Monday, February 8, 2016

Lesson 10 The Computer as a Tutor


The computer is one of the wonders of human ingenuity. With the invention of the microcomputer (now also commonly referred to PCs or Personal Computer), the PC has become the tools for programmed instructions.

Computer-assisted instruction (CAI)

            The computer can be a tutor in effect relieving the teacher of many activities in his/her personal role as classroom teacher.
The computer cannot totally replace the teacher since the teacher shall continue to play the major roles of information deliverer and learning environment controller.

The teacher must:



v  Insure that students have the needed knowledge and skills for any computer activity.
v  Decide the appropriate learning objectives .
v  Plan the sequential and structured activities to achieve objectives.
v  Evaluate the students’ achievement by ways of tests the specific expected outcomes.


The Students in CAI plays their own roles as learners ,as they:



v  Receive information.
v  Understand instructions for the computer activity.
v  Retain/keep in mind the information and rules for the computer activity.
v  Apply the knowledge and rules during the process of computer learning.


The  Computer  plays  its  roles as  it:

v  Acts as a sort of tutor (the role traditional played by the teacher)
v  Provides a learning environment.
v  Delivers learning instruction.
v  Reinforces learning trough drill-and-practice.
v  Provides feedback.

CAI Integrated with Lessons

v  CAI computer learning should not stop with the drill and practice activities of students
v  CAI works best in reinforcing learning through repetitive exercises such that students can practice basic skills or knowledge in various subject areas
v  In these programs, the computer presents a question /problem first and the student is asked to answer the question/problem. Immediate feedback us given to the student’s answer.



The question arises: When and how can teachers integrate drill and practice programs with their lessons? The following suggestions can be made:

v  Use drill and practice programs for basic skills and knowledge that require rapid or automatic response by students (e.g. multiplication table,  letter and word recognition, identification of geometric shapes, etc. )
v  Ensure that drill and practice activities conform to the lesson plan/curriculum .
v  Limit drill and practice to 20-30 minutes to avoid boredom.
v  Use drill and practice to assist students with particular weakness in basic skills.


The tutorial software should be able:

v  Be able to teach new content/new information to students (in as much as CAI provides practice on old or already learned content)
v  Provide comprehensive information on concepts in addition to practice exercises.
v  Be able to teach new content/new information to students (in as much as CAI provides practice on old or already learned content)
v  Provide comprehensive information on concepts in addition to practice exercises.
v  Be effectively used for remediation, reviewing, or enrichment.
v  Allow the teacher to introduce follow-up questions to stimulate students’ learning.
v  Permit group activity for cooperative learning.



SIMULATION PROGRAMS

            Simulation software materials are another kind of software that are constructivist in nature.


Simulation software:

§  Teaches strategies and rules applied to real-life problems/ situation.
§  Asks students to make decision on models or scenarios.       
§  Allows students to manipulate elements of a model and get the experience of the effects of their decisions.





           


Lesson 9: Computer as Information and communication technology


          In educational technology course 1 the role of computer in education was well discussed. It was pointed out that the advent of the computer is recognized as the third revolution in education. The first was the invention of the printing press; the second, the introduction of libraries and the third the invention of the computer, especially so with the advent of the microcomputer in 1975. Thus emerged computer technology in education



          Through the technology, educators saw the amplification of learning literacy. Much like reading, the modern student can now interact with computer messages; even respond to question or to computer commands. Again like writing, the learner can form messages using computer language or programs.

          Soon computer assisted instruction (CAI) was introduced using the principle of individualized learning through a positive climate that includes realism and appeal with drill exercise that uses color, music and animation. The novelty of CAI has not waned to this offered by computer-equipped private schools. But the evolving pace of innovation in today’s Information Age is so dynamic that within the first decade of the 21st century, computer technology in education has matured to transform into an educative information and communication technology (ICT) in education.


THE PC
Communication media     
(Internet)
email
chat rooms 
blog sites
Music/movie/television room

Audiovisual Media

(multimedia)
Text, sound, graphics chart, photos
Powerpoint presentations
CD, VCD, DVD player
CDVCD, DVD player
Educational software
(internet)
Educational websites
softwares, coursewares
School registration/ records accounting

                                              
FIGURE 6 – USES OF THE COMPUTER AS ICT IN EDUCATION
THE PERSONAL COMPUTER (PC) AS ICT

                Until the nineties, it was still possible to distinguish between instructional media and the educational communication media.

                Instructional media consist of audio-visual aids that served to enhance and enrich the teaching-learning process. Examples are the blackboard, photo, film, and video

                On the other hand, educational communication media comprise the media communication to audiences including learners using the print, film radio, and television or satellite means of communication.  For example, distance learning were implemented using correspondence, radio, television or the computer satellite system
                Close to the turn of the 21st century, however, such as distinction merged owing to the advent of the microprocessor also known as the personal computer (PC). This is due to the fact that the PC user at home, office and school has before him a tool for both audio-visual creations and media communication.

                To illustrate, let’s examine the programs (capabilities) normally installed in an ordinary modern PC:

·         Microsoft Office- program for composing text, graphics, photos into letters, articles, reports etc.


·         Power-point- for preparing lecture presentations


·         Excel- for spreadsheet and similar graphic sheets


·         Internet – access to the internet

·         Yahoo or Google- websites; email, chat rooms, Blog sites, news service (print/video) educational software etc.



·         Adobe reader- Graph/photo composition and editing


·         MSN- mail/chat messaging

·         Cyber link power- DVD player

·         Windows media player- Editing film/video



·         Game house- video games


Lesson 8 Higher Thinking Skills Through IT-Based Projects

OVERVIEW:
                        In this lesson, we shall discuss four types of IT-based projects which can effectively be used in order to engage students in activities of a higher plane of thinking. To be noted is the fact that these projects differ in the specific process and skills employed, also in the ultimate activity or platform used to communicate completed products to others.


Four IT based projects

I.              Resource-based projects

 The teacher steps out of the traditional role of being an context expert and information provider, and instead lets the students find their own facts and information.


Key Elements of a constructivist approach:

a)      The teacher creating the learning environment.

b)      The teacher giving students the tool and facilities.

c)      The teacher facilitating learning.


The general flows of events in resource-based projects are:

1. The teacher determines the topic for the examination of class.

2. The teacher presents the problem to the class.

3. The students find information on the problem/questions.

4. Students organize their information in response to the problem/questions.


Relating to finding information, the central principle is to make the students “go beyond the textbook and curriculum materials”. Students are encouraged to go to the library, particularly to the modern extension of the modern library,   the Internet.
           


TRADITIONAL AND RESOURCE-BASED LEARNING

Traditional learning model

1. Teacher is expert and information provides

2. Textbook is key source of information

3. Focus on facts Information is packaged in neat parcels

4. The product is the be-all and end-all of learning

5. Assessment is quantitative


Resource-based learning model

1. Teacher is a guide and facilitator

2. Sources are varied (print, video. Internet, etc.)

3. Focus on learning inquiry, quest, or discovery

4. Emphasis on process

5. Assessment is quantitative and qualitative.

II. SIMPLE CREATIONS
v   more consonant with planning, making, assembling, designing and/or building.
In developing software, creativity as an outcome should not be equated with ingenuity or high intelligence.

Creativity is said to combine three kinds of skills/abilities :
  •       Analyzing- distinguishing similarities and differences/ seeing the project as a problem to be solved.

  •       Synthesizing- making spontaneous connections among ideas, does generating interesting or new ideas.

  •       Promoting- selling of a new ideas to allow the public to test the ideas themselves.

The five key task to develop creativity:
  • Define the task- clarify the goal of the completed project to the student.

  • Brainstorm- the students themselves will be allowed to generate their own ideas on the project. Rather than shoot down ideas, the teacher encourages ideas exchange.

  • Judge the ideas- the students themselves make an appraisal for or against any idea. Only when students are completely off check should the teacher intervene.

  • Act- the students do their work with the teacher a facilitator.

  • Adopt flexibility- the students should be allowed to shift gears and not follow an action path rigidly.



Lesson 7 Evaluation of Teaching and Learning

Have you ever thought of Teaching and Learning in new ways?
Traditional is Good but Modern is Better

Traditional

Modern

The traditional world has a metamorphosed into a digital world. As efforts are exerted to go digital in instruction. We need to also go digital in learning assessment.


Assessment needs to conform, not with the literacy of the past century but the new literacy of 21st century.

This is a literacy that uses digital tools in preparing students to face a high- tech world.
This is why the standard student evaluation of learning must change…
CHANGE

C - CREATIVITY

H - Higher- level thinking

A - Amateurization,

N - new basic skills

G - Generation

E - Evaluation

“You’ve got to make the CHOICE to take a CHANCE if you want your life to CHANGE.”


Lesson 6 Developing Basic Digital Skills

DEVELOPING BASIC DIGITAL SKILLS
Six Essential Skills
1. Solution fluency
            this refers to the capacity and creativity in problem solving.

           
2. Information fluency
            This involves 3 subsets of skills, namely
            a) An ability to access information, access may involve not only of the internet, but other sources like the CD-ROM software.
            b) Retrieved information may include not only texts but images, sounds and video.
            c) An ability to reflect on, assess and rewrite for instructive information packages.


3. Collaboration fluency
            This refers to teamwork with virtual or real partners in the online environment. There is virtual interaction in social networking and online gaming domains.

4. Media fluency
            Media refers to channels of mass communication (radio, television, magazine, advertising, graphic arts) or digital sources.

5. Creativity fluency
            Artistic proficiency adds meaning by way of design, art, and story-telling to package a message. Font, color, patterns, layout are elements to creative fluency.


6. Digital ethics
            The digital citizen is guided by principles of leadership, global responsibility, environment awareness, global citizenship, and personal accountability.


HIGHER THINKING SKILLS

Bloom’s Taxonomy serves as a general framework of skills that requires information processing, idea creation and real-world problem-solving skills. The following taxonomy may be proposed:


1. Remembering recall information
2. Understanding-explain ideas
3. Applying-use information in a new way
4. Analyzing-distinguish different parts
5. Evaluating-justify stand or position
6. Creating-new product/point of view

The structured problem solving-process known as 4D’s also exemplifies the instructional shift in digital learning:
·         Define the problem
·         Design the solution
·         Do the work

·         Debrief on the outcome