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Coll Learning Structures
Coll Learning Structures
The cooperative learning strategy, Two Stay--One Stray, (or Three Stay..., etc.) is effective for
lessons where parallel groups of students work on the same laboratory investigation or problem set
or other activity. Use of this strategy enables learners to check their
procedures/answers/results/conclusions with others. This can spare a teacher from feeling that
he/she needs roller skates to get around to all groups! In this strategy, one member of each
cooperative group visits another group to share procedures near the beginning or middle of an
activity, or findings near the end of an activity or session. The group member who strayed rejoins
his/her original group to share what he/she learned from the visited group. To maximize
collaboration among groups, groups should not exchange strays. When groups are arranged in a
circle, a member of each can stray to the left or right.
For example, students can work in groups to solve a set of problems for review. When they have
completed the problem set, the teacher can signal groups to each send one member to the group on
the right. The stray and the visited group can compare answers to the problem set. They can
discuss differences and attempt to arrive at common answers. When the stray has completed
consulting, the stray returns to his/her group. The group now shares what they learned from the
stray that visited and the group their stray visited. During the straying, the teacher may want to
stay with one group to ensure that answers/problem solutions are correct. The teacher can
reconvene the class to go over any information or problems that were unresolved.
And another perspective
Like "Stand Up and Share," this structure requires the easy identification of a team member who will
become the groups spokesperson. It too builds on another structure, such as Structured Problem
Solving, but in this case the topics can be far more complex. After the problem solving discussions
are complete and all team members indicate that they can give the team's report, you designate the
student from each team who will "stray." That is, one student from each group (such as the "Number
One" or the "Diamond") leaves it and rotates to an adjoining team to give the report. In large classes
it is essential that the order of rotation is clear. Playing cards work particularly well because the
"Aces" know to rotate to the "Twos," the "Jacks" to the Queens," and so forth.
The designated student, who is welcomed as a visitor, shares with this new team the results of his
original group's discussion, giving proposed solutions to problems or summarizing discussions. A
second rotation may be desirable if the topic prompted divergent thinking and solutions.
Three-Stay One-Stray offers a low-threat forum where students can exchange ideas and build social
skills such as asking probing questions. It also offers students the opportunity to learn by teaching.
Placing the report-out responsibility on the students reinforces the valuable conception that
knowledge resides within the learning community, not just with the "authority-figure" instructor.
Perhaps its greatest value lies in its efficiency. Instead of, for example, ten sequenced five-minute
reports to the entire class (fifty minutes, plus transition time), individual students are simultaneously
giving five-minute reports throughout the room
Think, Pair, Share is a structure first developed by Professor Frank Lyman at the University of
Maryland in 1981 and adopted by many writers in the field of co-operative learning since then. It
introduces into the peer interaction element of co-operative learning the idea of wait or think time,
which has been demonstrated to be a powerful factor in improving student responses to questions.
It is a simple strategy, effective from early childhood through all subsequent phases of education to
tertiary and beyond. It is a very versatile structure, which has been adapted and used, in an endless
number of ways. This is one of the foundation stones for the development of the co-operative
classroom.
PURPOSE
Processing information, communication, developing thinking.
RELEVANT SKILLS
Sharing information, listening, asking questions, summarising others ideas, paraphrasing.
STEPS
1. Teacher poses a problem or asks an open-ended question to which there may be a variety of
answers.
2. Teacher gives the students think time and directs them to think about the question.
3. Following the think time students turn to face their Learning Partner and work together,
sharing ideas, discussing, clarifying and challenging.
4. The pair then share their ideas with another pair, or with the whole class. It is important that
students need to be able to share their partners ideas as well as their own.
An alternative is to make it timed. When the students are speaking their thoughts, the
teachers ets a time limit for each speaker, to ensure each person gets adequate time to
speak.
APPLICATIONS
Before a lesson or topic to orient the class (previous knowledge etc).
During teacher modeling or explanation.
Any time, to check understanding of material.
At the end of a teacher explanation, demonstration etc, to enable students to cognitively
process the material.
To break up a long period of sustained activity.
Whenever it is helpful to share ideas.
For clarification of instructions, rules of a game, homework etc.
For the beginning of a plenary session.
A process where students work in small groups. They are asked to place their thoughts/ideas down.
They then need to silently negotiate a sequence/hierarchy/priority for the information by picking up
any idea and changing its position.
The key is for the students to watch and observe where their peers place or change position of the
ideas and consider why they might have done this/the reasoning behind this.
You will notice that the process of negotiation will eventually slow down and come to completion once
the students have a common understanding around the placements.
This process can also be done with speaking aloud.
Talking Chips
Students place their chip in the center each time they talk. They cannot talk again until all
teammembers have placed a chip.
STEPS
Set-Up: Teams have talking chips (Maximum: two chips each). Talking chips may be pencils, card
board chips, tokens, or pogs.
1.
2.
3.
4.
This structure is a communication regulator. You can use this with an article from a
newspaper. Remember to give think time for notes. Discuss reaction to article and then do the
Talking Chips.
How did this structure make you feel?
Does this limit communication?
Will this encourage control, patience, limits. No one person is dominating the discussion
Jot Thoughts (Teammates cover the table writing ideas on slips of paper.)
Students each have multiple slips of paper.
Teacher names a topic, sets a time limit, and provides think time. (In three
minutes how many questions can you write that have the answer 17? What
are ways we can reduce poverty?)
Students write and announce as many ideas as they can in allotted time, one
idea per slip of paper.
Each slip of paper is placed in the center of the table; students attempt to cover
the table.