The Summary of Chapter 2 of Teaching Media Course
CHAPTER 2TECHNOLOGIES
FOR LEARNING
1. What
Are Technologies for Learning?
2. Cooperative
Learning
3. Games
4. Simulations
5. Simulation
Games
6. Learning
Centers
7. Programmed
Instruction
8. Programmed
Tutoring
9. Programmed
Teaching
10. Personalized System of Instruction.
1. WHAT ARE TECHNOLOGIES FOR LEARNING?
Technologies for Learning is a specific teaching-learning patterns that serve reliably as templates for achieving demonstrably effective learning. Successful instruction, regardless of the psychological perspective-behaviorist, cognitivist, constructivist, or social-psychologist- includes a number of common features:
• Active participation and
interaction
• Practice
• Individualized instruction
• Reinforcement or feedback
• Realistic context
• Cooperative groups
We provided a definition of technology that differentiated between hard technology products such as computers and satellites, and soft technology processes or ways of thinking about problems. To be a "systematic application," the technique must have a carefully designed framework that provides a total system of teaching-learning application.
2. COOPERATIVE LEARNING
Cooperative learning involves small heterogeneous groups of students working together to achieve a common academic goal or task while working together to learn collaboration and social skills. Group members are interdependent that is, each is dependent on the others for achieving their goal.
a. Advantages
Ø Active
learning.
Ø Social
skills
Ø Interdependence.
Ø Individual
accountability
b. Limitations
Ø Student
compatibility
Ø Student
dependency
Ø Time
consuming
Ø Individualists
Ø Logistical
obstacles
c. Integration
Students can learn cooperatively not only by being taught with materials but also by producing materials them- selves. 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.
d. Learning
Together Model
Johnson and Johnson's interdependent learning group,
known as the Learning Together model, requires four basic elements:
Ø Positive
interdependence.
Ø Face-to-face
helping interaction.
Ø Individual
accountability
Ø Teaching
interpersonal and small-group skills
e. Team-Assisted
Individualization (TAI)
Robert Slavin (1985) and his
colleagues have developed a different format for cooperative learning,
Team-Assisted Individualization (TAI), which they developed for mathematics
instruction in grades three to six. TAI follows this pattern:
Ø Teaching
groups.
Ø Team
formation
Ø Self-instructional
materials.
Ø Team
study.
Ø Team scores and team recognition
f.
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.
3. 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.
a. Advantages
Ø Attractive;
Ø Novel;
Ø Atmosphere;
Ø Time on task.
b. Limitations
Ø Competition;
Ø Distraction
;
Ø Poor design.
c. Integration
Instructional games are particularly
well suited to the following:
Ø Attainment
of cognitive objectives, particularly those involving recognition,
discrimination, or memorization, such as grammar, phonics, spelling, arithmetic
skills, formulas (in chemistry, physics, logic), basic science concepts, place
names, terminology, and so on;
Ø Adding
motivation to topics that ordinarily attract little student interest, such as
grammar rules, spelling, and math drills;
Ø Small-group
instruction, providing structured activities that students or trainees can
conduct by them- selves without close instructor supervision;
Ø Basic
skills such as sequence, sense of direction, visual perception, number
concepts, and following rules, which can be developed by means of card;
Ø Vocabulary building.
d. 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:
Ø Safety
tic-tac-toe;
Ø Spelling
rummy;
Ø Reading
concentration;
Ø Word
bingo. Each player's card has a five-by-five grid with a vocabulary word
(perhaps in a foreign language) in each square.
4. SIMULATION
A simulation is an abstraction or simplification of some real-life situation or process.
a. Simulation
and Problem-Based Learning
In problem-based learning, the learner
is led toward understanding principles through grappling with a problem
situation. Most simulations attempt to immerse participants in a problem.
b. Simulators
Simple simulators are in widespread use in applications such as training workers in a range of manual skills from CPR to welding. One familiar example of a simulator is the flight trainer, a mock-up of the interior of the cockpit complete with controls and gauges.
c. Advantages
Ø Realistic;
Ø Safe;
Ø Simplified.
d. Limitations
Ø Time
consuming
Ø Oversimplification. Constructivists argue that learning should take place in fully realistic situations, with all the complexity of real life.
e. Integration
Ø Instructional
simulations, including role plays, are particularly well suited for the
following:
Ø Training
in motor skills, including athletic and mechanical skills, and complex skills
that might otherwise be too hazardous or expensive in real-life settings
Ø Instruction in social interaction and human relations.
f.
Role Plays
Role play refers to a type of simulation in which the dominant feature is relatively open-ended interaction among people.
5. 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).
a. Integration
In general, teachers frequently use instructional simulation games to provide an overview of a large, dynamic process.
b. Cooperative
Simulation Games
In recent years, sports psychologists
and educational psychologists have developed new theories questioning the value
and necessity of competition in human development.
6. LEARNING
CENTER
learning center, is self-contained environment designed to promote individual or small-group learning around a specific task.
a. Advantages
Ø Self-pacing;
Ø Active
learning;
Ø Teacher role.
b. Limitations
Ø Cost;
Ø Management;
Ø Student
responsibility;
Ø Student isolation.
c. Integration
You can use learning centers for a number of specialized purposes.
d. Skill
Centers
Basic skills that are built up through drill-and- practice lend themselves to the skill center approach.
e. Interest
Centers
For example, you might set up a get-acquainted center on insect life in the classroom before actually beginning a unit on specific insects.
f.
Remedial Centers.
Remedial centers can help students
who need additional assistance with a particular concept or skill.
7. PROGRAMMED
INSTRUCTION
Programmed instruction was chronologically the first technology for learning and is an explicit application of principles of learning theory-operant conditioning or reinforcement theory.
a. Advantages
Ø Self-pacing,
Programmed instruction allows individuals to learn at their own pace at a time
and place of their choice;
Ø Practice
and feedback;
Ø Reliable;
Ø Effective.
b. Limitations
Ø Program
design;
Ø Tedious.
The repetition of the same cycle and plowing through an endless series of small
steps taxes the attention span and patience of many students;
Ø Lack
of social interaction.
c. Integration
Programmed instruction is
particularly useful as an enrichment activity.
8. PROGRAMMED
TUTORING
Programmed tutoring (also referred to as structured tutoring) is a one-to-one method of instruction in which the tutor's responses are programmed in advance in the form of carefully structured printed instructions.
a. Advantages
Ø Self-pacing;
Ø Practice
and feedback;
Ø Reliable;
Ø Effective.
b. Limitations
Ø Labor
intensive. Programmed tutoring depends on the availability of volunteer tutors;
Ø Development
cost. The success of programmed tutoring depends on the design of the tutoring
guides.
c. Integration
Consider using tutoring to make
productive use of high-absence days.
9. PROGRAMMED
TEACHING
Programmed teaching, also known as
direct instruction, is an attempt to apply the principles of programmed
instruction in a large-group setting. The critical features of these lessons
include unison responding by learners to prompts (or cues) given by the
instructor, rapid pacing, and procedures for reinforcement or correction.
10. PERSONALIZED
SYSTEM OF INSTRUCTION
The final technology for learning that we will examine in this chapter is the Personalized System of Instruction (PSI), sometimes referred to as the Keller Plan after Fred Keller, who developed it. It can be described as a template for managing instruction.
a. Advantages
Ø Self-pacing;
Ø Mastery.
The main claim of PSI is that it prevents the "accumulation of
ignorance." Students are not allowed to go on to advanced units until they
show that they have mastered the prerequisites.
Ø Effective.
b. Limitation
Ø Development
cost;
Ø Behaviorist
commitment;
Ø Self-discipline.
c. Integration
this technology for learning has been
applied most frequently to postsecondary education, particularly at the
community college level. More recently it has become a popular framework for
structuring some computer-based courses and for distance education that relies
on the World Wide Web for distribution.
Reference
Molenda, M., Russell, J. D., Heinich, R. (1993). Instructional
Media and the New Technologies of Instruction. Britania
Raya: Macmillan Publishing Company.

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