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Technologies for learning
Specific teaching-learning patterns that
serve reliably as templates for achieving
demonstratively effective learning.
3.1 Cooperative Learning
 Involves small heterogeneous groups
of students

 Working together to achieve a common academic
 goal or task

 Working together to learn collaboration and social
 skills.
2 converging forces:
First: Life outside the classroom requires
 more and more collaborative activity.

Second: awareness of the value and social
 interaction in making learning meaningful
Advantages:
 Active learning : actively interact with others
 Social skills : interpersonal, communication,
           leadership, compromise, and
           collaboration
 Interdependence: positive interdependence and
          accountability
 Individual accountability : individuals learn to
            be    accountable for their actions.
Limitations
 Student Compatibility


 Student Dependency


 Time consuming


 Individualist


 Logistical Obstacles
Integration
              Cooperative learning

              Use of small groups

            Students work together

  Maximize their own and each other’s learning
3.1.1 Johnson and Johnson’s Learning Model
(Roger and David Johnson’s interdependent learning group)

4 basic elements:
 Positive interdependence

 Face-to-face helping interaction

 Individual Accountability

 Teaching interpersonal and
       small-group skills
3.1.2 Team-Assisted Individualization (TAI)
(Bob Slavin and Nancy Madden)


   Incorporates features that allow students to
    proceed more efficiently and effectively on their
    own with fewer demands on the teacher for
    individual checking and motivating.
TAI follows these pattern:
1.   Teaching groups.
      Teacher         lesson         small heterogeneous groups
                      (learners who are at the same point in the curriculum)

2.   Team Formation
       Every 8 weeks                four-member teams
          (heterogeneous as possible: achievement levels, gender, ethnic background)


3.   Self – instructional materials
       work independently using self instructional materials

       solving problems, as et of problems, self tests and a
                      summative test
4. Team study.
    Pairs      working on problems and having their
                 partner checked their solutions.

5. Team scores and team recognition
    scores are computed at the end of the week



    certificates are given
( exceed the criterion level)
Computer-Based Cooperative Learning
            Can alleviate some of the logistics
            obstacles using cooperative learning
            methods.
          • Managing information
          •Allocating different individual
                 responsibilities
          •Presenting and monitoring instructional
                 material
          •Analyzing learner response
          •Administering tests
          •Scoring and providing remediation
Game


   An activity in which participants
follow prescribed rules that differ
from those of real life as they strive to
attain a challenging goal.
Advantages:
 Attractive : They are FUN!!!


 Novel : departure from classroom routine


 Atmosphere: Helpful for those who avoid structured
                   learning approach.

 Time on task : can keep learners in repetitious tasks
Limitations
 Competition : counter productive for some students

 Distraction : fail to focus on real objectives

 Poor design : players spend portion of their time
                    waiting for their turn, throwing dice,
                    moving markers around a board,
                    and performing similar          trivial
                    questions.
Integration
 Attainment of cognitive objectives :
               Discrimination and memorization

 Adding motivation to topics:
               grammar rules, spelling and math drills

 Small group instruction :
               provide structured activities
 Basic skills :
          sequence, sense of direction, visual perception,
          number rules and following rules.



 Vocabulary Building:
          Boggle, Fluster, Scrabble and Probe
 Adapting the content of Instructional Games:
     Teachers adapt existing games by changing the
 subject matter while retaining the game’s
 structure.

FRAME GAME

     Original game structure
     framework lends itself to multiple adaptations
Sample adaptations
        Safety tic-tac-toe




                      Spelling rummy
Reading concentration




            Word bingo
Simulation
 An abstraction or simplification of some real-life
 situation process.

 Participants play a role that involves them in
 interactions with other people or elements of the
 simulated environment.

 Provide realistic practice with feedback in realistic
 context and include social interactions.
Simulation and Problem-Based Learning
 SIMULATORS
           The device employed to represent a
    physical system in a scaled down form.

          are in a widespread use in applications

          training workers in a range of manual skills
    from CPR to welding.
Advantages:
 Realistic


 Safe


 Simplified
Limitations:
 Time consuming


 Oversimplification
Integration
 Training in Motor skills : athletic, mechanical and
                         complex skills.

 Instruction in social interaction and human
 relations

 Development of decision-making skills
3.3.1 Role plays
 A type of simulation in which the dominant feature is
 relatively open-ended interaction among people.

 Motivating and effective method of developing skills
 Examples of tasks for role playing:
      counseling, interviewing, sales and customer
 service, supervision and management.

 Examples of simulated settings:
     committee meetings, negotiation sessions, public
 meetings, work teams and
one-on-one interviews.
3.4 Simulation Games
 Combines the attributes of simulation with the
 attributes of games.

 Provides condition for holistic learning.


 Through the modeling of reality and the player’s
 interaction as they strive to succeed, learners
 encounter a whole and dynamic view of the process
 they are studying.
Integration:
 Instructional simulation games are found in
  curriculum applications that require both
  the repetitive skill practice associated
  with games and reality context associated
  simulations.

 Societal processes, cultural conflicts, historical eras
  and ecological systems
Excitement of play          interest in the subject
                               matter



holistic treatment of the game       a feel for the total
                                     process.
Cooperative Simulation Games
 Cooperation
                                Develop
                Fun-oriented
 Acceptance                     strong
                environment/
                               positive self
                 atmosphere
                                concepts
 Success

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Technologies for learning report sir julius

  • 1.
  • 2. Technologies for learning Specific teaching-learning patterns that serve reliably as templates for achieving demonstratively effective learning.
  • 3. 3.1 Cooperative Learning  Involves small heterogeneous groups of students  Working together to achieve a common academic goal or task  Working together to learn collaboration and social skills.
  • 4. 2 converging forces: First: Life outside the classroom requires more and more collaborative activity. Second: awareness of the value and social interaction in making learning meaningful
  • 5. Advantages:  Active learning : actively interact with others  Social skills : interpersonal, communication, leadership, compromise, and collaboration  Interdependence: positive interdependence and accountability  Individual accountability : individuals learn to be accountable for their actions.
  • 6. Limitations  Student Compatibility  Student Dependency  Time consuming  Individualist  Logistical Obstacles
  • 7. Integration Cooperative learning Use of small groups Students work together Maximize their own and each other’s learning
  • 8. 3.1.1 Johnson and Johnson’s Learning Model (Roger and David Johnson’s interdependent learning group) 4 basic elements:  Positive interdependence  Face-to-face helping interaction  Individual Accountability  Teaching interpersonal and small-group skills
  • 9. 3.1.2 Team-Assisted Individualization (TAI) (Bob Slavin and Nancy Madden)  Incorporates features that allow students to proceed more efficiently and effectively on their own with fewer demands on the teacher for individual checking and motivating.
  • 10. TAI follows these pattern: 1. Teaching groups. Teacher lesson small heterogeneous groups (learners who are at the same point in the curriculum) 2. Team Formation Every 8 weeks four-member teams (heterogeneous as possible: achievement levels, gender, ethnic background) 3. Self – instructional materials work independently using self instructional materials solving problems, as et of problems, self tests and a summative test
  • 11. 4. Team study. Pairs working on problems and having their partner checked their solutions. 5. Team scores and team recognition scores are computed at the end of the week certificates are given ( exceed the criterion level)
  • 12. Computer-Based Cooperative Learning Can alleviate some of the logistics obstacles using cooperative learning methods. • Managing information •Allocating different individual responsibilities •Presenting and monitoring instructional material •Analyzing learner response •Administering tests •Scoring and providing remediation
  • 13. Game An activity in which participants follow prescribed rules that differ from those of real life as they strive to attain a challenging goal.
  • 14. Advantages:  Attractive : They are FUN!!!  Novel : departure from classroom routine  Atmosphere: Helpful for those who avoid structured learning approach.  Time on task : can keep learners in repetitious tasks
  • 15. Limitations  Competition : counter productive for some students  Distraction : fail to focus on real objectives  Poor design : players spend portion of their time waiting for their turn, throwing dice, moving markers around a board, and performing similar trivial questions.
  • 16. Integration  Attainment of cognitive objectives : Discrimination and memorization  Adding motivation to topics: grammar rules, spelling and math drills  Small group instruction : provide structured activities
  • 17.  Basic skills : sequence, sense of direction, visual perception, number rules and following rules.  Vocabulary Building: Boggle, Fluster, Scrabble and Probe
  • 18.  Adapting the content of Instructional Games: Teachers adapt existing games by changing the subject matter while retaining the game’s structure. FRAME GAME Original game structure framework lends itself to multiple adaptations
  • 19. Sample adaptations Safety tic-tac-toe Spelling rummy
  • 20. Reading concentration Word bingo
  • 21. Simulation  An abstraction or simplification of some real-life situation process.  Participants play a role that involves them in interactions with other people or elements of the simulated environment.  Provide realistic practice with feedback in realistic context and include social interactions.
  • 22. Simulation and Problem-Based Learning  SIMULATORS The device employed to represent a physical system in a scaled down form. are in a widespread use in applications training workers in a range of manual skills from CPR to welding.
  • 25. Integration  Training in Motor skills : athletic, mechanical and complex skills.  Instruction in social interaction and human relations  Development of decision-making skills
  • 26. 3.3.1 Role plays  A type of simulation in which the dominant feature is relatively open-ended interaction among people.  Motivating and effective method of developing skills
  • 27.  Examples of tasks for role playing: counseling, interviewing, sales and customer service, supervision and management.  Examples of simulated settings: committee meetings, negotiation sessions, public meetings, work teams and one-on-one interviews.
  • 28. 3.4 Simulation Games  Combines the attributes of simulation with the attributes of games.  Provides condition for holistic learning.  Through the modeling of reality and the player’s interaction as they strive to succeed, learners encounter a whole and dynamic view of the process they are studying.
  • 29. Integration:  Instructional simulation games are found in curriculum applications that require both the repetitive skill practice associated with games and reality context associated simulations.  Societal processes, cultural conflicts, historical eras and ecological systems
  • 30. Excitement of play interest in the subject matter holistic treatment of the game a feel for the total process.
  • 31. Cooperative Simulation Games  Cooperation Develop Fun-oriented  Acceptance strong environment/ positive self atmosphere concepts  Success