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PEMBELAJARAN BERASASKAN ELEKTRONIK
                                                DAN WEB
                                              ( KPT 6044)

---------------------------------------------------------------------------------------------------------------------------

                                              TUGASAN 4
CHAPTER 5: ENGAGING LEARNERS WITH COMPUTER
---------------------------------------------------------------------------------------------------------------------------



                                    DISEDIAKAN OLEH:


                                    HELIDZIA BT RAMLI
                                         (M20102000970)




                                            PENSYARAH:


               PROF M. ABDUL LATIF B. HJ. GAPOR
No.1 Question: What are techniques for integrating computers resources in the curriculum?
Answer:
1. Information-students need to learn to manage information-to retrieve, sort, organize, and
evaluate. For inquiry and research, students can use a database, a collection of related
information organized for quick access to specific items.


2. Communication
a) Email Messages (text messages)-this format is quick and easy to use. Teacher may engage
students with email messages as a means for connecting with classmates or students from a
distant location.
b) Oral And Visual Messages- encourage students to incorporate audio files they create with
voice rather than text.


3. Word Processing And Desktop Publishing-the word processor makes it possible for
students to work with their ideas and quickly make changes as they explore various ways to
present them.


4. Creativity
a) Graphics- drawing and creating graphics is a fun activity for students.
b) Audio Resources- students who enjoy music or have musical talent can create interesting
vocal and instrumental music.


5.Graphing Calculators And Spreadsheets-students can use it to solve complex
mathematical calculations, as a traditional calculator is used, but with increased power and
speed. Student can also learn to use spreadsheets program to prepare sets of data collected as
part of a project.


6. Games And Simulations- tools that support students in learning knowledge and skills
involve the use of problem-solving strategies and techniques. Games and simulations
incorporate many good learning principles, such as interactivity, challenge, problem solving,
systems thinking. Distributed knowledge, and performance related to competency.
No.2 Question : Describe five types of software that can be used in the classroom.
Answer:
1. Inspiration / Kidspiration
Inspiration Software (www.inspiration.com )
Concept-processing program. Inspiration is a software package that facilitates brainstorming,
concept mapping and planning. It creates visual diagrams of the ideas generated by an
individual or a group. Used this program to create overviews, presentation visuals and flow
charts.
2. Jumpstart Math For Kindergarteners
Knowledge Adventure (www.knowledgeadventure.com )
Tutorial program. This software is one of a series of jumpstart software products for younger
students. The goal is to help students learn critical math skills while they participate in
planning activities. In addition to making math fun for the students, a tracking and reporting
system is built into program for teachers to monitor progress and to adjust difficulty levels for
individual students.
3. Zoombinis Mountain Rescue
K12 Software (www.k12software.com )
The program encourages students to practice their math skills while challenging them to use
logic to solve problems. An added feature is that the puzzles that must be solved are never the
same, so students are always finding new adventures to follow.
4. Decisions, Decisions
Tom Snyder Productions (www.tomsnyder.com )
Simulation program. decisions, decisions is a series of role-playing software packages
designed specifically to generate informed discussion and decision making in the classroom
using only one computer. The program has a mode for whole-class discussion with the
teacher leading the entire group as in a traditional classroom. In addition, it offers a small-
group option for managing a cooperative learning environment.
5. Magic School Bus Lands On Mars
Microsoft (www.microsoft.com )
Science discovery program. This is another in the magic school bus series of interactive
software programs in which students must interact with the characters and action onscreen to
seek answers to questions.
No.3 Question : Discuss the advantages and limitations of using computer resources in
learning.
Answer:


Advantages by using computer in learning activities:


1. Learner Participation- computer materials require learners to engage in activities and
help maintain students attention.
2. Individualization-allow students to manage the rate and sequence of their learning, giving
them more control over outcomes. High-speed personalized responses to learner actions yield
immediate feedback and reinforcement.
3. Special Needs- computer resources are effective with special learners, gifted and at-risk
students and students with diverse physical or accommodated to ensure that instruction
proceeds at an appropriate pace.
4. Monitoring- teachers can prepare individual lessons for all students and monitor their
progress.


Limitation by using computer in learning activities:


1. Copyright-software and other digital information can be duplicated without permission
has inhibited some commercial publishers and private entrepreneurs from producing and
marketing high-quality instructional software.
2. High Expectations- users, both learners and teachers, may have unrealistic expectations
for computers. Many view computers as magical and expect learning to happen with little or
no effort, but in reality users derive benefits proportional to their investments.
3. Complex- more advanced programs may be difficult to use, especially for student
production, because they require the ability to use complex skills.
4. Lack Of Structure- students whose learning style requires more structured guidance may
become frustrated. Students may also make poor decisions about how much information to
explore.

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Tugasan 4 buku teks

  • 1. PEMBELAJARAN BERASASKAN ELEKTRONIK DAN WEB ( KPT 6044) --------------------------------------------------------------------------------------------------------------------------- TUGASAN 4 CHAPTER 5: ENGAGING LEARNERS WITH COMPUTER --------------------------------------------------------------------------------------------------------------------------- DISEDIAKAN OLEH: HELIDZIA BT RAMLI (M20102000970) PENSYARAH: PROF M. ABDUL LATIF B. HJ. GAPOR
  • 2. No.1 Question: What are techniques for integrating computers resources in the curriculum? Answer: 1. Information-students need to learn to manage information-to retrieve, sort, organize, and evaluate. For inquiry and research, students can use a database, a collection of related information organized for quick access to specific items. 2. Communication a) Email Messages (text messages)-this format is quick and easy to use. Teacher may engage students with email messages as a means for connecting with classmates or students from a distant location. b) Oral And Visual Messages- encourage students to incorporate audio files they create with voice rather than text. 3. Word Processing And Desktop Publishing-the word processor makes it possible for students to work with their ideas and quickly make changes as they explore various ways to present them. 4. Creativity a) Graphics- drawing and creating graphics is a fun activity for students. b) Audio Resources- students who enjoy music or have musical talent can create interesting vocal and instrumental music. 5.Graphing Calculators And Spreadsheets-students can use it to solve complex mathematical calculations, as a traditional calculator is used, but with increased power and speed. Student can also learn to use spreadsheets program to prepare sets of data collected as part of a project. 6. Games And Simulations- tools that support students in learning knowledge and skills involve the use of problem-solving strategies and techniques. Games and simulations incorporate many good learning principles, such as interactivity, challenge, problem solving, systems thinking. Distributed knowledge, and performance related to competency.
  • 3. No.2 Question : Describe five types of software that can be used in the classroom. Answer: 1. Inspiration / Kidspiration Inspiration Software (www.inspiration.com ) Concept-processing program. Inspiration is a software package that facilitates brainstorming, concept mapping and planning. It creates visual diagrams of the ideas generated by an individual or a group. Used this program to create overviews, presentation visuals and flow charts. 2. Jumpstart Math For Kindergarteners Knowledge Adventure (www.knowledgeadventure.com ) Tutorial program. This software is one of a series of jumpstart software products for younger students. The goal is to help students learn critical math skills while they participate in planning activities. In addition to making math fun for the students, a tracking and reporting system is built into program for teachers to monitor progress and to adjust difficulty levels for individual students. 3. Zoombinis Mountain Rescue K12 Software (www.k12software.com ) The program encourages students to practice their math skills while challenging them to use logic to solve problems. An added feature is that the puzzles that must be solved are never the same, so students are always finding new adventures to follow. 4. Decisions, Decisions Tom Snyder Productions (www.tomsnyder.com ) Simulation program. decisions, decisions is a series of role-playing software packages designed specifically to generate informed discussion and decision making in the classroom using only one computer. The program has a mode for whole-class discussion with the teacher leading the entire group as in a traditional classroom. In addition, it offers a small- group option for managing a cooperative learning environment. 5. Magic School Bus Lands On Mars Microsoft (www.microsoft.com ) Science discovery program. This is another in the magic school bus series of interactive software programs in which students must interact with the characters and action onscreen to seek answers to questions.
  • 4. No.3 Question : Discuss the advantages and limitations of using computer resources in learning. Answer: Advantages by using computer in learning activities: 1. Learner Participation- computer materials require learners to engage in activities and help maintain students attention. 2. Individualization-allow students to manage the rate and sequence of their learning, giving them more control over outcomes. High-speed personalized responses to learner actions yield immediate feedback and reinforcement. 3. Special Needs- computer resources are effective with special learners, gifted and at-risk students and students with diverse physical or accommodated to ensure that instruction proceeds at an appropriate pace. 4. Monitoring- teachers can prepare individual lessons for all students and monitor their progress. Limitation by using computer in learning activities: 1. Copyright-software and other digital information can be duplicated without permission has inhibited some commercial publishers and private entrepreneurs from producing and marketing high-quality instructional software. 2. High Expectations- users, both learners and teachers, may have unrealistic expectations for computers. Many view computers as magical and expect learning to happen with little or no effort, but in reality users derive benefits proportional to their investments. 3. Complex- more advanced programs may be difficult to use, especially for student production, because they require the ability to use complex skills. 4. Lack Of Structure- students whose learning style requires more structured guidance may become frustrated. Students may also make poor decisions about how much information to explore.