative games
designed to foster creativity and collaborative decision making. These games
combine the elements of coopcrative learning with the elements of game.
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. Games base on realistic contexts are called simulation
gama. Most games provide social interactivity.
Advantages
v Attractive. Games provide attractive frameworks for learning
activities.
v Novel. As a departure from normal classroom routine, games arouse
interest because of their novelty.
v Atmosphere. The pleasant, relaxed atmosphere fostered by games can
be especially helpful for those who avoid other types of structures learning
activities.
v Time on task. Games can keep learners interested in repetitious
tasks, such as memorizing multiplication tables.
Limitations
v Competition. Competitive activities can be counter-productive for
students who are less interested in competing or who are weak in the content or
skill being practiced.
v Distraction. Without careful management and debriefing, students
can get caught up in the excitement of play and fail to focus on the real objectives.
v Poor dsign. To be instructionally meaningful the game activity
must provide actual practice of the intended ecademic skill. A
Integration
Instructional games are particularly well suited to
the following:
v Attainment of cognitive objectives, particularly those involving
recognition, discrimination, or memoization.
v Adding motivation to topics that ordinarily attract little student
interest.
v Small-group instruction
v Basic skills such as scquence
v Vocabulary building.
Adapting the
Content of Instructional Games
The original game is referred to as a frame game
because its framework lends itself to multiple adaptations. Here are some
sample adaptations:
v Safety tic-tac-toe. Use a three-by-three grid; each row represents
a place where safety rules pertain to home, school, and street, each column
represents the level of question difficulty.
v Spelling rummy. Using alphabet cards instead of regular playing
cards, players attempt to spell short words following the general rules of
rummy.
v Reading concentration. This game uses about a dozen matched
picture-word pairs of flashcards. -Word bingo. Each player's card has a
five-by-five grid with a vocabulary word (perhaps in a forcign language) in
each square.
- SIMULATIONS
A simulation is an abstraction
or simplification of some real-life situation or process. In simulations,
participants usually play a role that involves them in interactions with other
people or with clements of the simulated environment.
Simulations can vary greatly in
the extent to which they fully reflect the realities of the situation they are
intended to model.
Simulations
are by design active. Simulations provide realistic practice with feedback in a
realistic context.
- Simulation and Problem-Based Learning
One particular value of simulation
is that it implements the problem-based learning method as directly and a
possible. In problem based learning, the learner is led toward understanding
principles through grapplirig with a problem sinuation. Most simulations
attempt to immerse participants in a problem. The great advantage of this sort
of firsthand immersion in a topic is that students are more likely to be able
to appły to real life what they have practiced in simulated circumstances.
- Simulators
Competences in the motor skill
domain require practice under conditions of high feedback, which gives learo
the feel of the action. The device employed to represent a physical system in a
scaled-down form is referred to as a simulator. Simple simulators are in
widespread use in applications such as training workers in a range of manual
skills from of CPR to welding.
Advantages
v Realistic. The prime advantage of simulations is Fl Ro that they
allow practice of real-world skills under conditions similar to those in real
life.
v Safe. Learners can practice risky activitics for example,
cardiopulmonary resuscitation without risking injury to themselves or to
others.
v Simplified. Simulations are intended to capture the essential
features of a situation without dwelling on details that might be distracting
or too complex for the leamer's current level of understanding.
Limitations
v Time consuming. Simulations are often used with problem-based
learning methods, allowing learners to immerse themselves in a problematic
situation and to expenment with different approach.
v Opersimpification. Constructivists argue that learning should take
place in fully realistic situations, with all the complexity of real life.
Integration
v Training in motor skills, including athletic and mechanical skill,
and complex skill.
v Instruction in social interaction and human relations.
v Devclopment of decision-making skills.
- Role Plays
Role play refers to a type of simulation in which the dominant
feature is relatively open-ended interaction among people.
The purpose is to learn something about another kind
of person or about the dynamics of an unfamiliar situation.
The role-play simulations has proven to be a
motivating and effective method of developing social skills, especially
empathy.
- SIMULATION GAMES
A simulation game combines the attributes of a
simulation (role playing, a model of reality) with the attributes of a game
(striving toward a goal, specific rules).
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.
Cooperative
Simulation Games
Traditionally, games both
athletic contests and table-top board games-have emphasized competition among
adversaries. Out of this new awareness has come the "new games"
movement, generating hundreds of cooperative games that challabge the body and
imagination but that depend on cooperation for success. Instructional
simulation games have been developed that pursue a similar philosophy.
- LEARNING CENTERS
Another technology for learning, the learning center, is a self
container environment designer to promote individual or small-group learning
around a specific task.
Learning centers should encourage active
participation rather than just sitting and reading a book. It may be set up in
any suitable and available classroom space. Its materials may include
partically any or all of the media and multimedia formats mentiobed in this
text.
Advantages
v Self-pacing. Centers encourage students to take responsibility for
their own learning and follow them to learn at their own pace.
v Active Learning. Learning centers provide for student
participation in the learning experience.
v Teacher role. Learning cennters allow the teacher to play more of
coaching role.
Limitations
v Cost. A great deal of time must be spent in planning and setting
up centers and in collecting and arranging for center materials.
v Management. It must be very good classroom organization and
management.
v Student responsibility
v Student isolation.
Integration
v Skill Centers. These can provide students with an opportunity to
do additional practice, typically to reinforce a lesson preciously taught
through other media or methods.
v Interest Centers. It can stimulate new interests and encourage
creativity.
v Remedial Centers. It can help students who need additional
assistance with a particular concept or skill.
- PROGRAMMED INSTRUCTION
Programmed instruction was
chronologically the first technology for learning and is an explicit
application of principles of learning theory operant conditioning or
reonforcement theory. The framework of programmes instruction began with the
linear foeemat just describes. Programmes instruction thus led to the
development of computer assisted instruction (CAI) and same principles are
currently incorporated in Web-based instruction. It usually refers to learning
done by an individual using printed materials or a computer.
Advantages
v Self pacing: allows individuals to learn ar their own pace at a
time and place of their choice.
v Practice and feedback: requires learners to participate actively.
v Reliable: provides a reliable form of learning.
v Effective
Limitations
v Program design: poorly designed and have little value.
v Tedious: can give fhem a chance to go off on their own and
progress as far and as fast as they like
v Lack of social interaction: most programmes materials are meant to
be used by one individual at a time.
Integration
Programmed instruction is
particularly useful as an enrichment activity. It can help provide highly
motivated students with additional learning experiences. It also have proven to
be effective i. Remedial instruction.
Programmed is a one-to-one method of instruction in which the tutor's responses are programmes in advance in the form of carefully structured pinted instructions. In a typic programmed the tutor and student go through the lesson material together.
Advantages.
v Self-Pacing. It shares with programmed instruction the
characteristic of individualized pacing.
v Practice and feedback. It requires constant learner participation.
v Reliable. It provides reliable instruction in that the
theaching-learning pattern is embodied in a set of written instructions for the
tutor.
v Effective. The effectiveness of programmed tutoring has been well
established through the evaluation.
Limitations
v Labor intensive. It depends on the availability of volunteer
tutors.
v Development cost. The success of programmed tutoring depends on
the design of the tutoring guides.
Integration
In using programmed tutoring, keep in mind that
research consistently indicates that tutors also learn from tutoring, sometimes
more than their tutees.
- PROGRAMMED TEACHING
Programmed teaching is an
attempt to apply the principles of programmer instruction in a large-group
setting. The critical features of these lessons include unison responding by
learners to prompts given by instructor, rapid pacing, and procedures for
reinforcement or correction.
Programmer reaching lessons are designer to generate
high rates of responding by all students. It can be regarded as a technology
dor learning in that it has a definite pattern: teacher cue, unison vocal
response, and reinforcement or correction.
- PERSONALIZED SYSTEM OF INSTRUCTION (PSI)
PSI can be described as a
template for managing instruction. It also differs from the whole class
application of mastery learning in that it adheres to the notion of using
individual self-study as the main from of learning activity. The essential idea of PSI is that the learning
materials are arranged in sequential order and the student must demonstrate
mastery of each unit before being allowed to move on to the next.
Advantages
v Self pacing. It allows students to progress at their own rate and
to take full responsibility for determining when, where, and how they study.
v Mastery. Students are not allowed to go on to advanced units
untill they show that they have mastered.
v Effective. The effectiveness of PSI has been documented in a large
number of studies comparing it and conventional versions of courses.
Limitation
v Development cost. It demands a great deal of time in planning and
developing materials.
v Behaviorist commitment. The instructor adopting PSI must also be
willing go adopt its behaviorist structure.
v Self-discipline. It can be a problem for students, especially
younger learners.
Integration
Fred S. Keller developed the
first PSI course at the University of Brasilia in the mid 1960s. Since then,
this technology for learning has been applied most frequently to postsecondary
education, particularly at the community college level. At the level if has
been most successful in mathematics, engineering, and psychology and slightly
less successful in the life science and social science.
No comments:
Post a Comment