Where we’re going Lectures Seminars / Workshop Evaluation of CBL Packages Design Theory and Practice Evaluation Learning Theory Project Planning, Management CBL Intelligent Tutoring Games, Simulations … Assessment and Collaboration CBP 2002 CIT 203 Computer Based Learning Your CBL Product 1 Today’s Work I’ll give you a few ideas from education I’ll show you some types of CBL material and some ideas how to evaluate CBL material You’ll look at several types of material and evaluate these. You’ll need to decide on criteria used to evaluate them. Next week’s seminar – we’ll discuss your findings CBP 2002 CIT 203 Computer Based Learning 2 Computer Based Learning • The purpose of education and training software is to promote learning • It must change the capabilities of the human learner • The design of this software must involve their learning processes – These are not fully understood – These vary from person to person Unfortunately the learning process is difficult to replicate and it seems impossible to portray it entirely in an automated model. Barron (1995). CBP 2002 CIT 203 Computer Based Learning 3 Kinds of learning Benjamin Bloom's three domains: • Cognitive learning (thoughts), such as teaching someone to divide numbers. • Affective learning (feelings, values), such as teaching someone to not want to unsocial. • Physical or motor learning (actions), such as teaching someone to play badminton. CBP 2002 CIT 203 Computer Based Learning 4 Levels of Cognitive Learning • Memorization. (Learning by Rote). Encoding facts or information as an association between a stimulus and a response eg, Pi = 3.141529 • Understanding. (Meaningful learning). Relating a new idea to prior knowledge, such as understanding what a revolutionary war is. Involves comparing, contrasting, making analogies, inferences, elaborating, and analyzing (as to parts and/or kinds). • Application. Generalization or transferring learning to new situations. Entails learners identifying commonalities over various situations, eg predicting the effects of price increases. CBP 2002 CIT 203 Computer Based Learning 5 Content Dave Merrill suggests that to design Instructional materials we must consider three types of content • Concepts class (shoes, fear, war, pencil) • Procedures how to cut down a tree • Principles an acorn grows into a tree price increase lowers demand CBP 2002 CIT 203 Computer Based Learning 6 A Bit of History • 1950’s MIT Develop Flight Simulator • 1959 IBM Physics and Maths CAI for schools • 1960’s Reading and Maths CAI on Mainframe – Also Start of AI Research – Papert and Minsky start AI Lab at MIT – Systems approach used by Military for Training • 1970’s Cognitive Approach – Theory of Mind • 1990’s Designing learning environments CBP 2002 CIT 203 Computer Based Learning 7 Overview of CBL Categories • • • • • • • CBP 2002 Tutorial Drill and Practice Simulation Microworlds, Games Problem Solving Virtual Laboratory Analysis and Modelling CIT 203 Computer Based Learning 8 Tutorial Programs 1. Information is presented. 2. The student is asked a question. 3. The program judges the student's response and then feeds back info to improve performance. 4. The program chooses a sequence of instruction. 5. Cycle continues to halting. CBP 2002 Computer Student Present info Question and Response Evaluate Response Feedback or help Present info CIT 203 Computer Based Learning 9 Tutorial Programs • Programmed Learning – Student replies to questions, Computer gives FEEDBACK and REINFORCEMENT – Linear or Branching Structure – Interactive Dialogue with a defined TIME SCALE • Application – Efficient - gives individual attention to student – Useful for facts, principles, problem-solving strategies CBP 2002 CIT 203 Computer Based Learning 10 MacroEconomics Tutorial CBP 2002 CIT 203 Computer Based Learning 11 Simulation • Real Life problems but no risk of failure – Avoid Danger eg Study of Thermonuclear Devices – Avoid costly apparatus e.g, chemicals, aircraft • Real Life situations impossible to live – Historical Events - Battle of Hastings – Large Scale (Astonomy) Small Scale (atomic) processes • What-if Scenario’s – Stock Market, Climate and Ecology Modelling – Social Situations, ‘Oregon Trail’ – The Absurd - Don Jolly? CBP 2002 CIT 203 Computer Based Learning 12 Simulation • Imitation of Reality • Students interact with program in similar way to with real world • Students build a useful mental model of part of the world and test it, probe it CBP 2002 CIT 203 Computer Based Learning 13 Simulation of Bacteria CBP 2002 CIT 203 Computer Based Learning 14 Drill and Practice • 1970’s some 75% of Educational Soft was D&P • 1980’s researchers argued that computers should be used to engage ‘higher-level’ thinking. • Used to help the learner gain basic knowledge or skills through repetitive work • not designed to teach new skills or introduce new content 1. Comp gives stud a qun. 3. Comp analyses reply 4. Another Problem 2. Stud replies CBP 2002 4. Or some Help CIT 203 Computer Based Learning 15 Drill and Practice CBP 2002 CIT 203 Computer Based Learning 16 Drill and Practice • Motivation improved by using a competition format (vs self, others, computer) • Use various levels of difficulty • Adapt level of difficulty to learners’ performance • Provide ‘application’ exercise to apply the skills acquired • Recycle failed items until they are mastered. CBP 2002 CIT 203 Computer Based Learning 17 MicroWorlds • A Microworld is a term coined at the MIT Media Lab Learning and Common Sense Group . It means literally, a tiny world inside which a student can test hypotheses, explore alternatives, and discover facts that are really true about that world. • It differs from a simulation since the student should think of it as a "real" world with its own real (physics) which can be observed and discovered. CBP 2002 CIT 203 Computer Based Learning 18 Starlogo MIT- Resnick Model of Termites piling Woodchips Mitchel Resnick at the MIT Media Lab T=7 CBP 2002 T = 20 CIT 203 Computer Based Learning 19 Games • Some quotes – ‘ Either are educational or entertainment ’ – ‘ Educat games have distinct learning objectives ’ – ‘ Entertainment games have little academic value ’ • Some justification – Games provide ‘learning environments’ - not unique path chosen by teacher but labyrinth navigated by student – Games engage people. Why? Exercise higher order thinking and problem-solving skills while giving huge rush of immediate feedback. CBP 2002 CIT 203 Computer Based Learning 20 Incredible Machines CBP 2002 CIT 203 Computer Based Learning 21 CBP 2002 CIT 203 Computer Based Learning 22 Characteristics of Good CBL 1. LTDI Heriott-Watt Edinburgh 1. 2. 3. 4. 5. Well-Designed, consistent look and feel Quick to learn and easy to use Navigable Lots of calculations, graphics, interactions Not a lot of text. CBP 2002 CIT 203 Computer Based Learning 23 Characteristics of Good CBL 2. Vicki Sharp CSUN 1. Program Content • • • Its objectives match curriculum objectives? Is matched to target group (level of graphics, vocab ?) Contains jargon, prejudice? 2. Instructional Design • • • CBP 2002 Who controls the learning, student or program? Nature of reinforcement. Encouraging? Active? Sequencing of problems from simple to complex? CIT 203 Computer Based Learning 24 Characteristics of Good CBL 3. David Merrill’s 5 Stars A CBL program is granted ‘5-Stars’ when the Learner – – – – – CBP 2002 Is engaged in Real World Problems Is directed to recall prior knowledge Is shown rather than told Is made to practise while coaching gradually withdrawn Is encouraged to integrate knowledge in personal ways CIT 203 Computer Based Learning 25 So what is Learning? New Knowledge 1. 4. Information Evaluated Current Knowledge 2. CBP 2002 New Knowledge Memory Action 3. CIT 203 Computer Based Learning 26 … from Neuroanatomy 5. Stimulus Response S Stretch - reflex neural circuit in your leg R 6. FSM Can store sequences FSM 7. AM Machine Learning CBP 2002 CIT 203 Computer Based Learning 27 … and towards Society 9. Learning Circuits in the Human Brain FSM AM 10. CBP 2002 But a person is not alone interaction 8. Learning in a Society CIT 203 Computer Based Learning 28 Towards Gagne’s theory Stimulus Gain students’ attention Knowledge is connected Recall Evaluation New Material Check response, give help, give examples Practise Perform ACTION CBP 2002 CIT 203 Computer Based Learning 29
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