Contents e-Learning Methodologies Introduction Basic Drill Procedure Drills Item Characteristics Item Selection and Queuing Procedures Feedback Item Grouping Procedures Introduction Drills are used primarily for the third phase of the instruction cycle (present information, guiding the learner, practice, test knowledge). Drills, like tutorials are an objectivism methodology. Drills, in combination with tutorials and other methodologies, provide practice and are useful for learning information in which fluency is required, such as basic math skills, foreign languages, spelling and language usage, and vocabulary. A valid criticism of drills is that they do not teach but merely provide practice for the learner who is already familiar to some degree with the subject matter Basic Drill Procedure Most drills have a fairly regular structure consisting of an introductory section followed by a cycle that is repeated many times. This cycle includes: Selection of an item Item display Learner respond Response judgment Feedback to learner about the response Item Characteristics Item refer to all the presentation and response events in a drill. Items are used in drills in the same manner as questions are used in Tutorials. Items typically have the form of paired associate. A paired associate is pair of related words, concepts, or multimedia elements: Dog – σκύλος A musical tone and its name (c-charp) A spoken word and its spelling Countries and their capitals Pictures of objects and the words identifying them Item Characteristics The main item characteristics that influence the design of drills are: Item types Hints Judgments Pace and Pacing Item Creation Item Difficulty Item Characteristics => Item Characteristics => The following are item types commonly used in computer drills: A drills may have hints associated with each item. Hints vary widely. If the stimulus is a picture of a bird and the response is to click to click on one to four names the hint may be: Item Types Text to text: English to Greek translation Auditory to text: hearing an English word and selecting or typing the Greek word Text to pictorial: reading a bird name and selecting the bird picture Pictorial to text : seeing a bird picture and typing or selecting its name Auditory to pictorial: hearing a piano note and selecting its note on a scale Pictorial to auditory: seeing a bird picture and selecting its song or call Textual to numeric: reading a math word problem and typing a number Hints To hear its song To be given a classification (song bird, bird of prey, flightless, extinct) To eliminate one or two of the alternatives To identify the region in which it is (or was) found The advantage of hints is that they may improve the memorability of the content by capitalizing on the organization principle of memory. The disadvantage is that they slow down pace Item Characteristics => Item Characteristics => In a given drill, not all items are the same difficulty. The difficulty factor can be treated in one of the following ways: Drills often emphasize fluency, a part of which is speed of responding. Item Difficulty Keep difficulty constant Increase difficulty based on learner performance Group items by difficulty Item Characteristics => Items Creation Item Lists and Item Generation Algorithms Selection from List (for example language’s vocabulary) Generation by an Algorithm (for example math problems) Pace and Pacing The pace of a drill is how quickly the drill moves from item to item Pacing means giving the learner a limited amount of time to respond to an item or group of items Item Selection and Queuing procedures In a drill that uses selection from a list, the selection procedure is a crucial factor. The selection procedure refers to the rules the program follows to select an item for each iteration of the drill cycle. Most drills use random item selection, which, is the least efficient and least effective item selection method. Item selection based on learner’s performance, on the other hand, improves almost any drill. Drills rely largely on the principle of repetition and recall. Information just encountered is easily stored in short memory, but also easily lost. Recall is enhanced by moving from short-term to long term memory. Item selection should be designed with this process in mind. Item Selection and Queuing procedures Item Selection and Queuing => Flashcard Queuing There are two main categories for item selection: Random Selection. The disadvantage of this type of selection is that Correctly and incorrectly paired items have the same probability to be encountered again The learner may respond incorrectly to an item, be told the correct answer, but then forgot the answer before the item is selected and presented again. Organized Queuing determines in a systematic way the order in which the items are presented. The main techniques belonging to this category are: Flashcard queuing Variable Interval Performance Queuing Item Selection and Queuing => Variable Interval Performance Queuing Item Selection and Queuing => Retirement Criteria When a learner responds correctly to an item several times, we assume the learner probably knows the answer An efficient drill should stop presenting such an item and give greater emphasis on those items with poor performance The criterion for taking an item out of the list is called the retirement criterion The retirement criteria began as two correct answers in a row Whenever a word was missed, it was placed in three new position in the queue. Thus, once an item was missed, its retirement criterion changes to three correct answers in a row Item Selection and Queuing => Choice of Queuing Parameters Queuing parameters such as: Number of insertions Insertion positions Retirement criteria should be selected through a pilot testing in order allow efficient and effective drills to be created. Feedback Most of the factors concerning feedback in tutorials apply to drills as well. An additional factor that is especially relevant in drills is feedback following discrimination errors When beginning a drill, a learner makes errors that are simply wrong. As learning progresses the most common error is confusion among items’ responses In drills, discrimination error is defined as a response that is correct for any other item in the list. This is commonly called within-list error. In contrast, an out-of-list error (a response that is not correct for any other item in the list) is not a discrimination error The above definition of discrimination error is important because allows the program to provide feedback for eliminating them. Item Selection and Queuing => Termination If a drill retires items as the learner responds correctly to them, it may terminate when all items have been retired. However, implementing this criterion for termination causes two problems: After all but a few items have been retired the original positions for reinsertion may be impossible The drill become very tedious when the same two or three items are repeated over and over Three ways to correct these problems are: Altering queuing parameters, such as the reinsertion positions. However, this method solves only the first of the above problems Resurrection, takes items, previously retired, and reinserts them in the future queue Premature termination, means terminating the drill when all bu a small number of items are retired. Item Grouping Procedures There are two main techniques for item grouping: Subdrill grouping, where groups are constructed to require about 15 minutes for mastery, and to: ⌧Keep difficulty constant ⌧Take advantage of the organization principle ⌧Minimize discrimination errors Endless-continuum, where the list should be ordered to increase gradually in difficulty and minimize discrimination errors. Every time an item is retired it is replaced by the next item in the list, keeping the active items in drill constant Item Grouping Procedures => Subdrill Grouping In subdrill grouping there are four important factors: Group size, should be selected so as to produce drills sessions which require about 15 minutes for being mastered Assigning Items to Groups. Grouping items by difficulty (same difficulty) Grouping by the likelihood of discrimination errors. In the beginning of learning confusable items should be kept separated while at the end learning confusable items should be kept in the same subdrill Group items based on semantics (organization principle). Group selection. The drill begins with a group of easy items and, as performance improves, switches to more difficult groups Review of items. The most difficult items of previous subdrills should be inserted periodically to the current drill so as to ensure that these items will not be forgotten
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