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HBEF3103
Principles of Instructional Technology
INTRODUCTION
HBEF3103 Principles of Instructional Technology is one of the courses offered by
the Faculty of Education and Languages at Open University Malaysia (OUM).
This course is worth 3 credit hours and should be covered over 15 weeks.
COURSE AUDIENCE
This course is offered to all students taking the Bachelor of Education
(Educational Administration) and Bachelor of Education (Teaching English as a
Second Language – TESL) programmes. This module should be able to form a
strong foundation for the principles of teaching and learning, thinking skills and
also teaching technologies.
As an open and distance learner, you should be able to learn independently and
optimise the learning modes and environment available to you. Before you begin
this course, please confirm the course material, the course requirements and how
the course is conducted.
STUDY SCHEDULE
It is a standard OUM practice that learners accumulate 40 study hours for every
credit hour. As such, for a three-credit hour course, you are expected to spend
120 study hours. Table 1 gives an estimation of how the 120 study hours could be
accumulated.
Study
Study Activities
Hours
Briefly go through the course content and participate in initial discussions 3
Study the module 60
Attend 3 to 5 tutorial sessions 10
Online participation 12
Revision 15
Assignment(s), Test(s) and Examination(s) 20
TOTAL STUDY HOURS 120
LEARNING OUTCOMES
By the end of this course, you should be able to:
COURSE SYNOPSIS
This course is divided into 10 topics. The synopsis for each topic can be listed as
follows:
Topic 6 describe teaching and learning strategies that can be used in instructional
design based on the learning theories. Further, it discusses several elements of
thinking skills including the concept, the importance and also the types. Also
discussed is how learning problems could be overcome by understanding
thinking skills. In addition, this topic explains the types and the use of thinking
tools as well as how thinking skills could be improved by using thinking tools.
Topic 10 examines some of the more recent technologies that are slowly being used
in education today. Also suggested are possible learning situations in the future.
Learning Outcomes: This section refers to what you should achieve after you
have completely covered a topic. As you go through each topic, you should
frequently refer to these learning outcomes. By doing this, you can continuously
gauge your understanding of the topic.
Activity, you should try to reflect on what you have gathered from the module and
apply it to real situations. You should, at the same time, engage yourself in higher
order thinking where you might be required to analyse, synthesise and evaluate
instead of only having to recall and define.
Summary: You will find this component at the end of each topic. This component
helps you to recap the whole topic. By going through the summary, you should
be able to gauge your knowledge retention level. Should you find points in the
summary that you do not fully understand, it would be a good idea for you to
revisit the details in the module.
Key Terms: This component can be found at the end of each topic. You should go
through this component to remind yourself of important terms or jargon used
throughout the module. Should you find terms here that you are not able to
explain, you should look for the terms in the module.
PRIOR KNOWLEDGE
No prior knowledge is required.
ASSESSMENT METHOD
Please refer to myINSPIRE.
REFERENCES
Abu Bakar Nordin. (1986). Asas penilaian pendidikan. Kuala Lumpur:
Heinmann.
Agnew, P. W., Kellerman, A. S., & Meyer, J. (1999). Multimedia in the classroom.
Boston: Allyn and Bacon.
Ainon Mohd & Abdullah Hassan. (1999). Menyelesaikan masalah secara kreatif.
Kuala Lumpur: Utusan Publishing.
Clark, L. H. (1991). Secondary and middle school teaching methods. New York:
Macmillan.
INTRODUCTION
The concept of instructional technology has often been misinterpreted. Many
will mention the use of devices such as computer, television, video, CD-ROM,
overhead projector and slides in the teaching process. However, it is a
misconception that the field of instructional technology is about the use of
technology in education. Instead, instructional technology is a discipline, a field
of study, a craft and an art. Those devices are used to improve the quality of the
instruction materials to cater to learnersÊ needs.
Evans and Nation (2000) said technology is not a tool but an art or science of how
to use a tool for a purpose. Seels and Richey (1994) stated that technology
includes tools, processes, applications, skills and organisation. Technology in
education or instruction is more than the technical application of tools, machines,
computers, products and communication systems (such as multimedia,
computerised instruction, games, simulations or interactive video). It also
encompasses the „application of the principles of science in order to solve
learning problems.‰
Molenda (2003) said that instructional technology is the art and science of
designing, producing and using – with economy and elegance – solutions to
solve institutional problems; these solutions may combine verbal or audiovisual
media and may be experienced with or without human mediation and may take
the form of learners, courses or whole systems that facilitate learning efficiently,
effectively and humanely.
From all these definitions, a new definition of instructional technology was born
which emphasised mental processes and cognitive analysis of learning tasks. It
was suggested by Reiser (2001, p. 53) as shown below:
(a) Instruction
A planned process that facilitates learning.
(b) ISD/ID
This refers to Instructional Systems Design (alternatively called
Instructional Systems Development). It means sound decision making to
determine the who, what, when, where, why and how of training. ISD is
often called Systems Approach to Training (SAT) or Analysis, Design,
Development, Implement, Evaluate (ADDIE).
(c) IST
This means Instructional Systems Technology. A survey of websites shows
that IST is normally related to a programme, department or a faculty that
offers courses related to ISD.
1.4 DOMAINS
Instructional technology is a multifaceted field. Seels and Richey (1994) identified
five domains which contribute to the field. Shown in Figure 1.1, these are as
follows:
(a) Management (M);
(b) Design (D);
(c) Utilisation (U);
(d) Development (D); and
(e) Evaluation (E).
These five domains can be stored for easy retrieval by remembering the
mnemonic acronym M-DUDE. The Definition and Terminology Committee
provided descriptions for each of the domains (Seels & Richey, 1994):
(a) Design refers to the process of specifying conditions for learning. The
design component demonstrates knowledge, skills and dispositions to
design conditions for learning by applying principles of instructional
systems design, message design, instructional strategies and learner
characteristics.
(c) Utilisation refers to the use of processes and resources for learning.
Utilisation incorporates knowledge, skills and dispositions to use processes
and resources for learning by applying principles and theories of (and
research related to) media utilisation, diffusion, implementations and
policy-making.
ACTIVITY 1.1
Instruction M-DUDE
Instructional Systems Design (ISD) Technology
Instructional technology
INTRODUCTION
There is growing awareness among instructors from both academic institutions
and corporate industries on the importance of designing their own teaching and
learning materials for students and workers. But how are these instructional
materials designed? Designing instructional materials is not easy as it involves
many aspects such as instructional design theories, learning theories and
instructional media. Instructional design may guarantee effective teaching and
learning.
Examples:
A child fixing a bicycle tyre with the help of instructions from his father. He
is interacting with his surroundings – the bicycle and his father. Learning is
said to happen here.
You are baking a cake with help from your mother. She explains to you the
ingredients used and the temperature needed to bake a cake. You are
involved in the learning process.
Examples:
Mrs Lee, a Physics teacher, is preparing a lesson plan for her class the next
day. She decides to use the demonstration method as the lesson involves a
dangerous experiment. The teaching process is happening here.
Mrs Ravi discusses with her husband the best strategy to educate their
daughter on sexually transmitted diseases. Considering this is a sensitive
issue, they decide to use the discussion method.
2.2.1 Definition
Montague, Wulfrek and Ellis (1980) stated that „the best design doesnÊt
compensate for the lack of skills needed to develop quality instruction.‰ An
instruction is a set of events that facilitate learning while design means a creative
pattern or a rational, logical and sequential process to solve problems. Thus,
instructional design can be defined as „the systematic process of translating
principles of learning and instruction into plans for instructional materials and
activities.‰ However, there are many different definitions for instructional design
and all of them are an expression of underlying philosophies and viewpoints of
what is involved in the learning process (Siemens, 2002). According to Albion
et al., (1996) instructional design can be defined as a process, discipline, science
or reality as follows:
However, all of them share some basic features as follows (Thompson, 2001):
(v) Evaluation.
(f) Evaluate whether the goals, objectives and needs are met.
(d) Ensure that the teaching and learning process is cost effective;
(e) Ensure that the learning content matches the intended objectives;
(f) Ensure that the teaching can be applied to various suitable scenarios; and
(g) Ensure that the teaching plan adheres to the time allocation.
Do you grasp the scenario of the teacherÊs task in preparing learning materials?
We can see that it is done unsystematically and haphazardly. Of course, some
learning materials were created but materials developed using traditional
instructional designs might be ineffective.
The new approaches are often referred to as systematic teaching (Dick & Carey,
1978), instructional design (Gagne & Briggs, 1977; Wager, 1981) and instructional
system development or ISD (Branson, 1975). The main components of these
approaches are a sequence of planning, design, development, execution and
evaluation.
StudentsÊ awareness about Students are not told Mentioned to the students
objectives before the lessons or
Acquired intuitively from
stated clearly in the
textbooks and the lesson
presentation
Course development Materials are chosen first Objectives are stated first,
followed by selection of
Created unsytematically
materials
Review of teaching materials Happens only once in a Takes place almost all the
while time
ACTIVITY 2.1
These events as shown in Figure 2.2 are intended to promote the transfer of
knowledge or information from perception through the stages of memory.
Gagne, bases his events of instruction on the cognitive information processing
learning theory.
The practice of the instructional design process can improve the teaching and
learning processes and benefit both teachers and students.
INTRODUCTION
In designing instructional materials, a thorough knowledge of learning theories
is needed. Learning theories may be categorised into three big groups:
behaviourist, cognitive and constructivist.
Often, it is difficult for students to distinguish between all three learning theories
– behaviourism, cognitivism and constructivism. The design of instructional
materials requires the bridging of pedagogy, instructional design and
technology. If students fail to understand the strengths and weaknesses of each
theory, applying it to design an instruction will be difficult.
Procedure Observation
Ring a bell in front of the dog No traces of saliva observed
Before conditioning
Place food in front of the dog Traces of saliva appeared
Ring the bell a few seconds before
During conditioning Traces of saliva appeared
placing the food in front of the dog
After conditioning Ring the bell (no food) Traces of saliva appeared
Generalisation of Ring a similar sounding sound as
Traces of saliva appeared
stimulations the bell
Stop the stimulus {bell rings and
Termination Saliva stopped
food} temporarily
Response again Place food Traces of saliva reappeared
The dog was able to distinguish
Discrimination Ring a different sounding bell
which sound comes with food
After the dog has been
High level
conditioned, give an uncommon Traces of saliva appeared
conditioning
stimulus (for example, light)
He used animals such as cats, dogs, fish and monkeys in his experiments. In one
of his experiments, a cat was placed in a cage where a string could be triggered to
obtain the food. By trial and error, the cat gradually developed a behaviour that
was rewarded with food.
The theory proposed by Thorndike consists of three laws: law of effect, law of
exercise and law of readiness as explained in Table 3.2.
Laws Description
The connection of S-R strengthens when the response given is
satisfactory.
Watson believed that humans were born with reflex and emotions such as love
and anger. Other types of behaviour are the product of S-R conditioning.
Procedure Observation
Albert touches the mouse. Albert is not afraid.
A loud noise is sounded the moment Albert is afraid of the sound; by
Albert touches the mouse. conditioning, he begins to fear the mouse.
The mouse is replaced with another small AlbertÊs fears expand to other small
animal. animals.
The fear is terminated by showing Albert a The fear from conditioning is strong and
mouse without the noise. long-lasting (Harris: 1979, Samelson: 1980,
cited in Brophy: 1990).
The act of pressing the lever (G), which operated on its surroundings, is known
as operant. Operants create a response (R) which makes the mouse press the
lever. The mouseÊs behaviour is strengthened and possibly repeated in the same
situation. This learning is called operant conditioning.
Table 3.4 explains the action and response of the SkinnerÊs experiment.
Action Response
Positive reinforcement or reward Rewarded response most probably will be
repeated.
Negative reinforcement Response followed by pain and hardship
will not be repeated.
Destruction or no reinforcement Response which is not reinforced will not be
repeated (ignoring studentsÊ wrongdoings
will terminate the behaviour).
Penalty Painful response will not be repeated.
Experiment Action
SkinnerÊs Behaviour Formation The animal began to make the connection
The trapped animal took a long time to between lever and food.
realise that pressing a lever would produce
food.
Examples:
Make sure achievements are rewarded with reinforcements like praises, gifts
and good grades.
Levels Descriptions
Verbal information Verbal information is linked to knowledge which requires students
to memorise information.
Also known as declarative knowledge.
Example: Name the capital of Malaysia.
Intellectual skill At a higher level compared to verbal information as it utilises
cognitive processes.
Also known as procedural knowledge.
Divided into three levels – understanding a concept (lowest), use of
rules (intermediate) and problem solving (highest).
Example: A student uses the Pythagoras Theorem, square root and
rules to solve problems.
Cognitive strategy The skill to control own learning and thinking.
Example: Analyse information before answering questions.
Attitude Feelings or trust in oneself that incline a person to perform a task.
Motor skill Any activity that involves one or all parts of the body in
performing a task.
Example: Dancing, sewing, typing and conducting experiments.
Mastery learning assumes that all students can master the materials provided.
Bloom expanded on MorrisonÊs idea but believed that mastery learning was only
suitable for lower cognitive levels and not appropriate for teaching higher
cognitive levels.
(b) Peterson
PresseyÊs student who built chemosheets.
(c) US Military
During WWII, the US military developed training materials with strong
instructional design which were needed to train the military personnel.
(d) Crowder
Trained electronic tool function troubleshooting.
ACTIVITY 3.1
Levels Descriptions
Knowledge Observe and recall information such as date, location and
basic lesson contents.
Example:
State the capital of Thailand
Example:
Example:
Bandura and Walters found that children did not imitate behaviour that had
been reinforced. Sometimes, they used new behaviour models without any need
for enrichment. Observations found to be not parallel with behaviourism caused
Bandura to discard the operand conditioning theory which stated that all
humans must demonstrate behaviour and accept reinforcement before they could
learn on their own. In Social Learning and Personality Development (1963),
Bandura suggested the Social Cognitive Learning Theory.
(a) Assimilation
Involves association of new learning with background knowledge and pre-
conception.
(b) Accommodation
Involves changes in mental structures to incorporate new information.
Assimilation-accommodation results in formation of schemata.
(c) Equilibrium
Involves deliberation between assimilation and accommodation.
(d) Disequilibrium
Will occur if new information received contradicts information stored in
mental structure.
(a) Schema
The concept of schema was proposed by Sir Frederic Bartlett (1932, 1958)
during his studies on memory. Schema is an intrinsic knowledge structure.
A schema is formed when new information is compared with the existing
cognitive structure. Schema can be combined, developed or changed to
accommodate new knowledge.
3.4 CONSTRUCTIVISM
The theory of constructivism was pioneered by Jerome Brunner in 1966. The
main theme of the theory is that learning is an active process whereby students
construct knowledge or new concepts based on their experiences. Students are
said to construct knowledge by using their cognitive structures. Cognitive
structures (including schema and mental framework) give meaning and
organisation to the experience and allow students to learn more than the
knowledge provided. In other words, this theory is linked to the epistemology
theory suggested by Piaget. There are many different views of what
constructivism really is. However, in general, constructivism is based on the
following principles:
(d) Teachers must employ the most effective sequence in delivering knowledge.
Among the constructivist characteristics that can be witnessed in this package are
as follows:
(b) Control is given to students so that they can navigate learning paths. For
example, in this package, students are free to select which module to learn
and the number of particles they want to observe.
(d) Students are active. This software provides suitable and effective interactivity
with students.
(e) The software can be used individually or in group, which is suitable for
collaborative learning (an important feature in constructivism).
(d) Tasks that require higher order thinking are usually related top strategies
connected to constructivism.
ACTIVITY 3.2
Behaviourism Constructivism
Classical conditioning Instructional design
Cognitivism Stimulant
INTRODUCTION
Most instructional design (ID) theories and models rely on a set of steps to
produce an effective result (Hannafin & Peck, 1988). Their features generally
include stages for planning, development and testing. In more abstract terms, an
ID model is a kind of abstract design rule for a given ID approach or a given
pedagogical strategy. Here is an overview of some different theories and models
for ID:
(a) Dick and Carey Model;
(b) Hannafin and Peck Model;
(c) ASSURE Model;
(d) Waterfall Model;
(e) Knirk and Gustafson Model;
(f) Jerrold Kemp Model;
(g) Gerlach-Ely Model;
(a) State general characteristics of learners and the specific competencies they
need such as knowledge, skills and attitudes;
(b) State learning objectives in terms of what learners will know or be able to
do as a result of the instruction;
(d) Plan how the materials will be used, gathering the necessary materials
together and using them in instruction;
(e) Provide activities and time for adequate practice and reinforcement of
performance; and
Refer to Table 4.1 for the explanation of the Gagne-Briggs systems model.
These are complete with media and materials for instruction as well as
supporting documents. The end result is a course ready for delivery. The
implementation stage is the delivery of the instruction. Two related evaluations
are:
(a) Models that describe a pedagogic strategy in detail. Examples: Nine events of
instruction (behaviourist/cognitivist), inquiry-based learning (constructivist);
(b) Models that relate to quality of design. Example: Merrill's first principles of
instruction;
(e) Change management related models that specifically address the issue of
introducing new pedagogic and associated ID models. Example: activity
theory-based expanded learning; and
4.3.1 Analysis
Refer to Table 4.4 for the explanation of the analysis phase in instructional design.
4.3.2 Design
Refer to Table 4.5 for the explanation of the design phase in instructional design.
4.3.3 Development
Refer to Table 4.6 for the explanation of the development phase in instructional
design.
4.3.4 Implementation
Refer to Table 4.7 for the explanation of the implementation phase in instructional
design.
4.3.5 Evaluation
Refer to Table 4.8 for the explanation of the evaluation phase in instructional
design.
ACTIVITY 4.1
The models are needed when designing instructional materials because these
will serve as a guideline in speeding up the process, assisting in
communication and covering all phases of good ID.
There are two main types of differences among all the ID models – physical
and content.
Physical differences focus on form and phase while content differences focus
on characteristics, functions and typology.
LEARNING OUTCOMES
By the end of this topic, you should be able to:
1. Apply instructional design model in designing instruction; and
2. Apply appropriate strategies to design instruction.
INTRODUCTION
Most instructors, teachers and educators are probably aware of learning theories,
ID theories and ID models. But do we put theory into practice? Are we ID
practitioners? If so, do we practise the basic phases in the simplest ID model (say
the ADDIE Model) – analyse, design, develop, implement, evaluate – while
designing teaching and learning materials for our instruction?
Activity Slide
Set induction.
GagneÊs Nine
Activity Slide
Events
Source: GagneÊs Nine Events of Instruction prepared by Ashah Manghanmal, Chong Siew
Mui, Julie S. G. Tan and Liong Joat Ya: Open University Malaysia
Table 5.4 shows an example on how constructivism was integrated into the ID
process in a Physics lesson.
Subject : Physics
Form : 4A
Duration : 50 minutes
Chapter : 5. Light
(b) Determine the focal point and focal length of a convex lens.
Prior Knowledge : Students have learnt about focal point and focal length for
convex lens theoretically during the previous class.
Delivery:
Content Teacher/Student Activities Teaching Aids/Materials
2. Generating the Idea (i) Teacher calls three Mahjong paper: Ray diagram
students to state the for a convex lens
(a) Focal point, F is a characteristics of convex
common point on lens.
the principal axis
where all rays (ii) Teacher shows a ray
parallel to the axis diagram of a convex lens
converge to it after on a piece of mahjong
passing through a paper. Teacher calls two
convex lens. students to determine the
focal point and focal Slide 3, 4: Definition of focal
(b) Focal length, f is the length. point and focal length
distance between
the focal point and (iii) Then, teacher asks another
the optical centre. two students to define
focal point and focal
length.
3. Structuring the Idea (i) Teacher shows the Slide 5, 6, 7: Steps to carry out
Procedures to carry out problem of the experiment
an experiment: experiment on the
slide. Teacher calls one
(a) Aim
student to state the aim
(b) Apparatus/ Material of the experiment.
(c) Apparatus setup (ii) Teacher shows the
apparatus needed. She
(d) Procedures
calls students
(e) Safety precaution randomly to name the
apparatus.
4. Application of the Idea (i) After students have Mahjong paper: Results and
finished conducting Observation
(a) Results: the experiment, teacher
asks them to keep all Group 1 2 3 4 5 6
Lens P Q R
the apparatus and sit Lens P Q R
Focal
20. 10. with their own group. Focal
length, f 15.0
0 0 Then, teacher calls length, f
(cm)
each group to write (cm)
Focal
0.2 0.1 their results on the Focal
length, f 0.15
0 0 length, f
(m) mahjong paper.
(m)
Power =
10. (ii) Then, teacher asks Power =
1/f (in m) 5.0 6.7
0 1/f (in m)
(D) three students
(D)
randomly to draw the
(b) Observation: ray diagram for convex
lens based on their
observation.
(Conclusion: The
thicker the convex lens,
the shorter the focal
length.)
Title: Probability
Target group: Upper Six
Subject: Mathematics S
Model Applied: NeedhamÊs Instructional
Model
Analysis –
Rationale:
1. For students to understand the concept
and function of probability.
2. For students to know when it is suitable
to apply in a real situation.
Objectives:
1. Calculate the probability of an event.
2. Understand the meaning of mutually
exclusive events.
3. Use the formula P (A B) = P (A) + P
(B) – P (A B).
Situation 1
A card is drawn randomly from a pack of 52
cards. Find the probability that it is:
1. A king
2. Black
3. Yellow
4. An even number
5. An ace
Situation 2
If F and G are two events and P(F) = 0.4(G) =
0.3 and P(F∩G) = 0.6, find:
1. P(F∩G)
2. P(F∩G)
3. P(FUG)
Task 1
A population of 100 women is divided into
three categories: working women (A), degree
holders (B) and married women (C), as
shown in the Venn diagram.
(a) She is working.
(b) She is working and with a degree.
(c) She is not married but working and with
a degree.
Task 2
There are three societies in a school. They are
the English Language Society (E), Malay
Language Society (M) and Science Society (S).
Task 3
A company has 100 salespeople; 40% of them
are males and the rest are females. Sixteen of
the male salespersons are bachelors.
Task 4
Analysis of 80 applications for a vacancy
shows that 3/4 of the applicants are males,
and from all the male applicants, 1/3 are
degree holders. From all the female
applicants, half are degree holders. Assume
that each applicant has an equal chance of
getting the job.
Problem-Based
Activities Slide
Learning Steps
Determine as a group,
their individual tasks,
and set time lines for
members to report to the
whole group.
ACTIVITY 5.1
Instructional design models may be used as a guide to design
instruction either traditionally or by using technology. Select ONE
model that you think is appropriate in order to design an instruction for
classroom use. You may select any topic/subject as an example to
support your answers.
This topic presents examples of learning materials designed using some of the
instructional design models.
INTRODUCTION
In this topic, we will look at teaching and learning strategies that can be used in
instructional design based on the learning theories. We will discuss several
elements of thinking skills, and how learning problems could be overcome.
Finally, we will discuss the types and the use of thinking tools.
Field Trip A learning event that typically takes place outside school grounds.
Game Typically a competition or contest that involves demonstration of
understanding of content or skill.
Guided Design Reasoning-centred instructional method developed by Charles E.
Wales and Robert A. Stager that uses small-group techniques and a
prepared outline of decision-making steps to guide students through
the process of resolving open-ended problems.
Hands-on A learning event that engages learners in a practical application of
content and skills.
Inquiry Also referred to as scientific inquiry; refers to activities in which
learners develop knowledge and understanding of how scientists
study the natural world.
Laboratory A learning event that involves practising science skills and using
scientific equipment.
Lecture A learning event in which one person explains a topic to the rest of the
group or class, and this audience takes notes and listens.
Model and A learning event in which an educator and/or learner models or
Simulation simulates a natural or physical phenomenon.
Multimedia Integration of more than one medium in a presentation or module of
Instruction instruction.
Peer Coaching A learning event in which one learner helps another learner.
Peer Response A learning event in which one learner gives written or verbal feedback
to another learner.
Play Typically refers to the manner in which a lot of early learning occurs.
Presentation Typically refers to when a student explains or shows some content to
a learning audience; similar to a lecture.
Problem Solving Occurs when learners work to determine the solution to a question
raised for inquiry.
Role Playing The deliberate acting out of a role (possibly a role that one would not
normally occupy), as part of group learning session directed towards
understanding that role or the situations.
Simulation and The use of avatars in actual or hypothetical social processes; usually
Games includes gaming and may be all-man, man-computer, or all-computer
operations.
(a) Scripted Lesson Plans. Such lesson plans relieve the teacher from time-
consuming preparation tasks. These are explicitly tested examples and
sequences made by professional instructional designers.
(c) Skill focused: Skills are taught in sequence until students have them
automated.
(f) Direct instruction is not just drill and practice. Learners can engage in more
complex tasks during certain activities.
Koslov et al. (1999) identified the following typical phases of a lesson (see also
GagneÊs Nine Events of Instruction).
(d) Lead: Teacher organises some guided practice. Firstly, all together (choral
responding) and then more individually. If necessary, he goes back to the
model.
(g) Error correction: Persistent errors are identified and if necessary, teacher
has to start over with model/lead/test.
(h) Additional material: Learners are engaged with different materials where
the same strategies have to be applied to a common feature (more
generalisation).
(i) Problem solving and strategy discrimination skills are introduced in future
lessons (once students master a certain vocabulary of basic strategies).
More generally, there is probably wide consensus in the instructional design
community that the structure of programme sequences should lead to shifts from
overt to covert problem solving, from simple contexts to complex contexts that
include irrelevant stimuli, from immediate to delayed feedback, from teacher-
oriented presentation to the learner as chief form of information, etc (Kenny,
1980).
Group communication.
Each (larger) pedagogical scenario should include all four kinds of activities
(communication forms) that happen in eight kinds of „flows‰ in the model.
(a) Discussion
between the teacher and the learner.
(b) Adaptation
of the learnersÊ actions and of the teacherÊs constructed environment.
(ii) Learners must integrate feedback and link it to his own conceptions.
(c) Interaction
between the learner and the environment defined by the teacher.
(ii) Teacher must focus on support for the task and give appropriate
feedback to the learner.
(d) Reflection
of the learnerÊs performance by both teacher and learner.
(i) Teacher should support the learner to revise his conceptions and to
adapt the task to learning needs; and
(ii) Learner should reflect at all stages of the learning process (initial
concepts, tasks, objectives, feedback, ...)
Felder-Silverman model
According to Felder (1996, 1993), this model classifies students along the
following dimensions:
(i) Inductive learners (prefer presentations that proceed from the specific
to the general) or
(i) Active learners (learn by trying things out, working with others) or
„Great teachers stimulate active – not passive – learning, and they encourage
students to be critical, creative thinkers, with the capacity to go on learning
after their college days are over.‰
(a) Research literature suggests that students must do more than just listen.
They must read, write, discuss or be engaged in solving problems.
(a) A class teaching and learning technique that involves students in learning
activities other than passively listening to lectures;
(c) Can occur in class or outside of class (e.g. computer simulations, Internet
assignments or discussion, independent study research).
(d) Can be used with all levels of students from first year to graduate level.
THINK-PAIR-SHARE
THINK
Assign a topic.
Students think.
PAIR
Students move to assigned partners.
„Please move to your partner that we assigned earlier.‰
Students discuss with partners.
SHARE
Teacher calls on students to share with class.
„Student #4, Derick, what did you and your partner say about how to best
solve word problems?‰
Call on number 1, 2, 3 or 4, and ask any student with that number to raise
their hand.
„Who agrees with this answer? Show me a thumbs-up sign if you agree or
thumbs down if you think another answer is correct.‰
JIGSAW
Students are part of a learning group and research team.
Each student from the group joins a separate research team to research their
part of the goal.
Students return to the learning group to share results and teach group
members.
„Each of you will now become an expert in your topic. Here are the
resources you can use⁄‰
GROUP INVESTIGATION
Teacher introduces a unit.
„I sense that you are displeased with your team-mateÊs research. Talk to me
about what you would have done with that subtopic. We will figure out
how we can work with him.‰
Savery and DuffyÊs (1994) model of the PBL process proposes some steps that a
facilitator could follow:
Steps two through five may be repeated and reviewed as new information
becomes available and redefines the problem.
ACTIVITY 6.1
Teaching/learning strategies are selected in the design phase when
designing instructional materials for effective instruction. The strategies
chosen may be based on behaviourist, cognitive or constructivist
perspectives depending on the learning outcomes. Discuss and design
using a specific teaching/learning model, for example, the Needham
Model, Problem-based Learning Model (constructivist) or GagneÊs Nine
Events of Instructions (cognitive), a lesson plan for classroom use. You
may include some snapshots of your storyboard.
So, what are thinking skills? Alvinoo, in his 1990 „Glossary of Thinking-Skills
Terms,‰ offers a set of definitions which is widely, though not universally,
accepted by theorists and programme developers. These include (Cotton, 1991):
(b) Cognition
This focuses on mental operations involved in thinking; the biological/
neurological processes of the brain that facilitate thought.
(e) Infusion
Integrating thinking skills instruction into the regular curriculum; infused
programmes are commonly contrasted with separate programmes, which
teach thinking skills as a curriculum in itself.
(f) Metacognition
This is the process of planning, assessing and monitoring oneÊs own
thinking; the pinnacle of mental functioning.
(h) Transfer
This is the ability to apply the thinking skills taught separately to any
subject.
Developing attention;
Increased perception;
Motivation.
They also think that thinking skills will help to prevent overload due to the
quantity of knowledge in the curriculum and solve the problem of difficulty in
learning. Curriculum Development Centre Malaysia (2008) gave five reasons
why we should develop thinking skills:
(a) We need to produce Malaysian citizens who can think skilfully in order to
achieve the goals of Vision 2020;
(c) One of the objectives of the Integrated Curriculum for Primary Schools
(KBSR) is to develop pupilsÊ ability to think critically and creatively as well
as make decisions and solve problems;
(a) Thinking
Thinking refers to the process of creating a structured series of connective
transactions between items of perceived information.
(b) Metacognition
Metacognition refers to awareness and control of oneÊs thinking, including
commitment, attitudes and attention.
Kizlik (2008) listed other terms of thinking skills based on the functions of
instruction. He stated that instruction is a conglomeration of decisions and
activities that are made and carried out in order to procure the desired outcomes
for learners. Some of these decisions and activities are as follows:
Classifying;
Commitment;
Comparing;
Composing;
Comprehending;
Concept formation;
Conditional information;
Core thinking skills;
Creative thinking;
Critical thinking;
Curriculum;
Decision making;
Declarative information; and
Defining problems.
In this topic, we will only discuss three of the most important and common
thinking skills – critical and creative thinking, problem solving and decision
making.
Creative thinking skills are the skills of generating many, varied and new ideas.
The skills involved in making inventions and innovations may be classed under
creative thinking skills. PPK suggested a model for critical and creative thinking
skills as shown in Figure 6.2.
Based on the model of Critical and Creative Thinking Skills as shown above, PPK
(2008) created the types of thinking skills as shown in Figure 6.3.
Cognitive research done in the last 20 years has led to a different model of
problem solving. Today, we know problem solving includes a complex set of
cognitive, behavioural and attitudinal components (Foshay and Kirkley, 2003). In
1983, Mayer defined problem solving as a multiple-step process where the
problem solver must find relationships between past experiences (schema) and
the problem at hand and then act upon a solution. Mayer suggested three
characteristics of problem solving:
Figure 6.4 (Gick, 1986) shows a problem-solving model which is frequently used,
according to Foshay and Kirkley (2003):
So, when do we need to make a decision? Some conditions must exist before we
can claim that a decision is required. First, there must be two or more possible
consequences of a taken action. Secondly, there are values added as the result of
the taken action. Thirdly, there are variations in effectiveness of the taken action.
ACTIVITY 6.2
1. What do you understand by the term thinking skills?
According to Wikipedia (2008), some of the earliest mind maps were developed
by Porphyry of Tyros, a noted thinker in the third century. He graphically
visualised the concept categories of Aristotle. Ramon Llull also used structures of
the mind map form. But it was British popular psychology author Tony Buzan
who popularised the use of mind maps.
(b) Enable you to plan routes or to make choices and will let you know where
you are going and where you have been;
(d) Encourage problem solving by allowing you to see new creative pathways;
and
According to Buzan (2002), those who use mind maps will be more creative, save
time, solve problems, concentrate, organise and clarify their thinking. They will
remember better, study faster and more efficiently, thereby passing exams with
good grades. In short, mind maps make studying a breeze. Mind maps also
enable people to see the whole picture, plan, communicate, survive and save
trees.
Buzan suggests using the following foundation structures for mind mapping
(Wikipedia, 2008):
(a) Start in the centre with an image of the topic, using at least three colours;
(b) Use images, symbols, codes and dimensions throughout the mind map;
(c) Select key words and print using upper or lower case letters;
(d) Each word/image must be alone and sitting on its own line;
(e) The lines must be connected, starting from the central image. The central
lines should be thicker, organic and flowing, becoming thinner as they
radiate out from the centre;
(g) Use colours – your own code – throughout the mind map;
(i) Use emphasis and show associations in your mind map; and
(j) Keep the mind map clear by using radial hierarchy, numerical order or
outlines to embrace your branches.
(a) Write the title in the centre of the paper. Form a unique shape;
(b) Draw a few lines that match the title and write the important subtitle on the
drawing lines; and
(a) Discuss with students what are graphic organisers and how to use them;
(d) Let students help the teacher fill in a blank on the overhead projector;
(e) Give students a partially completed graphic organiser. The teacher has the
same graphic organiser on the overhead. Teacher and students fill in
together or students may fill in by working in small groups or individually;
(f) Students are given a blank graphic organiser to fill in by working in small
groups or individually;
(g) Give students opportunities to create their own graphic organiser. Let them
design their own format. They may work individually or in small groups;
and
(h) Let students present their graphic organiser to the class to teach a mini-
lesson or to explain why they chose a particular format.
Comparing Decision
Describing Classifying Sequencing Causal
Contrasting Making
Concept
Mapping
Desktop Linear
Folder String
Flow Chart System
Expanded
Linear
String
Domino
Effect
(a) Comparing;
(b) Categorising;
(c) Explaining;
(d) Investigating;
(e) Predicting;
(f) Making assumptions;
(g) Decision making; and
(h) Problem solving.
The daily practice of the majority of teachers during the teaching and learning
process is to use a verbal organiser. A verbal organiser involves putting key
information in text form on a piece of paper. The difference between a verbal
organiser and a graphic organiser is that a verbal organiser will state the
information in text form or sentences while a graphic organiser presents
information in figures with some key words. Figure 6.8 shows how a verbal
organiser and a graphic organiser have been applied for the purpose of
comparing. Figure 6.9 shows how a verbal organiser and a graphic organiser
have been applied for the purpose of categorising.
6.5.7 CoRT
CoRT is the short form for Cognitive Research Trust, which was proposed by
Edward de Bono, a cognitive researcher. He was the proponent of lateral
thinking. He also advocated the teaching of thinking as a skill. According to de
Bono, there are six parts in a CoRT lesson:
However, in this topic, we will only discuss tool CoRT I. CoRT I consists of seven
techniques to guide us in the thinking process. These techniques are shown in
Figure 6.10:
6.5.8 CoRT I
Below are the details of CoRT I techniques:
(a) PMI
P stands for Plus, which refers to good things about an idea and why you
like the idea. M stands for minus, which refers to bad things about an idea
and why you do not like it. I stands for interesting, which refers to what
you find interesting about an idea. The steps of using PMI are:
(b) CAF
CAF is the short form for Consider All Factors. You use CAF when you
have to choose, make a decision or think about something and there are
many factors that you have to consider. If you leave out some of these
factors in making a decision, it might seem right at the time but later turn
out wrong. Thus, before making a decision, you could see what factors have
been left out. The steps of CAF are:
(c) C&S
C&S means Consequences and Sequels. This technique helps us to identify
the effect if we take some actions. There are four types of consequences:
(d) AGO
AGO stands for Aims, Goals and Objectives. According to De Bono (1973),
AGO can help your thinking if you know exactly what you want to achieve.
It also helps you to understand other peopleÊs thinking if you can see their
objectives. The steps of AGO are:
(e) FIP
FIP stands for First Important Priorities. This technique helps you to pick
out the most important points, the ones you have to give priority to and
deal with first after doing the PMI, CAF, AGO and C & S. The steps of FIP
are:
(i) Make the decision according to priority. Voice out the issue or
problem;
(ii) Say: „LetÊs do a FIP‰; and
(iii) List all the important things.
(f) APC
APC stands for Alternatives, Possibilities and Choices. This technique trains
us to search for more alternatives and choices before we make a decision. It
also trains us to think together with the choices and possibilities we have.
The steps of APC are:
(g) OPV
OPV stands for Other Points of View. Many thinking situations involve
other people, who may have very different viewpoints. This technique is
very effective when a discussion cannot end with a decision. However,
when we use this technique, we must be open minded and listen to other
peopleÊs opinions and ideas because they could be our guide in making
decisions. The steps of OPV are:
There are many types of questions and questioning skills. In this topic, we will
only discuss BloomÊs Taxonomy questions. According to the taxonomy, there are
six levels of questions, as shown below:
Table 6.4 below shows the definition of each level and the trigger words or
activities that could be used for that particular level.
Note fallacies
(a) Knowledge
Name the states in Malaysia.
(b) Comprehension
Match the vocabulary with the correct pictures.
(c) Application
Sketch the face of the thief as described in the story.
(d) Analysis
Compare animals and plants; in what ways are they similar and different?
(e) Synthesis
Design your own instruction for Lesson 1 in English Language class.
(f) Evaluation
Defend the results of your research.
ACTIVITY 6.3
Mind map is one of the powerful thinking tools nowadays.
(a) Discuss how mind maps can help in the thinking process.
There are three most important thinking skills discussed in the topic – critical
and creative thinking, problem solving and decision making.
There are various problem solving models but the general one is BrainsfordÊs
IDEAL model.
There are three types of thinking tools discussed in the topic – mind map,
graphic organiser and CoRT I.
LEARNING OUTCOMES
INTRODUCTION
Why do we need to develop good learning outcomes? There are many purposes
for developing them. Good learning outcomes will lead to more learning, better
instruction, higher learner retention of learning, and even help students develop
their own organisational, critical and creative thinking skills. So, clearly defined
learning outcomes are a must for every teacher.
(d) „What the students should be able to do at the end of a learning period that
they could not do beforehand.‰ (Mager, 1962)
(a) Audience
An outcome must mention the target group of learners.
(b) Behaviour
An outcome must describe the competency to be learned in performance
terms. The choice of a verb is all important here. Frequently used terms
such as „know,‰ „understand,‰ „grasp‰ and „appreciate‰ do not meet this
requirement. If the verb used in stating an outcome identifies observable
student behaviour, then the basis for a clear statement is established. In
addition, the type or level of learning must be identified for a description of
the types of learning and their levels (Arreola, 1998).
(c) Conditions
An outcome should describe the conditions under which the learner will be
expected to perform in the evaluation situation. What tools, references, or
other aids will be provided or denied should be made clear (Arreola, 1998).
(d) Degree/Criterion
An outcome should make clear how well a learner must perform in order to
be judged adequate. This can be done with a statement indicating a degree
of accuracy, a quantity or proportion of correct responses or the like
(Arreola, 1998).
These four elements can be stored for easy retrieval by remembering the
mnemonic acronym ABCD (A = audience; B = behaviour; C = conditions; D =
degree).
Example:
„At the end of this lesson, Form 1 Science students will be able to measure the
length of an object with the aid of a ruler correctly.‰
Audience – Form 1 Science students.
Behaviour – Measure the length of an object.
Condition – With ruler.
Degree/Criterion (implied) – Measure the length of an object correctly.
(ii) These skills are developed through repetitive practice and measured
in terms of speed, precision, distance, procedures or execution
techniques. Psychomotor levels include: perception, set, guided
response, mechanism, complex overt response, adaptation and
origination.
(a) Knowledge represents the lowest objective level. The need to achieve this
level is recalling or recognising information that has been learnt. Examples
of behaviour for this level are: to define, to list, to state and to identify.
According to Bloom et al (1956), examples of activities for this level are –
multiple-choice test; recounting of facts or statistics; recalling a process, rule
or definition; and quoting a law or procedure.
(c) Application refers to the application of information that has been learnt in a
different situation. Examples of behaviour for this level are: to count, to use,
to translate and to illustrate. According to Bloom et al (1956), examples of
activities to show attainment of this level are – put a theory into practice;
demonstrate; solve a problem; and manage an activity.
(e) Synthesis is the level to show the ability to integrate new and bigger parts
from small parts. This ability needs students to analyse the elements of a
piece of information and identify the relationship between each element.
From here, the students will be able to detect the explicit and implicit
structures that form the relationship between each element. Examples of
behaviour for this level are: to create, to design, to develop and to relate.
According to Bloom et al (1956), examples of activities to show attainment
of this level are – develop plans or procedures; design solutions; integrate
methods, resources, ideas or parts; create teams or new approaches; and
write protocols or contingencies.
(f) Evaluation is the highest objective level in the cognitive domain. The
needed ability to achieve this level is to make decisions based on rational
and certain criteria. Examples of behaviour for this level are: to choose, to
criticise, to summarise and to justify. According to Bloom et al (1956),
examples of activities to show attainment of this level are – review strategic
options or plans in terms of efficacy, return on investment or cost-
effectiveness, and practicability; assess sustainability; perform SWOT
analysis in relation to alternatives; produce financial justification for a
proposition or venture; calculate the effects of a plan or strategy; and
perform a detailed cost risk analysis with recommendations and
justifications.
(a) Receive is a level where students are willing to hear and willing to accept
the new experience. Examples of behaviour for this level are: to ask, to
focus, to listen and to acknowledge. According to Bloom et al (1956),
examples of activities to achieve this level are – listen to teacher or trainer;
take interest in session or learning experience; take notes; turn up; make
time for learning experience; and participate passively.
(c) Value is the level where students attach values and express personal
opinions. Examples of behaviour for this level are: to justify, to confront, to
argue and to criticise. According to Bloom et al (1956), examples of activities
to achieve this level are – decide worth and relevance of ideas and
experiences; and accept or commit to a particular stance or action.
(d) Organise or conceptualise values is the level where student are able to
organise and develop a value system. Examples of the behaviour for this
level are: to develop, to formulate, to relate, and to compare. According to
Bloom et al (1956), examples of activities to achieve this level are qualify
and quantify personal views, state personal position and reasons, and state
beliefs.
(e) Internalise or characterise values means students are able to adopt a belief
system and philosophy. Examples of behaviour for this level are: to act, to
solve, to display and to practice. According to Bloom et al (1956), examples
of activities to achieve this level are – self-reliant; and behave consistently
with the personal value set.
(a) Imitation is the level where students are able to copy, observe and replicate
the action of another. Examples of the behaviour for this level are: to follow,
to repeat, to adhere, and to replicate. According to Bloom et al (1956),
examples of activities to achieve this level are – watch teacher or trainer and
repeat action, process or activity.
(c) Precision is the ability to execute skill reliably and independently and to
solve problems. Examples of behaviour for this level are: to show, to
control, to complete and to demonstrate. According to Bloom et al (1956),
examples of activities to be trained to achieve this level are – perform a task
or activity with expertise and high quality without assistance or instruction;
and able to demonstrate an activity to other learners.
ACTIVITY 7.1
Learning outcomes are important as it will lead to better learning and help
students to develop their critical and creative thinking skills.
Good learning outcomes have their own characteristics and serve many
purposes.
There are four elements that determine the clarity of learning outcomes –
audience, behaviour, conditions and degree/criterion (ABCD).
INTRODUCTION
During the process of teaching and learning, instructional media is often used as
a channel of communication that carries information from a sender to a receiver.
According to Newby et al (2000), media that carry messages with an instructional
purpose are considered instructional media. Generally, there are two important
roles of instructional media:
Hoban and Zissman (1937) categorised media based on the learning experience
as shown in Table 8.1 below:
Media Experience
Text;
Abstract
Figure;
Map;
Drawing; Concrete
Film/video;
3D model;
Real object;
Experiment/demonstration;
Computer (simulation); and
Real situation.
Figure 8.1 shows Edgar DaleÊs „Cone of Experience‰ (1969). It organises learning
experiences according to the degree of concreteness that each possesses.
According to Dale, teachers could create an effective learning process for abstract
concepts if they have concrete information to interpret the abstract concepts.
Thus, this cone is a practical model that could be used for media analysis in the
process of selecting instruction materials.
Categories of instructional media as shown in Table 8.2 below are based on the
physical characteristics of the media:
According to Mappin et al (1998), the basis of media selection models are the
factors affecting media choice. These factors include:
Smith and Ragan (1999) suggested the following factors to consider when
selecting instructional media:
(b) Learners
The characteristics of the learners.
(c) Context
The learning context and other practical matters that influence the
appropriateness of the medium.
Gagne, Briggs and Wager (1992) provided the following practical factors to
consider in media selection:
(b) What is the range of viewing and hearing distance for the use of the media?
(c) How easily can the media be „interrupted‰ for pupilsÊ responses or other
activity and for providing feedback to learners?
(e) Does the desired instructional stimulus require motion, colour, still
pictures, spoken words or written words?
(f) Is the sequence fixed or flexible in the medium? Is the instruction repeatable
in every detail?
(g) Which media are the best for incorporating most of the conditions of
learning appropriate for the objective?
(i) Do the media under consideration vary in probable affective impact for
learners?
(j) Are the necessary hardware and software items obtainable, accessible and
storable?
(l) Is a backup easily available in case of equipment failure, power failure, film
breakage and so on?
(n) Is a budget provided for spare parts, repairs and replacement of items that
become damaged?
8.3.2 Students
Knowing students is another aspect that we should focus on when selecting
instructional media. According to the ASSURE model, there are three important
aspects which must be included in studentsÊ analysis:
8.3.3 Methods/Strategies
According to Elton (1977), teaching and learning could be divided into three
categories:
Based on the categories of teaching and learning, Elton suggests the media
suitable for each category of teaching and learning as shown in Table 8.4.
Table 8.4: Media Suitable for Each Category of Teaching and Learning
8.3.4 Practical
The following questions will guide us in selecting instructional media in terms of
practicality:
ACTIVITY 8.1
1. Discuss the purpose of using instructional media.
The physical characteristics of instructional media are print, still visual and
motion visual.
Some factors and purpose of using instructional media are discussed in the
topic.
INTRODUCTION
Imagine a school where 40 pupils in a classroom surf the Web for relevant
material for topics they have chosen to investigate. These 40 pupils, both
physically and virtually, wander around their city or town collecting data on
their living environments, input that data into their laptops and send it to a
repository where others can share and make use of that information. The pupils
download up to the minute photographs which come from their online friends
and paste these into their multimedia presentations on the culture of another
country. They also connect to medical specialists in hospitals from whom they
download up to the minute vital statistics on patients and paste them into MS
Excel spreadsheets as part of a science project.
So, how does technology offer innumerable methods of enhancing teaching and
learning in schools?
ACTIVITY 9.1
To get a better understanding of current trends in using technology in
the classroom, do an Internet search for three articles on this subject.
Read them and explain three trends that are changing the educational
landscape in schools today, and some of the challenges that may occur
as a result of these changes.
Trends Challenges
1.
2.
3.
The quote above summarises the major force for change in school practice. In
short, teachers worldwide are changing their traditional teaching methods and
beginning to understand the enormous potential being offered to their
curriculum through the largest information source known to man, the Internet
and the World Wide Web.
Traditionally, every classroom was an island unto itself, with the teacher
instructing, assessing and remediating children who had limited contact with
other students, even within the same school. Do you think this scenario has
changed now with students connected to the Internet? Like any new educational
technology, the impact of the Internet on learning depends on how it is used.
Let us study Figures 9.1 and 9.2 which show how e-learning is implemented in
schools. Proceed with Activity 9.2 after that.
ACTIVITY 9.2
Example 1: http://www.christophercolumbusawards.com
Example 2: http://thinkquest.org
Example 3: http://webquest.sdsu.edu
Example 4: http://www.mff.org/mmc
Example 5: http://www.weatherclassroom.com
Example 6: http://www.epals.com
Example 7: http://www.ancientchina.co.uk
From these examples, we hope you have experienced the imaginative use of ICT
to engage more learners in the excitement of learning. Borrowing ideas from the
world of interactive games and simulation, we can motivate even reluctant
learners to practise complex skills and achieve much more than they would
through traditional means.
I believe you will agree that it is undeniable that ICT is changing how we learn.
At the very least, computers – once a novelty – have become a fixture in
classrooms across the country and come with broadband access. Let us walk
down memory lane to understand how these initiatives started.
Let us look at Figure 9.3 which shows the history of the smart school concept.
After the programme, the use of ICT in the teaching and educational process was
expanded haphazardly such as the development of Smart Schools which began
operation in 87 pilot schools during the 1999 academic year, followed by the
Teaching and Learning of Science and Mathematics in English programme in
2003 and finally, the launch of the School-Net broadband infrastructure project in
2004. A School-Net website was set up by the Ministry of Education to support
this initiative.
When ideas about the Smart School were projected to the Malaysian public,
people started imagining classrooms packed with computers, Internet, video
conferencing equipment and all the latest communication technologies. Do you
think this is a misconception? However, it cannot be denied that what
distinguishes Smart Schools from other schools is the use of technology to
support and enhance teaching-learning. With the aid of multimedia technology,
self-accessed, self-paced and self-directed learning can be practised.
ACTIVITY 9.3
Define the following learning strategies. In addition, explain the impact
of these strategies on studentsÊ ability to develop their strengths to a
level of excellence and become a generation of inventors and
innovators, in relation to the objectives of the Malaysian Smart School.
Self-accessed means
_______________________________________________
Impact:
__________________________________________________________
Self-paced means
_________________________________________________
Impact:
If the technology is there, then of course it is wise to use it. On the other hand,
what is the most important idea in the Malaysian Smart School concept? Read
and study the information and study Figure 9.4 to gain a better understanding of
the Malaysian Smart School concept.
Finally, the learning materials provided will fulfil curriculum and teaching-
learning needs and challenge thinking, motivate learning, and encourage active
participation. Although the materials available will consist of both conventional
and electronic materials, the Smart Schools will focus on utilising technologies
for the following purposes (see Figure 9.7).
You should now comprehend that the Smart School will reinvent school
processes and policies. Based on this understanding, let us review once again the
concern expressed by the former Director-General of Education, Tan Sri Murad
Mohamad Noor.
ACTIVITY 9.4
SELF-CHECK 9.1
1. What are the five objectives of the Smart School?
„If youÊre heading in the wrong direction, technology wonÊt help you get to the
right place.‰
Steve Ehrman
So how can technology add value? Do you think technology increases efficiency,
effectiveness, and reach? I think you will say yes but please read on.
Admittedly, we know there are barriers that schools face in seeking to integrate
technology into their curriculum. And we want to examine the barriers schools
face in implementing a successful technology-rich learning environment and
what needs to be done to help teachers and administrators overcome these
obstacles. Do you know what these obstacles are?
ACTIVITY 9.5
Brainstorm and prepare a mind map that identifies the existing barriers
that obstruct the integration of technologies in the curriculum of
schools. Next, select a classroom in either a primary or secondary school
as your case study and complete the worksheets provided to plan the
integration of technologies in the school curriculum.
The stages of technology integration in schools are described in Figure 9.8. Study
it carefully and relate it, if you can, to how technology has been integrated in
your own organisation.
The Smart School programme will be re-modelled and its implementation fast-
tracked to enable more schools to benefit, at lower cost to the government. Smart
Schools will have access to the Internet through the SchoolNet programme,
which is already at an advanced stage of implementation. Advanced teaching
and learning materials developed through the Smart School Pilot programme
will be utilised for teaching, while the Smart School Management System will be
used to improve administration processes.
What are some of the issues that we should bear in mind for the broad
deployment of the Smart School programme? Let us now explore best practices
in other countries so that we can learn from their success stories of integrating
technologies in their school curriculum.
Through this service, the teacher and student will save time in obtaining teaching
and learning materials by having access to different services at once. They can
also find the information more easily by specifying terms such as class, subject,
grade, semester, chapter and unit.
(a) Multimedia contents, lesson plans and a reference site for teachers; and
(b) A variety of interesting online textbooks, animations and digital books for
students.
Networked technologies are connecting learners with experts, teachers and other
learners beyond their school while supporting collaborative and cooperative
learning. This connectivity also offers teachers online access to relevant student
and administrative data and curriculum resources. This enables teachers to
individualise instruction and to report on student achievements, increases
curriculum choices and pathways, breaks barriers of geographic isolation,
extends instructional and assessment methods and increases access to specialist
support.
Copyright © Open University Malaysia (OUM)
TOPIC 9 EDUCATIONAL TECHNOLOGY IN SCHOOLS 157
Standards are important due to the critical need to achieve an integrated and
interoperable system. Teachers, administrators and students become frustrated
with lack of cohesion between systems. In many cases this raises the
technological barrier to use. Teachers and students require a system that is user-
friendly and meets current pedagogy. For example, after entering the studentÊs
name once, this information is reused across a number of systems: in a class list,
in an assigned group for online activities, to access the digital library and to be
reused within the assessment and reporting system. Besides, by logging in once,
teachers can plan lessons online and at the same time seamlessly discover
resources from a local educational repository.
ICT enables learning to be tailored to the needs of the student. They can learn
where and when they want to, at a pace and in a style that best suits their needs.
Learning shouldnÊt be confined to the classroom or school hours. Hence, students
will be able to access online support when they need via a single point of access
to all their course materials – a personal online learning space. They should be
able to contact digital libraries, talk online to fellow students or gain online
tutorial support when they are not in school.
Parents and guardians find it easier to engage with and support their childrenÊs
learning by opening school-based Internet systems, bridging the gap between
school and home, making available secure access to pupil information, learning
activities and e-mail-based communication.
Innovative technologies can help motivate many pupils, including those with
special needs or who are turned off by traditional lessons. The government
stimulates innovation by encouraging the development of highly interactive
software, drawing on the expertise of the games industry, among others.
(a) Ensure wider use of existing resources across the sectors and get better
value from earlier investments;
The StudentÊs and TeacherÊs Workbench (STW) was implemented in six pilot
secondary schools in Singapore in 1996. It provided a central repository of
educational resources and lesson packages for teachers. STW was only
introduced for the secondary one level with a fully ICT-based Science
curriculum. The evaluation of the project indicated that it had succeeded in
motivating students to learn Science. The project was then extended to Science at
secondary two in the six pilot schools, with the STW being used for 30% of the
curriculum time for the subject.
The JCNet, on the other hand, was a research and development project on the use
of the Internet and was implemented in two Junior Colleges in 1997.
The ICT Masterplan II was launched in April 1997 and one of its agenda was the
integration and expansion of the scope of these three major pilot initiatives
(AITP, STW, and JCNet projects). It took into account the lessons learnt from
these initiatives. For example, several features of the STW had been incorporated
in the Masterplan, such as the development of Digital Media Repositories
(DMRs) of resources for use by teachers and the involvement of private sector
content providers in the project. In the course of implementing the ICT
Masterplan in all secondary schools, further lessons were drawn from the STW
project to decide on how such an initiative could be extended to other schools.
Schools are also connected to Singapore ONE, the worldÊs first nationwide
broadband network via the Singapore ONE@Schools. The project has provided
high-speed information access and facilitated the delivery of multimedia-
intensive and content-rich educational materials to teachers and students. They
have faster access to government services, news-on-demand, distance learning,
video conferencing capability and fast Internet.
In addition, the ICT CORE Training for all schools was completed by May 2001,
where the teachers were trained in basic ICT competencies in the use of the word
processor, spreadsheets and the Internet (http://sam11.moe.gov.sg/tn/).
Besides the training, Ministry of Education provides other types of support, such
as ICT competitions to motivate the schools. Some of the ICT competitions that
have been organised so far are the National Software Competition, ThinkQuest –
Singapore, Singapore ThinkQuest Junior, I-Micro Award, Learn@ and Schools
Video Award. For example, Singapore ThinkQuest Junior is an educational
website design competition organised by the ministry and co-hosted by
MediaManager Pte Ltd.
All these initiatives are supposed to fulfil the six intended outcomes for ICT
integration in Singapore schools stated in SingaporeÊs Masterplan II for IT in
Education which are:
ACTIVITY 9.6
Will the learners have more opportunities to develop the skills they
need for participating fully in a technology-rich society? Will the
learners have more choices about where, when and how to study?
What about teachers? What type of benefits, if any, did teachers gain
from the implementation? Could teachers improve their teaching skills
with the integration of technology applications and processes?
ACTIVITY 9.7
http://www.editlib.org/index.cfm?fuseaction=Reader.ViewAbstract&
paper_id=16373 (this article is available via OUM Digital library)
You can also refer to this document, School Technology and Readiness
(STaR) Chart, available at: http://www.iste.org/ (under Resources).
The wider availability of new technology means that we have both the
opportunity – and the responsibility – to explore new approaches to teaching and
learning. The familiar and effective teaching methods of listening, reading,
writing and class discussion will of course remain important. But our teaching
institutions ought to be advancing beyond the traditional formats that are still so
prevalent. Of course, the critics of ICT could reasonably argue that the teacher
who makes his or her subject come alive for their class is more effective than a
computer programme that is merely an electronic page-turner. And the
technology is still not perfect. A computer crash doesnÊt help any lesson.
ACTIVITY 9.8
2. Locate and report other similar papers that may contribute to the
discussion.
OUM LIBRARY
Roblyer, M. D. (2003). Integrating educational technology into teaching (3rd ed.).
Upper Saddle River, NJ: Pearson Education
Lever-Duffy J., & McDonald, J. B., & Mizell, A. P. (2005). Teaching and learning
with technology (2nd ed.). NY: Pearson Education.
INTERNET RESOURCES
Malaysian Smartschool Project Website (1999). Retrieved on December 20, 2005,
from http://www.ppk.kpm.my.
INTRODUCTION
All costs related to computers and networking are constantly dropping, and soon
these technologies will become ubiquitous, surrounding us with intelligent
devices. Currently, we think of computers as full-featured desktops or portables
that are designed for flexibility and power. These will soon be in the minority as
computer technology becomes ubiquitous and is increasingly found in portable
phones, televisions, handheld computers, cars, cameras, wristwatches, household
appliances, games and even pens.
Each person will eventually own several smart devices, and the low-cost access
to networks, using wireless channels, will enable easy access to communication
over the Internet.
Hence, it is crucial for us to outline some of the issues, challenges and questions
facing schools and higher institutions of education as they consider the use of
future technologies in the support of teaching and learning such as:
(a) What are the types of future technologies that may have an impact on
education?
(c) What are the changing roles of students, faculty members, and the
institution itself owing to the adoption of these technologies?
These are some of the questions we will try to answer together in this chapter by
studying the latest top trends in learning technologies.
1. Learning services for people on the move (people in jobs that require them
to continuously move, people learning and receiving information while
visiting sites and buildings, certain types of full-time and part-time
students needing individualised learning education, on the move and while
on external projects).
2. Learning services for people who are without infrastructure and fixed
access, in rural or remote areas and learners in developing economies.
(a) Portability Can take the computer to different sites and move around
within a location.
(b) Social Interactivity Can exchange data and collaborate with other people face
to face.
(c) Context Sensitivity Can gather data unique to the current location,
environment and time, including both real and simulated
data.
(d) Connectivity Can connect handheld devices to data collection devices,
other handhelds devices, and to a common network that
creates a true shared environment.
(e) Individuality Can provide unique scaffolding that is customised to the
individualÊs path of investigation.
As a result, the m-learning environment will change teaching and learning in six
main ways (see Figure 10.1).
Figure 10.1: Five main ways m-learning changes teaching and learning
Source: Prensky, 2004
As a result, the m-learning environment will change teaching and learning in six
main ways:
(a) Ubiquity
Faculty and students have access to course information 24 hours a day,
365 days a year, wherever they are on campus.
(c) Compatibility
Students have access to the same hardware and software as do faculty.
(e) Savings
Replacing desktop computers with laptops and hard-wired networks with
wireless ones saves money.
(f) Standardisation
A standard platform maximises access and minimises the need for technical
support.
(Prensky, 2004)
Most mobile technologies have some kind of graphic display and the latest ones
come with far more graphic power and can crisply display words, pictures and
animation. Besides, mobile technologies have memories (or memory card slots)
that accept downloaded programmes and content. Hence, diverse applications
combining elements of voice, text, graphics and even specially designed
spreadsheets and word processors can be downloaded to phones, with additional
content added as needed.
Currently, Short Text Messages (SMS) provide timely „learning‰ reminders but
in schools, SMS can also be used to conduct pop quizzes or spelling or math tests,
to poll studentsÊ opinions; to make learners aware of current events for class
discussion, and even to tutor students by offering mobile delivered test-
preparation questions at specific user-preferred times.
Mobile devices with camera or video are suitable for scientific data collection,
documentation, and visual journalism, allowing students to gather evidence,
collect and classify images, and follow progressions over time. This feature
extends the devicesÊ learning possibilities even farther into television journalism
(most TV news clips are less than 30 seconds) as well as creative movie-making.
The comparison between mobigogy and the other learning models is explained
in Table 10.2:
Source: http://www.trainer.org.uk
(b) Scirus
Includes both summaries of scientific/technical journal articles and selected
science-oriented web pages. You can also choose to search only articles or
only websites. If you click the link to an article from the search results
screen, you will be taken to a web page through which you can purchase a
PDF copy of the full text. In the case of web material, you can click through
to see the full text of the item. The search results page also includes
suggested words and phrases that can help you narrow your search.
(c) PubMed
A well-known database built and maintained by the US National Library of
Medicine and the National Institutes of Health. This is a very in-depth
collection of medical research, dating back to the 1950s. There are links
within selected article summaries that will take you to a free, full text
archive.
(e) OAIster
An index to academically-oriented „digital resources‰ available for free
from close to 600 libraries and other organisations. These digital resources
range from images at the Library of Congress to audio files, reference books
such as dictionaries, articles from online journals and electronic books. You
can search for any word within the document, or you can limit your search
to the document title, author, subject or type of material (audio, video, text
and so on). The search results page includes a description of each item,
along with a link you can click to get a copy of the item.
Bergman (2004) suggested that since the Web is huge, heterogeneous and
dynamic; advanced Internet search calls for the development of a large-scale
search platform. This platform is required to efficiently store, parse, index and
search billions of Web pages and other types of documents. The mined
information and knowledge will greatly improve the performance of current
Web search. For example, the search platform will enable students to do a one-
stop search of multiple online databases as well as extract page layout structure
to improve link analysis and relevance ranking.
These search technologies would be capable of handling data at Web scale and
quickly adapt to newly available topics to cope with the dynamic nature of the
Web. In contrast with the current Web search methods that essentially do
document-level ranking and retrieval, the new paradigm would enable Web
search at the object level. To achieve this, the search engine would automatically
discover important sub-topic structure for a query to better organise the search
result, and then identify the trend and bring knowledge and intelligence to the
users (Bergman, 2004).
The goal of the next generation of search and retrieval technologies is for users to
efficiently and effectively find their intended content from the vast amount of
information on the Internet.
The main features of a blog as a publishing tool are shown in Figure 10.3:
Characteristics of a Blog
Blog postings appear in chronological order and generally show the exact time of
posting. Where there are multiple authors associated with a blog, it will also state
who has made the posting.
Postings often have comments from those who want to respond to them.
Postings are uniquely addressable through a permalink.
As a blog generally displays only a set number of postings, e.g. 10, there are a number
of ways of accessing the older postings, through the archives:
By the monthÊs calendar;
By the previous months or weeks; and
By category (set up by the author of the blog).
There are links to other external sites or blogs (often in a „blogroll‰).
There is usually a syndication link which provides a way for readers to keep up to
date with new blog postings (more about this in What is RSS?).
Blogs became an increasingly popular medium at the turn of the 21st century.
Sites such as Blogger.com and LiveJournal.com allow anyone to sign up for their
own blog, free of charge. Today, there are millions of blogs available online, with
thousands of new blogs appearing for the first time each day. The demographics
for bloggers point to many being written by individuals between the ages of 13
and 29.
Vlogs are often distributed through RSS feeds. Video content distributed in this
way is sometimes called a vodcast or a vidcast.
What is RSS?
According to the website Webopedia, RSS stands for Really Simple Syndication
(or Rich Site Summary), an XML format for syndicating Web content. It is a
useful way of keeping readers up to date with news and announcements on a
blog (or indeed, any website). Syndicated web content includes such data as
news feeds, events listings, news stories, headlines, project updates, excerpts
from discussion forums or even corporate information. In plain English, RSS is an
alternative means of accessing the vast amount of information that now exists on
the world wide web. Instead of the user browsing websites for information of
interest, the information is sent directly to the user. RSS can automatically output
a file so that other websites can import and use this knowledge via a news
aggregator. (A software which allows syndicated news content (such as RSS
feeds) to be brought together and displayed. Aggregators can be built into web
browsers, website management systems or as stand-alone applications).
RSS has evolved into a popular means of sharing web content between sites
(including the BBC, CNET, CNN, Disney, Forbes, Motley Fool, Wired, Red
Herring, Salon, Slashdot, ZDNet, and more).
„RSS defines an XML grammar (a set of HTML-like tags) for sharing headlines
and news on the web. Each RSS text file contains both static information about
your site, plus dynamic information about your new stories, all surrounded by
matching start and end tags. Each story is defined by an <item> tag, which
contains a headline TITLE, URL, and DESCRIPTION.‰
...
<item>
<title>RSS Resources</title>
<link>http://www.webreference.com/authoring/languages/xml/rss/</link>
<description>Defined in XML, the Rich Site Summary (RSS) format has
quietly become a dominant format for distributing headlines on the
Web.
Our list of links gives you the tools, tips and tutorials you need
to get
started using RSS. 0323</description>
</item>
...
Each RSS channel can contain up to 15 items and is easily parsed using Perl or other open
source software.
Source: http://www.webreference.com
(b) Broadband has grown very rapidly, which makes it far easier to consume
large media objects.
(c) The multimedia personal computer can be more or less be taken for
granted.
(d) The distinction between streaming and downloading of media content has
begun to blur – people can now have the experience of streaming while
enjoying the simplicity of downloading.
(e) Finally, there is the iPod phenomenon and the rapid adoption of portable
MP3 playback devices – up to 11 million devices in the United States alone.
(b) Instructors can easily create a podcast of daily assignments and lectures
from class, and publish it for all of their students.
(c) A Campus „iTunes Music Store‰ where students could download recorded
files like interviews with external resources – an instructor could interview
a scientist or an expert in a subject and add that recording to the RSS feed
for the class.
(d) Students can likewise create and publish content and deliver it to their
teachers or other students. Students could record and post project audio
and video interviews which could be automatically downloaded to an
instructorÊs laptop or MP3 player for review.
(e) Students could also forward audio of their pronunciation dialogues for
language lessons. They could even swap these with peers for peer review
before turning in the final form to the instructor.
(f) Archived recorded oral reports, and recorded meeting and conference
notes.
Field recording tool: capturing field notes, interviews, environmental sounds, and
audio data; and
Source: http://www.duke.edu
Among the benefits of the iPod use that the report listed were the convenience of
portable digital content, reduced dependence on physical materials and lab or
library locations and hours, greater student engagement and interest, and
enhanced support for individual learning preferences and needs.
Table 9.10: Podcasting and the National Curriculum for 11-13 Year Olds (England)
Podcast Activity ICT Knowledge, Skills and Understanding
Design and plan a podcast Finding things out
Consider focus, content and format of audio To consider systematically the information
material required and to discuss its use
Identify and acquire the sources of audio How to obtain information suited to the
material to include within a podcast purpose by choosing appropriate sources,
using and adapting search techniques and
questioning the value of the results
Prepare scripts and plan recordings of audio How to collect, enter, analyse and judge
material (talk, music, SFX) quantitative and qualitative information and
check its accuracy
Source: http://recap.ltd.uk
There are many other possible uses for podcasting, and, eventually, vodcasting in
learning. Podcasting and vodcasting are not fads; they are portable and on-
demand in nature compared to traditional broadcast distribution models like
television. This distribution technology will create demand for better bandwidth
and storage for the multimedia content produced, recorded, and archived by
students and instructors, intensifying the need for a centralised content
management infrastructure within an educational institution.
The concept of LC was first introduced by Chan T. K. in his Ph.D. thesis in 1988.
According to Chan & Baskin (1990):
So how does collaboration with the LC with multiple roles help the studentÊs
potential development?
Chan (1990) described three types of learning activities with virtual companions.
(a) The first one is „computer as a co-learner‰. Here, the companion is at the
same knowledge level as the learner. They solve problems together but they
may also be in competition. The virtual teacher or tutor does not intervene
in this case.
(b) The second form of learning activity is the „learning companion system‰. A
virtual teacher is added to facilitate the human and virtual studentsÊ
learning. Students and companions solve in parallel problems set by the
teacher and then compare and discuss their various solutions.
The learning companion may act as a motivating factor for the students to learn,
as mentioned by Dillenbourg & Self (1992), „What one expects from our partner
partially determines oneÊs motivation to learn.‰ Consequently, studentsÊ
expectations from the LC will determine the LCÊs roles and performance. In
many ways, depending on its role, the LC may assist, encourage, simulate or may
even be provocative. This promotes different learning benefits to students.
There are many types of VR systems, which are generally classified according to
the types of technology employed to implement the system. Those systems
include simulators and emulators, telepresence systems, CAVE systems, fully
immersive systems, augmented systems and desktop and Internet VR systems
(text-based VR and graphic-based VR).
Depending on the level of the userÊs participation and interaction with the virtual
environment, VR applications are also subdivided into three categories (see
Figure 10.4).
(a) Passive
Learners have minimal control over the training event.
(b) Explorative
Enables learners to explore and construct their own learning.
„In these simulated worlds students are able to learn more effectively by
assuming a different role, perspective, objective, even a different gender or age,
and they can begin to explore what they think that character would most likely
do,‰ says Hinrichs (2004). „If the human and artificial intelligence models built
into the simulated environment are accurate, it allows students to learn pretty
effectively what it would be like to be President Lincoln or to be a woman in
colonial Williamsburg and think about how to solve problems that they might
have faced. It gives them a perspective they wouldnÊt have experienced just by
sitting in the classroom.‰
Source: http://coe.sdsu.edu
According to learning experts, this kind of role play can help students achieve
one of the primary goals of education – self reflection, or the ability to analyse
situations objectively, and empathise with somebody cohen making decisions.
With all the benefits of VR technology, still there is not a lot of classroom use.
Busy classroom teachers do not want another instructional tool forced on them
without appropriate provisions for training, preparation, implementation and so
forth (Auld, 1999). Teachers must understand the VR implications and formulate
a vision of where they want to go with it to enrich their own curriculum and their
studentsÊ learning. School administrators must figure out the optimal application
of virtual reality for each situation, while at the same time not falling into the trap
of buying new technology for the sake of having new technology. Full of promise
and excitement, using virtual reality in schools is a great challenge but one that
must be pursued (Sykes, 1999).
Although these reasons are limiting the use of VR in the classrooms, they are not
impossible to overcome.
And now, e-learning is evolving with the World Wide Web as a whole and it is
changing to a degree significant enough to warrant a new name: E-learning 2.0.
However, the nature of the Internet, and just as importantly, the people using the
Internet, has begun to change. Called the „n-generation‰, these new users have
the ability to absorb information quickly, in images and video as well as text,
from multiple sources simultaneously. They expect instant responses and
feedback. They prefer „on-demand‰ access to media, and expect to be in constant
communication with their friends.
This has led to the creation of online communities or communities of practice like
the free and open-source software community, and the popularity of blogs and
other social networking sites such as Facebook and Wikis. According to Wenger
(1998), a community of practice is characterised by „a shared domain of interest‰
where „members interact and learn together‰ and „develop a shared repertoire
of resources.‰
Furthermore, via e-portfolios, students will have their own personal place to
create, showcase and share their own work. Even more importantly, these sites
could be connected to each other through the mechanism of RSS, a simple XML
format that allows bloggers to send their content to a network of readers (called
„subscribers‰).
Source: http://www.oreillynet.com
What will happen in the near future is that online learning software will cease to
be a type of content-consumption tool, where learning is „delivered,‰ and
becomes more like a content-authoring tool, where learning is created.
Of course, there are some issues that we should consider when we want to use
these new technologies.
10.7 CONCLUSION
Invasion of privacy is one important issue to consider – such as capturing
indecent photographs or videos of other people. Many teachers are concerned
that the cameras of mobile phones could be used to take pictures without the
knowledge of youngsters, which could then be transmitted to other phones and
Internet sites. It has also been found that some students used their mobile devices
to retrieve information on demand during exams. Educators, of course, refer to
this as „cheating.‰
Many students are attached to their mobile devices since they find the technology
useful for fun and exciting activities. A study conducted by the South Korean
Ministry of Education defined nearly one-third of teenage mobile phone users as
„addicts,‰ claiming that they suffered various levels of stress resulting from
excessive use. In a survey of 1,100 mobile phone users aged 14 to 19, it was found
that 40 percent of them sent over 1,000 text messages every month, and a similar
percentage of them claimed to have sent text messages or played video games on
their handsets during classes.
Hence, educators may have to adjust the rules of test-taking and other
educational practices in a way that fosters studentsÊ ingenuity and creativity in
using these devices as learning tools and within positive educational contexts. As
these sorts of adjustments happen, new norms and ethics will have to emerge
around technology in classrooms.
Manuel Castells (2001) described how new global, urban networks were likely to
emerge, beyond the current geo-political institutions. For example, since the
advent of Google as a popular search engine, learning behaviours have changed
significantly. Students are required to adopt a more proactive and responsible
role in their own education. In fact, students will assume more of the role of the
„instructor,‰ guiding their own learning. Educational institutions should
promote educational or training delivery that is more convenient, cheaper and
laden with more value than that of traditional learning institutions. These
institutions should offer a low-cost entry point and the use of technology in
delivery to encourage lifelong learning.
Next, learning is doomed to fail in the future if the learning model appears to be
technology-directed. The educational community is, quite reasonably, moving at
a tortoiseÊs pace, and the marketers of consumer-based technologies are the hare.
In order to ensure we are still running towards the finish line, however,
educators must stay within sight of the hare. That does not mean immediately
trying to behave like hares as we extend the analogy, although that is what many
of us seem to be doing. Instead, we must build new and sound learning methods.
Besides new models of learning, Viscusi (2002) says that more challenging than
the technologies themselves is changing the mindset of faculty, staff and
administration to embrace new ideas in mobile learning. „The faculty will always
be a generation behind our students,‰ Viscusi says candidly. The faculty and
staffÊs willingness (or unwillingness) to embrace a new technology „affects how
they teach, and how they design learning programmes.‰ Mainstream growth of
Educators should also bear in mind that these technological devices are not
powerful enough to be studentsÊ only learning tool. This is, of course, true – and
students will no doubt use whatever tools to do the job, provided that they work
well together. It would seem that the only correct answer to the question of what
students can learn with a technological tool is, „anything,‰ if we educators
„design it right.‰
SELF-CHECK 10.1
(a) i, iv
(b) iii and iv
(c) ii, iii and iv
(d) ii, and iii
(e) all of the above
ACTIVITY 10.1
Educators must evolve their current practices in teaching and learning when
applying these technologies.
How these technologies shape their users – the teachers and students – as
well as its message (content, values, etc.) is a central issue in understanding
the transformation of education in the future.
Educators should not feel that they have to use every aspect of a technology
in a lesson, which is absolute „toolishness.‰ It is more likely that there is a
technology mode that suits an area of study.
INTERNET READING
http://www.trainer.org.uk/members/theory/process/pedagogy_androgogy.
htm
http://www.mpsomaha.org/willow/p5/handhelds/index.html
http://archive.columbiatribune.com/2003/Dec/20031214News002.asp
http://www.schoollibraryjournal.com/index.asp?layout=article&articleid=CA3
19016
http://www.learningathand.com/curriculum/all.php
http://www.intel.com/education/handhelds/engaged_learning.htm
http://www.weblogg-ed.com/about
http://www.educause.edu/pub/er/erm04/erm0450.asp
http://blog.lib.umn.edu/blogosphere/
http://www.midgefrazel.net/pda.html
http://www.techlearning.com/db_area/archives/TL/2003/04/spotlight.htmlht
tp://www.k12handhelds.com/apps.php
http://www.connectivism.ca/about
http://www.m-learning.org/
http://technologysource.org/
http://www.squidoo.com/introtoweb20/
http://csdl.computer.org/comp/proceedings/c5/2003/1975/00/19750128.pdf
http://www.lsda.org.uk/files/pdf/1440.pdf