Miyerkules, Oktubre 14, 2015

Teaching with Contrived Experiences

TEACHING WITH CONTRIVED EXPERIENCES

Introduction
If for one reason or another, we cannot employ direct experiences as materials for instruction, let us make use of an “edited” version of direct experience-the contrived experiences.







Discussion Questions:
1.      Did the materials help you visualize an atom? Understand better the rotation of the planets on their axis and their revolution around the sun? With a clearer picture of the earth?
2.      Do you think the school election would give the students a feeling of what it means to conduct or participate in an election process?
3.      Why is the atom depicted by a model? Is it not better if you see the real atom itself?
4.      Can you think of a better way of seeing planet earth other than the globe? Why?
5.      Is there more interesting way of showing the rotation of the planets on their axis and their revolution around the sun? Why?
6.      What good do students get when they are made to participate in an election process very similar to what take place in a democratic country like ours? Wasn’t making the students observe the conduct of local and national election process enough for them to learn about elections? Why? Why not?
7.      Biology is a real science of life if what you study are alive. Justify the use of preserved specimens in Biology.

What is Contrived Experiences?
1.      These are “edited” copies of reality and are used as substitutes for real things when it is not practical or not possible to bring or do the real thing in the classroom.
2.      These contrived experiences are designed to simulate to real-life situations.
3.      The model of the atom, the globe, the planetarium, the simulated election process and preserved specimen fall under contrived experiences, the second band of experiences in Dale’s Cone of Experience.

Various Forms of Contrived Experiences
1.      MODELS
A model is a “reproduction of a real thing in a small scale, or large scale, or exact size – but made of synthetic materials.” (Brown, et al, 1969)
2.      MOCK UP
A mock up is “an arrangement of a real device or associated devices, displayed in such way that representation of reality is created.” (Brown, 1969)
3.      SPECIMENS AND OBJECTS
A specimen is any individual or item considered typical of a group, class or whole.
Objects may also include artifacts displayed in a museum or objects displayed in exhibits or preserved insects specimens in science.
4.      SIMULATION
Simulation is a “representation of a manageable real event in which the learner is an active participant engaged in learning a behavior or in applying previously acquired skills or knowledge” (Orlich, et al 1994).
5.      GAME
Is there a difference between a game and a simulation?
Games are played to win while simulation need not a have a winner.
Simulations seem to be more easily applied to the study of issues rather than the processes.

WHY DO WE MAKE USE OF CONTRIVED EXPERIENCES?
We use models, mock ups, specimens and objects to:
1.      Overcome limitations of space and time;
2.      To “edit” reality for us to be able to focus on parts or a process of a system that we intend to study;
3.      To overcome difficulties of size;
4.      To understand the inaccessible
5.      Help the learners understand abstractions.

We use simulations and games to make our classes interactive and to develop the decision-making skills and knowledge construction skill of our students.

Orlich, et al, (1994) enumerates ten general purposes of simulations and games in education:
1.      To develop changes in attitudes.
2.      To change specific behaviors.
3.      To prepare participants for assuming new roles in the future.
4.      To help individuals understand their current roles.
5.      To increase the students’ ability to apply principles.
6.      To reduce complex problems or situations to manageable elements.
7.      To illustrates roles that may affect one’s life but that one may never assume.
8.      To motivate learners.
9.      To develop analytical processes.
10.  To sensitize individuals to another person’s life role.
Games
Games are used for any of these purposes:
1.      To practice and/or to refine knowledge/skills already acquired.
2.      To identify gaps or weaknesses in knowledge or skills, purposes:
3.      To serve as a summation or review, and
4.      To develop new relationships among concepts and principles.

GUIDE QUESTIONS IN EVALUATING CONTRIVED EXPERIENCES
Edgar Dale (1969) enumerates the following:
  Is the model or mock up necessary or can you make use of the original?
  Could some other devices such as photograph or chart portray the idea more effectively?
  Is the idea appropriate for representation in a model? (is it too elementary? Too complicated?)
  Are the important details of details correct?
  Could wrong impressions of size, color, and shape result from using  this model?
  Does the model oversimplify the idea?
  If it is workable, will it stand up under frequent use?
  If it is to be made by students, is the model likely to be worth the time, effort, and money involved?
  If it is purchased, will the model be used often enough to justify its cost?
  Will the model act as a stimulus to further learning?
  Does the stimulated procedure reduce the amount of instruction required to master the desired skills, attitude and information?


 “We teach through a re-arrangement of the raw reality: a specimen, a manageable sample of a whole… when the direct experience cannot be used properly in its natural setting.”
                                                                     - Edgar Dale













Cone of Experience

     The Cone of Experience by Edgar Dale

         The cone device is a visual metaphor of learning experiences, in which the various types of audio-visual materials are arranged in the order of increasing abstractness as one proceeds from direct experiences.
-         The sensory aids in the cone of experience is often overlap and sometimes blend into one another.

-     For teaching implication is to avoid teaching directly at the symbolic level of thought without adequate foundation of the concrete.



              
       Here’s a version with some overlays to indicate those learning activities that are active and passive



Active learning would include those activities that charge our brains and capacities to remember what we are experiencing. Passive learning would include those activities that people can still learn from, but not generally as effective as active learning.
Given this, we should realize that every human being is different. We as instructors and educators should be flexible to adapt to every person’s learning style and seek out their needs.



Role of educational technology in learning

What is the role of educational technology in learning?

        In traditional way, the learners learn from the technology and the technology serves as a teacher.
      In the constructivist way, technology helps the learners build more meaningful personal interpretation of life and his world.
    It makes the learner gather, think, analyze, synthesize information and construct meaning with what technology presents.

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       Educational technology is the technology that prescribes the design of instructional materials and then structures learning interactions for maximum benefit


      It is an instruction that can make an ordinary person capable of superior performance and a means, either printed or electronic, to distribute that instruction.

    It includes :


       - improvement of teaching and learning 
       - facilitation of learning and teaching of disabled children 
       - consolidation of the teaching process
     - exposure of teachers and learners to the recent educational technology and               enhancement                    chances of employment
     - linkage of theory to reality
     - establishment of technology in administration of schools











Meaning of Educational Technology

What is Educational Technology?
Educational technology  is also referred to as technology of education and is in reality incorporation of IT into the realm of classroom. This is a constantly evolving field that depends upon technological advancements. The use of technology in education has many advantages just as technology has enriched the world in all walks of life. One can see and feel the change in air as classrooms are becoming modern and teachers and students are benefiting with gadgets such as smart boards and computers.
The advent of the internet has made a sea of change in the way teachers can demonstrate concepts and ideas to children and make learning almost fun. Information today has been encapsulated in the internet which can be beautifully used to allow learning be a fun rather than being a drudgery which it used to be in earlier times.
What this has meant is that education is no longer limited to the privileged few, and even those who are downtrodden and poor can learn all the ideas and concepts which were like a dream to them in earlier times. Internet today has become very commonplace and its true potential can be realized by disseminating knowledge through it to all, without any discrimination.
Educational technology  is not limited to making use of technology to make learning and imparting of education easier in all possible ways but also a field of study in itself for those who are involved with developing technological tools for educational purposes. Keeping in mind the end user which are the students and teachers, technologists are busy inventing tools and gadgets for use in classrooms. These are the people who are behind this revolution and are working overtime in the field of educational technology to cover all the processes of learning and instruction.
Educational technology refers to but is not limited to the use of hardware and software, including internet and other related activities, for the purpose of increasing human capabilities. The use of technology in education is always welcome as it enables both teachers and students to gain knowledge in a much better and faster rate. Nevertheless, ultimately it is teachers who make use of all the technology and hence, they will remain as important as ever, and technology can never even think of replacing teachers.
Educational technology is the effective use of technological tools in learning. As a concept, it concerns an array of tools, such as media, machines and networking hardware, as well as considering underlying theoretical perspectives for their effective application
Educational technology as defined by Richey  "the study and ethical practice of facilitating learning and improving performance by creating, using and managing appropriate technological processes and resources". The Association for Educational Communications and Technology (AECT) denoted instructional technology as "the theory and practice of design, development, utilization, management, and evaluation of processes and resources for learning."As such, educational technology refers to all valid and reliable applied education sciences, such as equipment, as well as processes and procedures that are derived from scientific research, and in a given context may refer to theoretical, algorithmic or heuristic processes: it does not necessarily imply physical technology.