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Technologies
for
Learning
Technologies for Learning
Is define
as specific teaching-learning
patterns that serve reliably as
templates for achieving
demonstratively effective
learning
COOPERATIVE LEARNING
It involves small
heterogeneous groups of
student working together to
achieve a common academic
goal or task while working
together to learn collaboration
and social skills.
Group members are
interdependent.
Involves active
participation of all
members.
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 activities .
 Second, growing awareness of the
value of social interaction in
making learning more
meaningful.
ADVANTAGES
 ACTIVE LEARNING
-to actively interact with others.
 SOCIAL SKILLS
-learn to interact with others.
 INTERDEPENDENCE
-think positively to reach a common
goal.
 INDIVIDUAL ACCOUNTABILITY
-group’s success depends on the
input of each individual.
LIMITATIONS
Student compatibility
Student dependency
Time consuming
Individualists
Logistical obstacles
INTEGRATION
 In science lab, middle school students
work together as detectives to
determine the nature of an unknown
substance . In a group, one student is
assigned to search in the internet,
another goes to the library for
background research and other
design and conduct experiments on
the substance.
Note that although
their efforts were
pooled at the end,
most of the work was
done independently.
Today’s notion of cooperative
learning entails a deeper level
of interaction.
Process information in a way
that improves meaningfulness
and retention.
We can define this new
concept of cooperative
learning as the instructional
use of small groups so that
students work together to
maximize their own and each
other’s learning.
TWO PARTICULAR FORMATS AS
EXAMPLES OF COOPERATIVE
LEARNING TECHNOLOGIES
1. Johnson and Johnson’s Learning
Together Model.
2. Slavin’s Team Assisted
Individualization (TAI)
LEARNING TOGETHER
MODEL
 Johnson and Johnson (1993)
determined that FEEDBACK
about your performance is a
critical factor in successful
learning.
 Interdependent learning group.
Four basic elements
1. Positive interdependence
2. Face-to-face helping
interaction
3. Individual accountability
4. Teaching interpersonal and
small-group skills.
1. Positive
interdependence
 all the members of the group are
dependent on each other to reach
success.
Teacher are expected to
 First, create positive goal
 Second, structures role
interdependence.
 Third, give rewards.
2. FACE-TO-FACE
HELPING INTERACTION
The learners teach each other
and discuss any confusion or
misconceptions.
3. INDIVIDUAL
ACCOUNTABILITY
REINFORCEMENT:
Randomly select one student’s
test to represent the whole
group.
4. TEACHING INTERPERSONAL
AND SMALL-GROUP SKILLS
 To function effectively as a group,
they must be taught the skills of
communication, leadership,
conflict management and must
learn to monitor the process in
their group and making
corrections.
TEAM-ASSISTED
INDIVIDUALIZATION (TAI)
 Robert Slavin (1985) and his
colleagues developed for mathematics
instruction in grade three to six
 TAI was specifically intended to avoid
some of the problems encountered
with individualized programmed
instruction.
Allow students to proceed
more efficiently and
effectively on their own with
fewer demands from the
teacher for individual
checking and motivating.
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.
 Decisions (Media File in chapter 9) is a
series of role playing software packages
by Tom Snyder Productions designed
specifically to generate informed
discussion and decision making in the
classroom using only one computer.
GAMES
 Is an activity in which
participants follow prescribed
rules that differ from those of real
life as they strive to attain a
challenging goal.
 Distinction between play and
reality makes games entertaining.
 Individual versus individual
can be a highly motivating device as
long as the contenders are fairly
matched and the conflict does not
overshadow the educational
objective.
 Group versus group entails the
same caution but it has the added
attraction of cooperation and
teamwork.
 Simulation games are based
on realistic contexts.
 the exception is solitaire type in
which players compete against
themselves.
ADVANTAGES
 ATTRACTIVE
-because they are fun.
 Novel
-arouse interest
 Atmosphere
-pleasant
 Time on task
LIMITATIONS
 COMPETITION
-competitive activities can be
counter-productive.
 DISTRACTION
-without careful management and
debriefing.
 POOR DESIGN
-spending large portions of time.
INTEGRATION
Attainment of cognitive
objectives.
Adding motivation
Small group instruction
Vocabulary building

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Mark fs2 report on technologies for learning

  • 2. Technologies for Learning Is define as specific teaching-learning patterns that serve reliably as templates for achieving demonstratively effective learning
  • 4. It involves small heterogeneous groups of student working together to achieve a common academic goal or task while working together to learn collaboration and social skills.
  • 5. Group members are interdependent. Involves active participation of all members.
  • 6. Cooperative learning has gained momentum in both formal and informal education from two converging forces.
  • 7.  First, the practical realization that life outside the classroom requires more and more collaborative activities .  Second, growing awareness of the value of social interaction in making learning more meaningful.
  • 8. ADVANTAGES  ACTIVE LEARNING -to actively interact with others.  SOCIAL SKILLS -learn to interact with others.  INTERDEPENDENCE -think positively to reach a common goal.  INDIVIDUAL ACCOUNTABILITY -group’s success depends on the input of each individual.
  • 9. LIMITATIONS Student compatibility Student dependency Time consuming Individualists Logistical obstacles
  • 10. INTEGRATION  In science lab, middle school students work together as detectives to determine the nature of an unknown substance . In a group, one student is assigned to search in the internet, another goes to the library for background research and other design and conduct experiments on the substance.
  • 11. Note that although their efforts were pooled at the end, most of the work was done independently.
  • 12. Today’s notion of cooperative learning entails a deeper level of interaction. Process information in a way that improves meaningfulness and retention.
  • 13. We can define this new concept of cooperative learning as the instructional use of small groups so that students work together to maximize their own and each other’s learning.
  • 14. TWO PARTICULAR FORMATS AS EXAMPLES OF COOPERATIVE LEARNING TECHNOLOGIES 1. Johnson and Johnson’s Learning Together Model. 2. Slavin’s Team Assisted Individualization (TAI)
  • 15. LEARNING TOGETHER MODEL  Johnson and Johnson (1993) determined that FEEDBACK about your performance is a critical factor in successful learning.  Interdependent learning group.
  • 16. Four basic elements 1. Positive interdependence 2. Face-to-face helping interaction 3. Individual accountability 4. Teaching interpersonal and small-group skills.
  • 17. 1. Positive interdependence  all the members of the group are dependent on each other to reach success. Teacher are expected to  First, create positive goal  Second, structures role interdependence.  Third, give rewards.
  • 18. 2. FACE-TO-FACE HELPING INTERACTION The learners teach each other and discuss any confusion or misconceptions.
  • 19. 3. INDIVIDUAL ACCOUNTABILITY REINFORCEMENT: Randomly select one student’s test to represent the whole group.
  • 20. 4. TEACHING INTERPERSONAL AND SMALL-GROUP SKILLS  To function effectively as a group, they must be taught the skills of communication, leadership, conflict management and must learn to monitor the process in their group and making corrections.
  • 21. TEAM-ASSISTED INDIVIDUALIZATION (TAI)  Robert Slavin (1985) and his colleagues developed for mathematics instruction in grade three to six  TAI was specifically intended to avoid some of the problems encountered with individualized programmed instruction.
  • 22. Allow students to proceed more efficiently and effectively on their own with fewer demands from the teacher for individual checking and motivating.
  • 23. TAI FOLLOWS THIS PATTERN 1. Teaching groups 2. Team formation 3. Self-instructional materials 4. Team study 5. Team scores and team recognition
  • 24. COMPUTER-BASED COOPERATIVE LEARNING  Computer assistance can alleviate some of the logistical obstacles.  Decisions (Media File in chapter 9) is a series of role playing software packages by Tom Snyder Productions designed specifically to generate informed discussion and decision making in the classroom using only one computer.
  • 25. GAMES  Is an activity in which participants follow prescribed rules that differ from those of real life as they strive to attain a challenging goal.  Distinction between play and reality makes games entertaining.
  • 26.  Individual versus individual can be a highly motivating device as long as the contenders are fairly matched and the conflict does not overshadow the educational objective.  Group versus group entails the same caution but it has the added attraction of cooperation and teamwork.
  • 27.  Simulation games are based on realistic contexts.  the exception is solitaire type in which players compete against themselves.
  • 28. ADVANTAGES  ATTRACTIVE -because they are fun.  Novel -arouse interest  Atmosphere -pleasant  Time on task
  • 29. LIMITATIONS  COMPETITION -competitive activities can be counter-productive.  DISTRACTION -without careful management and debriefing.  POOR DESIGN -spending large portions of time.
  • 30. INTEGRATION Attainment of cognitive objectives. Adding motivation Small group instruction Vocabulary building