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Minggu, 08 Maret 2020

TECHNOLOGIES FOR LEARNING



                    1. Technologies for Learning.
Definision : Technologies for learning as specific teaching learning patterns that serve reliably as templates achieving demonstrably effective learning.
Succesful instruction, regardless of the psychological perspective-behavior-ist, cognitivist, constructivist, or social-psychologist- includes a number of common features :
  •     Active participation and interaction
  •     Practice
  •      Individualized instruction
  •     Reinforcement or feedback
  •     Realistic context
  •     Cooperative group
                    2. Cooperative Learning

Definision : Cooperative learning involves small heterogeneous groups or students working together to achieve a common academic goal or task learning collaboration and social skills.
A. The advantages : 
     •   Active learning, “requires” students to actively interact with others.
     •     Social skills, Students learn to interact with others developing their interpersonal,                    communication, leadership, compromise, and collaboration skills.
     •   Interdependence, positive interdependence and  accountability are developed as students interact to reach a common goal.
     •      Individual accountability, learn to be accountable for their actions.
B. The limitations :
     •      Students compatibility, it is sometimes difficult to form groups of students who will work together well.
     •      Students dependency, the challenge is to devise management systems that require learners truly collaborate.  
     •      Time consuming, requires more time to cover the same amount of content than do some other methods.
     •      Individualist, who prefer to work independently do not like cooperative learning.
     •      Logistical obstacles, the teacher must arrange a lot of information , students responsibilities, and assesment activities.    

                    3. Games

     The terms game, simulation, and simulation game are often used interchangeably. 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.
     The distinction between play and reality is what makes games entertaining. Most people seem to enjoy setting aside the logical rules of everyday life occasionally and entering an artificial environment with different dynamics.
A. The advantages :
     •   Attractive, games provide attractuve frameworks for learning activities.
     •   Novels, as a departure from normal classroom routine and games arouse interest because of their novelty.
     •   Atmosphere, relaxed atmosphere fostered by games can be especially helpful for those (such as low achievers) who avoid other types of structured learning activities.
     •   Time on task, can keep learners interested in repetitious rasks, such as memorizing multiplication tables.
B. The limitations :
     •   Competition , can be counter-productive for students who are less interested in competing or who are weak in the content or skill being practiced.
     •   Distraction, students can get caught up in the excitement of play and fail to focus on the real objectives.
     •   Poor design, to be instructionally meaningfull the game activity must provide actual practice of the intended.
   
                    4. Simulation

Definision : A simulation is an abstraction or simplification of some real-life situation or process. Simulations can vary greatly in the extent to which they fully reflect the realities of the situation they are intended to model.
                    5. Simulation Games

Definision : A simulation game combines the attribute of a simulation (role playing, a model of reality) with attribute of game (striving toward a goal, specific rules). Because they combine the characteristic of both simulation games have advantages, limitations, and applications in common with both formats.

                    6. Learning centers

Definition : A learning center may be as simple as a table and some chair around which students discuss, or it may be as sophisticated as several networked computers used by a group for collaborative research and problem solving.
                    7. Programmed instruction

Definition : Programmed instruction was chronologically the first technology for learning and is an explicit application of principle of learning theory – operant conditioning or reinforcement theory. Since reinforcement theory suggested that people have a  tendency to learn behaviors  that are followed by reinforcers, psychologist B.F. Skinner wanted to develop a method of  instruction whereby students would spend most of their time performing the skills or displaying the knowledge  being taught—not just sitting and listening.

                    8. Programmed tutoring

Definiton : 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 advanced in the form of carefully structured printed instructions. In a typical program the tutor and student go trough the lesson material together.

                    9. Programmed teaching

Definition : Progammed teaching, also known as direct instruction, is an attempt to apply the principles of progammed instruction in a large group setting. In this approach, a whole class is broken into smaller groups of 5 to 10 students. These smaller groups are led through a lesson by a teacher, paraprofessional, or student peer following a highly prescriptive lesson plan. Progammed teaching is seen by its proponents as a total system for organizing classroom instruction and designed to generate high rates of responding by all students.

                    10. Personalized System of Instruction

The final technology for learning in this chapter is the Personalized system of instruction (PSI), sometimes referred to as the keller,who developed it. It can be describe for managing instruction. The idea that all student ceed achieve basic mastery but need different of time and practice to get there.
A.   The advantages :
      -    Self pacing.
     -   Mastery. “acumulation of ignorance”.
      -   Effective.
B.   The limitations :
          -   Development cost
      -   Behaviorist commitment
      -   Self discipline. 


Source : Heinich, Molenda, Russell, Smaldino et. 2002. Instructural Media  and Technologies for Learning volume 7. California: The University of California.

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