The computer is one of the
wonders of human ingenuity, even in its original design in the 1950s to carry
out complicated mathematical and logical operations. With the invention of the
microcomputer (now commonly referred to PCs or personal computers), the PC has
become the tool for programmed instruction.
Educators saw much use of the PC.
It has become affordable to small business, industries and homes. They saw its
potential for individualization in learning, especially as individualized
learning is a problem since teachers usually with a class of forty or more learners.
They therefore devised strategies to use the computer to the break the barriers
to individualized instruction.
COMPUTER-ASSISTED INSTRUCTION (CAI)
Computer-Assisted Instruction is a program of instructional material
presented by means of a computer or computer systems.
The computer can be a tutor in
effect relieving the teacher of many activities in his personal role as a
classroom tutor. It should be made clear, however, that the computer cannot totally replace the teacher
since the teacher shall continue to
play major roles of information deliverer and learning environment controller.
Even with the available computer and CAI software, the teacher must:
§ Insure that the 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’
achievement by ways of tests of the specific expected outcomes.
On the other hand, the students
in CAI play their own roles as learners as they:
§ Receive information
§ Understand instructions for the
computer activity
§ Retain/keep in mind 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:
§ Acts as a sort of tutor
§ Provides a learning environment
§ Delivers learning instruction
§ Reinforces learning through drill
and practice
§ Provides feedback
Today, educators accept the fact
that the computer has indeed succeeded in providing an individualized learning
environment so difficult for a teacher handling whole class. This is so, since
the computer is able to allow individual students to learn at their own pace,
motivate learning through a challenging virtual learning environment, and
assist students through information needed during the learning process,
evaluate student responses through immediate feedback during the learning
process, and also give the total score to evaluate the student’s total
performance.
CAI
Integrated with Lesson
CAI computer learning should not
stop with the drill and practice activities of students. In effect, CAI works
best in reinforcing learning through repetitive exercises such that students
can practice basic skills or knowledge in various subject areas. Common types
of drill and practice programs include vocabulary building, math facts, and
basic science, and history or geography facts. In these programs, the computer
presents a question or problem first and the student is asked to answer to the
question or problem. Immediate feedback is given to the students answer. After
a number of practice problems and at the end of exercise, the students get
summary of the overall performance.
The question is arises: when and
how can teachers integrate drill and practice programs with their lessons. The
following suggestion can be made:
§ Use drill
and practice programs for basic skills and knowledge that require rapid or
automatic response by students (e.g. multiplication table, letter and word
recognition, identification of geometric shapes, etc.).
§ Ensure that
drill and practice activities conform to the lesson plan or curriculum.
§ Limit drill
and practice to 20-30 minutes to avoid boredom.
§ Use drill
and practice to assist students with particular weakness in basic skills.
In integrating computer program
in instruction used tutorial software associated with cognitive learning. While
practice exercise or learning by doing is still the heart of each tutorial, the
tutorial software should be able to:
§ Teach new
content/new information to students (in as much as CAI provides practice on old
or already learned content).
§ Provide
comprehensive information on concepts in addition to practice exercises.
§ Can be
effectively used for remediation, reviewing, or enrichment.
§ Allow the
teacher to introduce follow-up questions to stimulate students learning.
§ Permit group
activity for cooperative learning.
SIMULATION
PROGRAMS
Simulation software materials are
another kind of software that is constructivist in nature. This simulation
software:
§ Teacher strategies and rules
applied to real-life problems/situation
§ Ask students to make decision on
models or scenarios
§ Allow students to manipulate
elements of a model and get the experience of the effect of their decisions
An example of such software is
SimCity in which students are allowed to artificially manage a city given an
imaginary city environment. Decision-making involve such factors as budget,
crime, education, transportation, energy resource, waste disposal,
business/industries available.
INSTRUCTIONAL
GAMES
While relating to low level
learning objectives (e.g. basic spelling or math skills), instructional computer
games add the elements of competition and challenge.
An example is GeoSafari which
introduces adventure activities for Geography History and Science. The program
can be played by up to four players to form teams. Learning outcomes can be
achieved along simple memorization of information, keyboarding skills,
cooperation and social interaction.
PROBLEM
SOLVING
These are more sophisticated than
the drill and practice exercises and allow students to learn and improve on
their problem solving ability. Since problem cannot be solved simply be solved
simply be memorizing facts, the students have to employ higher-thinking skills
such as logic, recognition, reflection and strategies-making.
The thinking things 1 is an
example of a problem solving software in which the team learners must help each
other by observing, comparing.
MULTIMEDIA ENCYCLOPEDIA AND ELECTRONIC BOOKS
The Multimedia Encyclopedia can
score a huge database with text, images, animation, audio and video. Students
can access any desired information, search it vast contents and even
download/print relevant portions of the data for their composition or
presentation. An example is the eyewitness Children’s Encyclopedia.
Electronic books provide
textual information for reading supplemented by other types of multimedia
information (sounds, spoken words, pictures, animation). These are useful for
learning reading, spelling and word skills. Examples are Just Grandma and Me
animated storybook which offer surprises for the young learner’s curiosity.
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