Sunday, August 5, 2012

LESSON 8: PowerPoint Presentation Link



Lesson 15: Understanding Hypermedia




Hypermedia is nothing but multimedia, but this time packaged as an educational computer software where information is presented and student activities are integrated in a virtual learning environment. Most educational IT applications are hypermedia and these include:

Tutorial software packages
Knowledge webpages
Simulation instructional games
Learning project management, and others

The presentation of information-learning activities in hypermedia is said to be sequenced in a non-linear manner, meaning that the learner may follow his path of activities thus providing an environment of learner autonomy and thinking skills.

Characteristics of hypermedia applications:


1. Learner control- the learner makes his own decisions on the path, flow of events of instruction.

2. Learner wide range of navigation routes- the learner has a wide range of navigation routes such as by working on concepts he is already familiar with. He may even follow a linear or logical path, even if the previous activity is half-completed. He may explore other sections opting to return or complete the previous activity.

3. Variety of media- Hypermedia includes more than one media (text, graphics, audio, animation and video clip) but does not necessarily use all types of media in one presentation. Since only virtual learning activity takes place, it is important from the standpoint of the teacher to optimize the learning process by identifying the characteristics of media application, as well as the advantages and limitations of such an application.

Lesson 14: The Software as an Educational Resource


When people think about computers, they imagine the computer machine with monitor screen, keyboard, and “the box” or CPU which contains the electronic parts and circuits. It is more difficult to realize, however, that the computer hardware can hardly be useful without the program or system that tells what the computer machine should do. This is also called the software.

2 types of software:

1. Systems software- this is the operating system that is found or bundled inside all computer machines.
2. Applications software- this contains the system that commands the particular task or solves a particular problem.

Microsoft Windows

This is also referred to as program. Microsoft Windows or Windows for short is an operating environment between the user and the computer operating system. Also called a shell, it is a layer that creates the way the computer should work. Windows uses a colourful graphics interface (called GUI- “gooee”) that can be seen on the computer screen or monitor whenever the computer is turned on.

Instructional Software

This can be visited on the internet or can be bought from software shops or dealers. The teacher through his school should decide on the best computer-based instructional (CBI) materials for the school resource collection. But beware since CBIs need much improvement, while web-based educational resources are either extremely good or what is complete garbage.


Lesson 13: Cooperative Learning with the Computer



Cooperative or collaborative learning is learning by small groups of students who work together in a common learning task. It is often also called group learning but to be truly cooperative learning, 5 elements are needed:

1. common goal
2. interdependence
3. interaction
4. individual accountability
5. social skills

Cooperative Learning and the Computer 

Researchers have made studies on the learning interaction between the student and the computer. The studies have great value since it has been a long standing fear that the computer may foster student learning in isolation that hinders the development of the student's social skills.

Now this mythical fear has been contradicted by the studies which show that when students work with computers in groups


Lesson 12: Information Technology in Support of

                     Student-Centered Learning


 The idea of student-centered learning is not a recent idea. In fact, as early as the 20th century, educational educators such as John Dewey argued for highly active and individualized pedagogical methods which place the student at the center of the teaching-learning process.

The Traditional Classroom

It may be observed that classrooms are usually arranged with neat columns and rows of student chairs or desks, while the teacher stands in front of the classroom or sits behind his table. This situation is necessitated by the need to maintain classroom discipline, also allows the teacher to control classroom activities through lecture presentation and teacher-led discussions.
Noticeably, however, after spending so many minutes in lesson presentation and class management, students can get restless and fidgety. Often enough, the teacher has to also manage misbehaviour in class as students start to talk among themselves or simply stare away in lack of attention.

The SCL Classroom

          John Dewey has described traditional learning as a process in which the teacher pours information to student learners, much like pouring water from a jug into cups. This is based on the long accepted belief that the teacher must perform his role of teaching so that learning can occur. This learning approach is generally known as direct instruction, and it has worked well for obtaining many kinds of learning outcomes. The problem with it is that the approach in learning, however, is the fact that the world’s societies have began to change. It may not be felt strongly to countries in which on countries who depends mostly their economy to factory workers. Traditional and direct instruction is very useful in these countries.
          
           In contrast, industrialized societies we find knowledge-based economies in which workers depend on information that can be accessed through information and communication technologies (ICTs). Desiring to gain effectiveness, efficiency and economy in administration, schools in these developed economies have also adopted the support of ICTs. Their students have now become active not passive learners, demonstrating independence and self-awareness in the learning process.

LESSON 11: Computer as the Teacher 's Tool




The Computer’s Capabilities

Informative Tool

The computer can provide vast amounts of information in various forms, such as text, graphics, sound, and video. Even multimedia encyclopedias are today available on the internet.

Communication Tool

The computer has been used in communication as evident by social networking sites as to facebook, twitter and friendster. We can even chat/talk friends and families anywhere in the globe through yahoo messenger or the one in facebook or view them through the webcam. We can send messages and information through the internet in just seconds or minutes.

Constructive Tool

The computer itself can be used for manipulating information, visualizing one’s understanding, and building new knowledge. The Microsoft Word computer program itself is a desktop publishing software that allows users to organize and present their ideas in attractive formats.

Co-constructive Tool

          Students can use constructive tools to work cooperatively and construct a shared understanding of new knowledge. One way of co-construction is the use of the electronic whiteboard where students may post notices to a shared document/whiteboard. Students may also co-edit the same document from their homes.

Situating Tool

          By means of virtual reality (RS) extension systems, the computer can create 3-D images on display to give the user the feeling that are situated in a virtual environment. A flight simulation program is an example of a situating tool which places the user in simulated flying environment.

Lesson 10 : The Computer as a Tutor



Computer-assisted instruction (CAI)

                The computer can be a tutor in effect relieving teacher of many activities in his personal role as classroom tutor. It should be made clear, however, that the computer cannot totally replace the teacher since the teacher shall continue to play the major roles of information deliverer and learning environment controller. Even with the available computer and CAI software, the teacher must;
  
       -         Insure that students have the needed knowledge and skills for any computer 
                   activity
       -         Decide the appropriate learning objectives
       -         Plan the sequential and structured activities to achieve objectives
       -         Evaluate the students’ achievements by ways of tests the specific expected outcomes.

On the other hand, the student in CAI play their own roles as learners as they;
       -         Receive information
       -         Understand instruction for the computer activity
        -         Retain/keep in mind the information and rules for the computer 
                  activity
        -         Apply the knowledge and rules during the process of computer learning

During the computer activity proper in CAI the computer too plays its roles as it:
-         Act as a sort of tutor (the role traditional played by the teacher)
-         Provides a learning environment
-         Delivers learning instruction
-         Reinforces learning through drill and practice
-         Provides feedback

Simulation Programs

           Simulation Software materials are another kind of software that is constructivist in nature. This simulation software: 
-         Teacher strategies and rules applied to real-life problems/situation
-         Ask students to make decision on models or scenarios
-       Allow students to manipulate elements of a model and get the experience of the effect of their decisions

Instructional Games
               While relating to low level learning objectives (e.g. basic spelling or math skills), instructional computer games add the elements of competition and challenge.
Problem Solving Software

                These are more sophisticated than the drill and practice exercises and allow students to learn and improve on their own problem solving ability. Since problems cannot be solved simply by memorizing facts, the students have to employ higher thinking skills such as logic, recognition, reflection, and strategy-making.

Multimedia Encyclopedia and Electronic Books


                             The Multimedia Encyclopedia can score a huge database with text, images, animation, audio and video. Students can access any desired information, search it vast contents and even download/print relevant portions of the data for their composition or presentation. An example is the eyewitness children’s encyclopedia.Electronic Books provide textual information for reading supplemented by other types of multimedia information (sounds, spoken words, pictures, animation). These are useful for learning reading.

Lesson 9 : Computers as Information and Communication 

                   Technology



The Personal Computer (PC) as ICT

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

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

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

                To illustrate, let’s examine the programs (capabilities) normally installed in an ordinary modern PC:
Microsoft Office - program for composing text, graphics, photos into letters, articles, report, etc.
Power point - for preparing lecture presentations.
Excel - for spreadsheets and similar graphic sheets.
Internet Explorer - access to the internet.
Yahoo or Google - websites; e-mail, chat rooms, blog sites, news service (print/video) educational software etc.
Adobe Reader - graphs/photo composition and editing.
MSN - mail/chat messaging
Windows media player - CD, VCD player, editing film/video
Cyber Power - DVD player
Gamehouse - video games


LESSON 8: Higher Thinking Skill through IT-Based Projects




Key Elements of a constructivist approach:


a)      The teacher creating the learning environment.
b)      The teacher giving students the tool
c)      The teacher facilitating learning.
  


Now let us see four IT-based projects conducive to develop higher thinking skills and creativity among learners.

I.   RESOURCE-BASED PROJECTS

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

The general flows of events in resource-based projects are:
1.The teacher determines the topic for the examination of class
2.The teacher presents the problem to the class.
3.The students find information on the problem/questions.
4.Students organize their information in response to the problem/questions.

II.   SIMPLE CREATIONS

In developing software, creativity as an outcome should not be equated with ingenuity or high intelligence. Creating is more consonant with planning, making, assembling, designing or building.


Three kinds of skills/abilities:
·        Analyzing- distinguishing similarities and differences/ seeing the project as a problem to be solved.
·        Synthesizing- making spontaneous connections among ideas, does generating interesting or new ideas.
·        Promoting- selling of a new ideas to allow the public to test the ideas themselves.


              The five key task to develop creativity:

1.Define the task- clarify the goal of the completed project to the student.
2.Brainstorm- the students themselves will be allowed to generate their own ideas on the project. 
                          Rather than shoot down ideas, the teacher encourages ideas exchange.
3.Judge the ideas- the students themselves make an appraisal for or against any idea. Only when        
                               students are completely off check should the teacher intervene.
4.Act- the students do their work with the teacher a facilitator.
5.Adopt flexibility- the students should be allowed to shift gears and not follow an action path rigidly.


 III.  GUIDED HYPERMEDIA PROJECTS

The production of self-made multimedia projects can be approached into different ways:

1.Instructive tools- such as in the production by students of a power point presentation of a selective topic.
2.Constructive tools- such as when students do a multi-media presentation (with text, graphs, photos, audio narration, interviews, video clips, etc. to simulate a television news show.

IV. WEB-BASED PROJECTS

Students can be made to create and post web pages on a given topic. But creating new pages, even single page web pages, maybe tool sophisticated and time consuming fort the average student.

            It should be said, however, that posting of web pages in the Internet allows the students (now the web page creator) a wider audience. They can also be linked with other related sites in the Internet. But as of now, this creativity project maybe to ambitious as a tool in the teaching-learning process.


LESSON 7: IT for Higher Thinking Skills and Creativity




To define higher level thinking skills and creativity, we may adopt a framework that is a helpful synthesis of many models and definitions on the subject matter. The framework is not exhaustive but a helpful guide for the teacher's effort to understand the learner's higher learning process

Complex 
Thinking Skills                                                              Sub-Skills 
Focusing                                                             defining the problem, goal/objective-setting, brainstorming
Information                                                         selection, recording of data of information
Remembering                                                     associating, relating new data with old
Analyzing                                                            identifying idea constructs, patterns
Generating                                                          deducting, inducting, elaborating
Organizing                                                          classifying, relating
Imagining                                                            visualizing, predicting
Designing                                                            planning, formulating
Integration                                                          summarizing, abstracting
Evaluating                                                           setting criteria, testing idea, verifying outcomes, revising

Use your creative skills in designing a paradigm. Device a graph to illustrate the higher-level thinking skill