The
computer is one of the wonders of human ingenuity, even in its original
design in the 1950s to carry out complicated mathematical and logical
operations. With the invention of the microcomputer (now commonly
referred to PCs or personal computers), the PC has become the tool for
programmed instruction.
Educators
saw much use of the PC. It has become affordable to small business,
industries and homes. They saw its potential for individualization in
learning, especially as individualized learning is a problem since
teachers usually with a class of forty or more learners. They therefore
devised strategies to use the computer to the break the barriers to
individualized instruction
Computer-assisted instruction (CAI)
The
computer can be a tutor in effect relieving teacher of many activities
in his personal role as classroom tutor. It should be made clear,
however, that the computer cannot totally replace the teacher since the
teacher shall continue to play the major roles of information deliverer
and learning environment controller. Even with the available computer
and CAI software, the teacher must;
- Insure that students have the needed knowledge and skills for any computer activity
- Decide the appropriate learning objectives
- Plan the sequential and structured activities to achieve objectives
- Evaluate the students’ achievements by ways of tests the specific expected outcomes.
On the other hand, the student in CAI play their own roles as learners as they;
- Receive information
- Understand instruction for the computer activity
- Retain/keep in mind the information and rules for the computer activity
- Apply the knowledge and rules during the process of computer learning
During the computer activity proper in CAI the computer too plays its roles as it:
- Act as a sort of tutor (the role traditional played by the teacher)
- Provides a learning environment
- Delivers learning instruction
- Reinforces learning through drill and practice
- Provides feedback
CAI Integrated with Lesson
CAI computer learning
should not stop with the drill and practice activities of students in
effect, CAI work best in reinforcing learning trough repetitive exercise
such that student can practice basic skills or knowledge in various
subject areas. Common types of drill and practice programs include
vocabulary building, math facts, and basic science, and history or
geography facts. In these programs, the computer presents a question/
problem the first and the student is asked to answer the
question/problem. Immediate feedback is given to the student’s answer.
After the number of practice problems and at the end of the exercise,
the students get a summary of his overall performance.
SIMULATION PROGRAMS
Simulation software materials are another kind of software that is constructivist in nature. This simulation software:
- Teacher strategies and rules applied to real-life problems/situation
- Ask students to make decision on models or scenarios
- Allow students to manipulate elements of a model and get the experience of the effect of their decisions
An example of such software is SimCity in which students are
allowed to artificially manage a city environment. Decision-making
involve such factors as budget, crime, education, transportation, energy
resources, waste disposal, business/ industries available. (Note: soft
ware may not be available on local computer shops. Still
concept-learning is helpful).
INSTRUCTIONAL GAMES
While
relating to low level learning objectives (e.g. basic spelling or math
skills), instructional computer games add the elements of competition
and challenge.
An
example is GeoSafari which introduces adventure activities for
Geography History and Science. The program can be played by up to four
players to form teams. Learning outcomes can be achieved along simple
memorization of information, keyboarding skills, cooperation and social
interaction, etc.
PROBLEM SOLVING SOFTWARE
These
are more sophisticated than the drill and practice exercises and allow
students to learn and improve on their own problem solving ability.
Since problems cannot be solved simply by memorizing facts, the students
have to employ higher thinking skills such as logic, recognition,
reflection, and strategy-making
The
Thinking Things 1 is an example of a problem solving software in which
the team learners must help each other by observing comparing.
MULTIMEDIA ENCYCLOPEDIA AND ELECTRONIC BOOKS
The Multimedia Encyclopedia
can score a huge database with text, images, animation, audio and
video. Students can access any desired information, search it vast
contents and even download/print relevant portions of the data for their
composition or presentation. An example is the eyewitness children’s
encyclopedia.
Electronic books
provide textual information for reading supplemented by other types of
multimedia information (sounds, spoken words, pictures, animation).
These are useful for learning reading, spelling and word skills.
Examples are Just Grandma and Me animated storybook which offer
surprises for the young learner’s curiosity.
#mariatanya
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