Professional Documents
Culture Documents
78
1.1 Introduction
The foundations in preschool learning are very much vital and essential in order to
strengthen school readiness in learners for them to be able to achieve competencies and skills
needed. An integral part of this curriculum would be high quality programs that are able to
address varying types of support needed from learners to learners, given that other learners
have specific needs that require certain accommodations and adjustments. These high quality
programs can be adapted from different preexisting domains. Teachers are able to broaden
and encompass the foundations of learning with the aforementioned domains. Teachers use
a combination of practices, strategies, and materials to set up the learning foundation
environment.
Together with the different perspectives, teachers are able to broaden and encompass
the foundations of learning with the aforementioned domains. These perspectives are
behavioral, cognitive, developmental, social cognitive, and constructivist. Educational
psychology has these perspectives that approach learning differently. However, teachers
must be equipped with the different approaches that may address knowledge and
understanding.
Learning is an activity where an individual gains knowledge, behavior, values, skills, and
other preferences through studying, practicing, being taught, or experiencing something that
involves an individual's feelings and senses that may result in permanent change.
There are different ways on how an individual learns, particularly the young learners.
Learning is a process where it involves many means of acquiring knowledge and other
preferences. According to researchers, learning can be meant as:
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Perspectives in Learning
There are different learning theories that have been developed by educational
psychologists based on three main paradigms. These paradigms refer to behaviorism,
cognitivism, and constructivism (Agarkar 2019), though other educational psychologists
consider connectivism as one of the learning theories aside from behaviorism, cognitivism,
and constructivism.
Behaviorism also believes that learning will occur after responses to stimuli are
reinforced by adults and gain feedback from actions. On the other hand, cognitivism and
constructivism believe that through having interactions with people, events, and objects that
surround them and making reflections and evaluation regarding interactions, a learner
actively constructs his or her own understanding of the world. More so, previous experiences
of the learners determine what can be learned and makes learning process balance
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These are reasons why teachers should consider learning theories in designing their
instruction:
1. A theory aids teachers to become more informed and provide guidance in creation of
designs, as well as on how to develop and deliver learning based on the
understanding of how people describe, explain, analyze, learn, and make predictions
about learning.
2. Teachers can leverage their learning design and enable them to think critically about
learning because theories provide comprehensive thoughts about learning,
contemplations, and extensive research.
Approaches in Learning
It is important for an individual to acquire knowledge and learn from what he or she
had experienced. This will allow an individual to adapt with his or her environment. That is
why it is necessary for educators to see learning in wide lenses and consider the four
significant learning theories which are cognitivism, behaviorism, constructivism, and
connectivism.
BEHAVIORISM
Learner is passive, learns via external process (i.e., positive reinforcement)
Methods:
• Lecture
• Drill and practice
• Rote learning
• Multiple choice tests
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COGNITIVISM
Learning goes beyond external; it is an internal process- short and long term memory
Methods:
• Lecture Visual tools: mind maps, charts, and the like to facilitate memorization for
learning
• Multiple choice and essay assessment
CONSTRUCTIVISM
Learner builds on personal experience (internal), active and social in the learning process
Methods:
• Discovery
• Collaborative group work
• Scaffolding
• *Self-guided learning based on personal experience
• Peer grading/review
CONNECTIVISM
Leamer is self-directed, learning via node (content source, people. groups) within network
Methods:
• Self-directed quest for content sharing of content, sources
• Spontaneous learning groups
• Creates knowledge collaboratively
Cognitivism
Cognitivism is a theory that focuses on how people perceive and remember information
which is vital in order to solve problems and engage in learning. Cognitivism emphasizes that
learning is a process where pieces of information are acquired and stored. It is in the cognitive
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view where information is processed and the brain interprets and compares the information from
the stored ones in the memory and then the brain will be using all the information in order for
the person to respond to the environment. Such information is stored and can be drawn later in
life.
Nevertheless, cognitive learning theory suggests that the different processes concerning
learning can be explained through thoroughly analyzing the mental processes first. Effective
cognitive processes allow learning to be easy and making new information be stored in the
memory for a long time. However, ineffective cognitive processes result in learning difficulties
for an individual.
Behaviorism
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the given tasks. Likewise, if the child associates negative emotional experiences with school, this
can result in school phobia. Humiliation or punishment imposed by the teacher or encountering
bully schoolmates, once experienced by a child, can cause association of negative emotions which
explains why some learners show disinterest in certain subjects.
Classical conditioning also emphasizes the importance of learning from the environment,
supporting nurture over nature. It describes behavior based on the interaction of humans with
his or her environment. Therefore, to make the learning process effective and teaching styles
efficient, the teachers must establish a positive environment where learners will feel safe,
comfortable, and experience desirable feelings.
Constructivism
Learning based on observation and scientific study on how learning occurs to an
individual is the given emphasis of constructivism as another approach. This theory claims that
people construct their own understanding and knowledge through evaluating their own
experiences. Reconciling something new with previous ideas and experiences enables the person
to change what he or she previously believes in or may regard the new ideas as irrelevant. Hence,
an individual is an active creator of their own knowledge through exploration and assessment of
what he acquired. Teachers, in order to be constructivists, should encourage learners to
constantly assess how the given activity helped them to acquire understanding.
Connectivism
The learning theory that explains how Internet technologies have created new
opportunities for people to acquire learning and share information in any part of the world is
called connectivism.
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This theory began in recent years and particularly significant to digital society. Such
technologies involve Web browsers, social networks, email, video-sharing platforms, and any
other platforms that allow the user to learn and share information with others. One good thing
about connectivism is that learning can occur online. In this kind of learning, the teacher may
guide the learners to seek information to be able to answer the questions.
In addition, Siemens (2005) stated that connectivism plays a vital role in the connection
and the way information flows which results in knowledge existing beyond an individual.
According to him, learning becomes the ability to access into significant flow of information, and
it presents a model of learning that acknowledges the tectonic shifts in the society, where learning
is no longer an internal and individualistic activity.
Furthermore, Siemens, Downes, and Cornier argue that the teacher should provide the
learning environment and content to the learner. Also, teachers must help the learners to make
their own personal environments which will make them exposed to the flow of information and
autonomous interpretation of what information meant leading to the successful networks.
Hence, learning that is available to all participants through engaging on social media does not
require formal institutions to support the said learning.
Recall all processes that enable you to acquire all the learning that you have right now. How
do you think learning took place….
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We have discussed connectivism as a theory wherein the Internet is being utilized as the
tool in the teaching and learning process where learners get involved in using different social
media platforms to enhance their learning.
But today, living with digital learners armed with gadgets and
equipped with technology wisdom, even the system of education
should adapt to instructional technology. Such adaptation will
improve the teaching and learning process through pervading
instructional design and development that aims to make
learning more concrete. With the availability of technological
tools for academic objectives and inspiration, instructional
technology will enable the learners to be more engaged and
establish effective learning experiences.
Once learners learn the innovative and creative use of available instructional technology
resources, learning can be simplified but maximized at the same time, because technology itself
will instruct the learners how interaction with the materials and opportunities to apply
knowledge and skills will be possible.
Instructional Technology
Basically, there are two views in giving the definition of instructional technology. From
the point of view of a traditionalist, instructional technology is the systematic application of
science to practical problems while contemporary view defines it as the application of knowledge
so it can be built from one generation to the next (Braudel in Seels and Richey, p. 7),
On the other hand, the second view pertains to instructional education relative to
implication for integration but in a systematic way of utilizing technology with inclusion of tools,
processes, application, skills, and organization. Utilizing technology in education is not merely
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an application of knowledge and skills in tools and machines but also encompasses how to apply
science principles that will enable the learners to solve problems. (Sees and Richey, p. 6)
1. Instructional technology is designing a process which brings out and assesses teaching and
learning in a systematic way, employing a combination of human and nonhuman resources
to carry a more elective instructions (Momurin 1970).
In other words, instructional technology deals with instructional delivery that promotes
effective learning environments to learners and aids the application of practical techniques
whether or not learners are involved in the use of media.
Also, teachers using instructional technology provide instruction which involves the use of
computers in the classroom and design tools for distance learning, and foster direct and meaning
control of learners to education on how they will utilize the technology that is being used in the
learning process.
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integrate people, procedure, concepts, and equipment which improve the learning process in all
aspects.
One of the innovative ways of teaching inside the classroom nowadays is to use computers
in order to arouse the interest of the learners to learn. Searching and interpreting data are
essential skills to be taught in making projects and other performance tasks, especially if the
learners are not capable of going to school or they are on vacation, instructional technology plays
a vital role in providing the learning to learners even if they are in different places and time zones.
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At this time, it is very necessary to make some improvements with the standard of
education through uplifting the value of instruction to meet the needs of every learner with
regard to their differences and to what the modern world requires of their environments.
Hence, technology of instruction can be considered as one of the necessary elements in providing
appropriate stimuli to learners to make them responsive to learning. The use of instructional
technology gives systematic process of teaching-learning, both in formal and informal teaching
situations. Developing instructions with the media is one of the latest trends in presenting
instructional technology. It is more than any medium or device and it is considered as an
important aspect of educational technology.
Learning online has many advantages. Some of which are the following:
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In other words, instructional media refers to all the materials that aid the lecturer and the
learners which do not only include electronic communication media but also devices and
materials used in the teaching and learning process (Romiszowski 1981).
Like all other teaching techniques, media should be used carefully in the learning process,
particularly in sustaining the interest of learners during the discussion or during the
development of the concepts. However, teachers must be reminded of some important
considerations before integrating media, like exploring tips for effective use of media, taking
notes of common mistakes to be avoided, and preparing activities that will promote learners'
involvement. Though in some aspects, the dramatic growth of social media creates new
opportunities for the learners to engage in the learning process.
In one way or another, the media complements the ability of the instructor to lead
learning. Media encourages learners to listen to music, read print materials, or watch a
documentary or a movie clip. This approach helps learners interpret what they listen, read, or
see. Media can also be learner-generated. Through this approach, the learners become the teacher
and create content that will engage learners and help them master concepts. Lastly, social media
allows people to communicate easily via the Internet and enable them to share information and
resources.
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Theories, principles, and philosophies are some of the preferences in the acquisition of
learning. Traditionally, when we talk about learning, the initial thought is basically it focuses on
acquisition of knowledge during the childhood and adolescence stage. However, it is now being
recognized that learning is a continuous process wherein an individual learns from birth until
death. Experiences, particularly those that were reflected and evaluated lead to a realization and
learning. It is where we learn to deal with difficult situations and to develop relationships as well.
Many of the learnings an individual acquires occurs throughout his or her life.
New information gives new ideas, information, and perceptions, though in some points,
an individual has an option to choose whether he wants to learn from one learning opportunity
or not. Experiential learning is different from formal learning, where an individual learns from
mentoring, training, teaching, or any planned activities. These structured learning opportunities
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involve not only the thinking skills, but also the whole personality of an individual. Learning is
essential if it meets some personal needs and recognition which enable the person to evaluate the
learning as it has been worthwhile and successful.
1. Preparation Phase
Preparation is also defined as planning.
At this stage, the teacher plans and prepares all
the necessary activities which may help to arouse and sustain the interest of the learners
throughout the learning process. Also, at this initial stage, the teacher must anticipate the possible
barriers and difficulties that may be encountered in the teaching and learning process. The
teacher must also foresee how to attain the expected outcomes through preparations of
instructional materials, provoking questions, and the evaluation tool to evaluate the effectiveness
of the teaching strategies.
This stage requires comprehensive and complete step-by-step procedure and visualization of
how the learning will be implemented in a way that learning objective will be attained.
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learning where he or she becomes ready to engage in the learning process. Lack of interest to
learn may create blocks wherein the learner will not realize the benefit of learning.
Here are some ways in preparing the learner before the presentation of the lesson:
Ø Stimulate the learner's curiosity by providing questions and pose problems for each other.
Ø Establish a positive social environment by giving group activities.
Ø Develop a learning community through giving a chance to everyone to choose and change
their learning partners throughout the program.
2 Presentation Phase
This stage encompasses the encounter of the learners with the new materials in ways they
find them interesting, enjoyable, relevant, multisensory, and appealing to all learners regardless
of their differences. At this stage, learners are giving opportunities to get involved in establishing
and adapting their own learning content. Hence, the learners are initially acquainted with the
new knowledge and skills in ways that these interactive presentations enable them to incorporate
their own learning styles whether they are visual, auditory, intellectual, or kinesthetic.
Researchers uncovered that repeating a task would not improve performance. Deliberate
practice involves attention, rehearsal, and repetition which might lead in the development of a
more complex knowledge and skills. Though intelligence and motivation affect performance,
practice is necessary if not sufficient for acquiring expertise (Campitelli and Gobet 2011).
1. Practice promotes retention that learners will permanently remember new information.
2. Practice capacitates the learners to apply the knowledge automatically, without any
reflection.
3. Providing learners with opportunity to practice solving problems; the ability to transfer
practiced skills to new and more complex problems increases.
4. Practice enables the learners to become experts in the subject matter.
Giving sufficient exercises and adequate activities will help the learners practice their learning
and help to validate the effectiveness of the teaching strategies used by the teacher in the
implementation of the lesson.
4. Performance Phase: Applying the New Knowledge and Skills
Learners must be given a chance to immediately apply what they have learned to the real
world, otherwise only 5% of learning will retain. An immediate application of what has been
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learned and with proper coaching and support, learning retains 90% to the learners.
The objective performance phase is to assist learners apply and extend their new
knowledge or skills in the real world.
In addition, evaluation plays a vital role in the learning process. It is important to evaluate
the performance of the learner as to evaluate the teacher's performance as well. Evaluating is a
way of assessing the learners if they have grasped the concepts. Evaluation helps teachers and
learners to improve teaching and learning processes. It helps in the formulation of judgements,
educational status, and even the achievements of the learners.
Search for a vlog where the four phases of learning is also implied. Be ready for your
presentation.
Traditional methods of teaching have been the most convenient way being used by seasoned
teachers. This kind of method, which involves the use of teacher-made materials, flash cards,
pictures, charts, and other essential instructional materials, have been proven to be effective tools
in the execution of the teaching and learning process.
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THINK: The Role of Technology in Learning and the Higher-Order Thinking Skills
There are many schools today that are privileged to have access to technology. Teachers
are trained and innovative and enjoy a positive policy environment. Still, the use of technology
is slow and its use for teaching and learning remains a challenge.
Some attribute low levels of technology use in education to the pedagogical beliefs of
teachers. The role of technology is to improve and facilitate learning. The purpose of using
technology in education is to change the way teachers and learners collect, access, analyze,
present, and transmit information into more creative and innovative ways that will enable both
teachers and learners to make concepts easier to captivate.
However, surprisingly, many educators find it more difficult to integrate technology into
education. This is because many educators have not yet explored technology and pedagogy
relationships. Hence, using technology can only be effective as a teaching tool if the teachers
willfully participate to adopt technology. Because technology can create pedagogical change,
technology can therefore be considered as both a tool and a catalyst for change which can address
the issues that affect the teaching and learning
process.
Through technology, education is becoming
more flexible and accessible. Teachers must
provide a wide range of tools to enhance classroom
experience and motivate the engagement of
learners in learning.
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From the learners' perspective, there are many benefits in using technology in education. Some
of which are the following:
1. Learners become active and learning through technology becomes part of their lifestyle.
2. Through technology, learning becomes easier. Engaging with technology does not only
help learners to learn but they also learn the skills of engaging in multitasking activities.
3. Integration of technology enables the learners to learn at their own pace. Learners learn
the ability to slow down and go back to the lessons, while advanced learners can go ahead
and have no need to wait for others to catch up with the lessons.
4. Technology provides many different means of learning the concepts and helps them to
become more hands-on in performing their academic tasks.
5. Technology strengthens the relationship between teachers and learners. Teachers who
effectively integrate technology into subject areas, teachers' roles increased. They are not
only the advisers but also a content expert and a coach where learners can easily approach
them for consultations and other concerns, especially for distance learning. More so,
learners learn how to collaborate with their classmates through technological applications.
6. Assessing learners' performance will be more accessible with technology. Teachers in the
application of asynchronous learning, test scores can be seen in real-time, and teachers can
track how the learners understand and grasp the concepts.
7. Learners can engage with exciting new features and apps. With the use of computers,
tablets, and other forms of technology, it brings multiple resources and teachers have other
options aside from the books. Hence, learning with technology becomes fun and
interesting.
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Higher-order thinking skills (HOTS) is a concept aimed for educational reform using
Bloom's taxonomy. The idea of HOTS deals with six basic levels of cognitive outcomes, such as
knowledge, comprehension, application, analysis, synthesis, and evaluation. It applies with the
learning of complex skills which involve analytical judgement and problem-solving. Though it
is difficult to learn or teach higher-order skills, it is more valuable because it can be widely used
and more applicable to more novel situations.
Educators define higher-order thinking that deals with the different types of learning and the
difference in the amount of cognitive processing. It is a way that can help learners to think and
not only memorize and to improve their cognitive ability. Bloom's taxonomy gives the hierarchy
of levels that create higher-order thinking skills.
Ø Remembering is the ability to remember or recall previous learning, facts, terms, and
basic answers.
Ø Understanding deals with the understanding of facts or ideas in the form of comparing,
organizing, and interpreting information that people learned.
Ø Applying is a way where learners apply their knowledge by employing strategies and
techniques.
Ø Analyzing is the level where the learners break information into bits and pieces by
determining the cause or effect of a particular variable and finding pieces of evidence to
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It is every teacher's goal to develop higher-level thinking skills among learners. In every
lesson plan that the teacher makes, he or she includes an activity that will enhance the thinking
skills of the learners. The teacher makes tools and assessments that enable him or her to evaluate
not only how the learners grasp concepts, but also how the concepts relevantly influence the
thinking skills of the learners.
Thinking skills are mental processes that enable an individual to solve problems, make
decisions, ask questions, create plans, judge ideas, organize facts, and construct objects. But the
aim of education is not only to enhance thinking skills, but also to dig beyond the surface to
emerge critical thinking skills among learners.
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4. Peer-Review Activities
Giving peer review activities allow the learners to display communication skills through
giving feedback on each other's work and enable them to expose to alternative perspectives. This
provides opportunities for learners to question what they are reading. Online peer- review
activities protect the learners' concealment and make them more likely to be honest in their
feedback toward other learners' various thinking styles without informing their names. Teachers
may provide rubrics that will serve as their guide in evaluating their peers' work.
5. Discussion Forum
This kind of activities will allow learners to communicate with their peers, answer questions
that require them to display both lower-level and higher-level critical thinking skills, and will
help them analyze the content of the course. Provision of clear guidelines enables learners to
foster engagement to develop critical thinking skills during the discussion or forums.
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Through grouping learners into small groups, it would be easy to design an online presentation
about their readings. Teachers may encourage learners to comment on the strength and
weaknesses of the argument and post the links for their reactions to the presentation.
7. Digital Storytelling Activities
Using multimedia to present information is one way of engaging in digital storytelling. This
can include (1) stories that are personal narrations, (2) stories that document events, and (3)
stories that aim to instruct or inform. Such digital storytelling allows learners to evaluate, reflect,
and analyze the content. Evaluation or comment from digital storytelling can be presented
through a slide presentation.
Conduct a virtual meeting and assign someone to present a specific topic. Determine the
strengths and the weaknesses of the presentation and create a link where your evaluation will be
posted anonymously.
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Nevertheless, education is the foundation of the society that brings economic wealth,
social prosperity, and political stability.
Key players in education are the significant people who can influence the kind and
quality of education that every learner can achieve. Regardless of the budget, no matter how
good the educational programs are, without the competent key players in education, its
implementation would be a failure.
The roles of key players in education are involved in the inevitable responsibility of
producing new generations that are capable of solving social and economic problems, support
youth's development toward shaping a nation's positive identity, and transmitting and fostering
values that determine distinct characteristics of the constituents. With the help of the key players
in sustaining the education among learners of the nation, they will unlock the keys of poverty
and uplift the quality of life of every individual.
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the school, he or she also has a significant impact on the kind of culture a school can establish
and play a vital role in the development of the staff while under his or her supervision. Likewise,
school administrators must also support and promote the welfare of the learners and other
stakeholders, ensure that all academic and nonacademic staff are collaborating toward the goals
and objectives of the school, and establish a distinguished culture to foster camaraderie among
members of the school.
Teachers are known for the role of educating the learners while under their custody. More
so, teachers serve other roles inside the classroom. They set warm environments and mentor and
nurture learners. With the given curriculum, all pertinent knowledge is dispensed to the learners.
However, their role is not to merely teach learners but also to love and care for them. Encourage
learners to strive their best while learning, listen to the learners, demonstrate attitudes that can
inspire learners to do things better, translate valuable and empirical intelligence into more
sophisticated language which learners can accept and understand, and help them establish self-
confidence and assist them with their undertakings.
Learners
It is very clear and well-defined in traditional educational model roles and responsibilities
that the teachers are responsible for the effective delivery of content and for evaluating learner's
achievements. The teachers' primary role is to impart knowledge to the learners in the most
effective ways as an educational expert. However, learners also have their responsibilities in
return. They are obliged to attend classes, pay attention during the discussion, and complete the
tasks given to them by their teachers. Though sometimes learners are passive inside the
classroom, the learners are expected to be active with regard to studying outside the classroom.
Nevertheless, the primary role of the learners is to get involved in the learning process
and to recognize that they are accountable for their academic success. The responsibility of the
learners is demonstrated whenever they make choices and take actions which lead them to their
educational goals.
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2. School Administrators
• Perform administrative duties, such as attending meetings with school's stakeholders;
interact with the parents concerning learners'
performance; create and implement rules and
regulations of the school for disciplinary measures
of learners; allocate budget for learners' programs;
and foster personal and professional growth of
teachers to improve their teaching skills
• Formulate strategic and long-term plans for the
school development program
• Conduct class observations; monitor and evaluate teaching strategies, materials, and the
content mastery of teachers
• Support and evaluate learners' academic performance
• Set and ensure academic guidelines preparedness of the learners
3. Teachers
• Control the climate contained in the state of the learning process which will make the
learners feel safe and comfortable
• Create learning activities which will motivate learners to engage in learning, to encourage
them to be responsive to the questions using language easy to understand, and to develop
the skills that will enable them to construct the learning concepts Prepare learning
materials suited to the abilities and competencies of the learners
• Employ effective teaching strategies and methods
to ensure knowledge acquisition among learners
• Evaluate the learners' academic performance
using standardized tools Administer learners'
assessment to measure their learning
achievements
• Utilize innovative devices that will allow learners
to be flexible and adaptive to new trends in the
teaching and learning process
4. Learners
• Display academic integrity and honesty
• Attend and partake in classes, labs, and seminars prepared and on time
• Accomplish the assigned work in a timely manner with attention to quality of work
• Talk in a cautious and respectful manner with professors, peers, and other members of the
college community
• Perform in a courteous manner that respects the college learning/social environment and
comply with policies being implemented as the learning rules
• Utilize resources wisely
• Show respect to diverse ideas and opinions
• Determine, create, and implement a plan to achieve educational goals
Conduct an interview with a co-learner about performing his or her role in the learning process.
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Among the given roles of the key players in education, what do you think is the most pertinent
role that the key player should possess? Why?
Curriculum Specialist:______________________________________________________
School Administrators: _____________________________________________________
Teachers: _________________________________________________________________
Learners: _________________________________________________________________
The ASSURE model was developed by Heinrich and Molenda in 1999. It is a well-known
instructional design guide using constructivist perspective which integrates multimedia and
technology to enhance the learning environment (Patrick Lefebvre 2006).
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The ASSURE model gives emphasis on the effective use of educational technology in
instruction. With the great value of using technology, this model can be used to support online
course enhancement which has a demand of integrating technology, naturally in the lesson.
Through integrating a variety of assessment and content delivery methods by using technology
and media, an online training project allows learners to interact and have connection.
The ASSURE model was developed by
Heinrich and Molenda in 1999 that aims to
guide teachers in developing lesson plans
with the integration of technology and media
(Smaldino, Lowther, and Russell 2008). It is a
model focused on the learner and the entire
outcome of accomplishing learning
objectives. The odd feature of this ASSURE
model is it focuses on "planning and
conducting instruction that incorporates
media" (Heinich, Molenda, and Russel 1993).
It seeks ways on how to integrate media into
instruction in a way that will help to produce
the desired learning outcomes.
Most of the teachers prefer the ASSURE model and its design of instruction and for each
individual learner it can only be used for a few hours. This model is very helpful to inexperienced
teachers to decide on content, appropriate teaching strategies, and delivery of medium because
it provides a general roadmap to follow and enables them to think more like expert teachers.
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Analyze Learners
The first step in this process requires the teacher to analyze the characteristics of the learners.
Focusing on the attributes of the learner can be associated with the desired learning outcomes.
Those collected information are necessary in making decisions on what kind of strategies and
resources that the teacher will consider in making a plan for the learning process. Such analysis
should include the learners' general attributes, like their gender, age, academic abilities, interests,
and others; and previous competencies and their learning styles if it is auditory, visual, or tactile.
Statement of the Objectives
Stating the objectives and standard for the learning module should be done after the analysis of
the learner's characteristics. The said statement must consist of specific learning outcomes of the
instruction which the learners are expected to manifest and to perform. Learning objectives can
be used in assessing the achievements of the learners and informing learners what they should
accomplish throughout the process.
It is necessary that in stating the learning objectives, it should be emphasized to use the verb.
Bloom's taxonomy can be a useful guide with the appropriate verbs to be used in stating the
learning objectives. It must be remembered that assessment can only be based on the behavior of
the learners.
Selection of Media
After knowing the learning objectives, it is important to pick instructional strategies,
technology, and media that will bring about the result that the teacher wants, though learning
becomes more exciting when there is more class participation. Thus, it is the learners who must
gain mastery over the materials. If media is relevant and the content of materials, such as sound,
graphics, text animation, and videos, are selected carefully, learning will be at its best. Best
learning can be obtained if the teacher leads the learners into discovering the solution to the
problem.
Utilize Methods, Media, and Materials
This step deals with making plans on how the teacher will utilize the technology, media, and
materials that have been selected with all the instructional steps. This stage is where teachers
develop their plan for the implementation of instruction and utilizing media and materials. The
teachers choose and describe how they will implement the media into the lesson that will meet
the learning goals. The chosen media should be appropriate with the method. Both the teacher
and the learners should be ready for the learning experience.
Require Learning Performance
At this step, it requires to have a plan on how to keep the learners engaged in the material that
you are teaching and the need to be met both for class and individual level. The teacher must
require the learners to participate in class discussion and to allow other strategies to emerge as
the discussion is on-going.
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What do you think is the most important step in the ASSURE model? Justify your answer.
In order to be an effective teacher, he or she must be able to know how to select and
prepare methods and use a variety of
instructional media and materials.
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During the process, the school media specialist or technology personnel's assistance can
be asked in eliciting ideas and help on what specific method, media, and material is available.
The Selection and Preparation of Methods, Media, and Materials for Teaching
Choosing a Method
In presenting the lesson, it would be prudent and practical to consider two or more
methods that would meet the needs of all the learners. For example, the teacher might facilitate
one simulation activity to catch the learners' attention and arouse their interest before the start of
the lesson and then use another activity to present new information. More so, the teacher can
provide different activities to allow learners with different learning styles to pursue their
individual learning at home. Considering various activities will enable the learners to grasp the
concept based on their capabilities and learning preference.
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Hence, collaboration with the media technology is important because he or she has
connections or he or she participates in training where he or she can secure the needed
materials and make it available to your school. In addition, there are criteria in selecting
instructional materials.
The decision to whether or not use the instructional materials depends on several
factors. Research confirmed that setting criteria in appraising materials is essential to make
the teaching and learning process more effective (McAlphine and Weston 1994).
Selection criteria may vary with different media formats. Though, rubrics can be
considered to provide a systematic procedure for judging the qualities of specific materials, but
such selection depends on instructional setting. Thus, it is suggested that every instructor must
develop or design a file of media references and appraisal for personal use.
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Conduct an interview with your five teachers and find out what they consider in selecting methods
for teaching.
Teacher #1 _________________________________________________________________
Teacher #2 _________________________________________________________________
Teacher #3 _________________________________________________________________
Teacher #4 _________________________________________________________________
Teacher #5 _________________________________________________________________
Educators have been using media to enhance learning, whether inside the classrooms or
out- of-class assignments. Blogs, posting, articles, television clips, short films, and others can be
viewed to reinforce ideas and initiate arguments. Music videos, songs, or online storytelling can
be used by teachers as well, having the same effects.
According to Salomon (1979), people learn abstract and novel concepts easier when they
are represented in both verbal and visual form. Other pertinent researchers claim that visual
media make concepts more understandable and retainable to a person rather than text media.
Bransford, Browing, and Cocking (1999, p. 94) also noted that the crucial role of technology
is to create a learning environment that extends one-way communication media, such as
television shows, movies, documentaries, and music into areas that require interactive learning,
such as learner-created content and visualization.
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Assessment for learning is the process of looking and understanding evidence to be used
for process. It is a critical piece of a learning process. It may affect numerous facets of education
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which the learners so their teachers can come up with the assumption if there is learning
occurring in the includes learners' grades, instructional needs, school funding, and even the
curriculum.
When learners see how they perform
in class, they are able to identify if they
understood the next assessment or to
continue studying hard to maintain their
standing in the class. Assessment grasped the
materials. Assessment also motivates learners
to work harder to get a better grade in does
not only help learners, it also helps teachers.
Regular assessment allows the teacher to see
if their teaching has been effective.
Assessment enables the teachers to ensure
learners learn what they are supposed to
know in order to meet the learning objectives.
What are the different forms of assessment?
All assessment methods have different purposes that are administered before, during, and
after the instruction. There are assessments that provide results from specific evaluation of
students to serve as a basis for learners' achievements and others provide results to evaluate
where are the learners in the learning process which is essential in order to know ways on how
to achieve the learning goals. Regardless of the particular purpose, assessment is vital to
determine the learning occurred on the learners and results may serve as references to improve
the educational system being implemented, whether inside the classroom or in a certain locality.
A. Pre-Assessment or Diagnostic Assessment
It is being administered before creating the instruction. It is important to know what kind
of learner the teacher will be dealing with so that the kind of instruction to be created will be
tailored according to their capabilities and learning styles based on the gathered data. The goal
here is to determine the strengths and weaknesses of the learners.
B. Formative Assessment
It is used in the first try of developing instruction. This aims to monitor learners learning
to instruction to identify what to focus on to enhance the instruction. provide feedback and helps
in determining the gaps in the instruction. Feedback will enable the instruction to identify what
to focus on to enhance the instruction.
C. Summative Assessment
This assessment is aimed at assessing the outcomes at the end of the teaching and learning
process. The focus of this assessment is the effectiveness of learning, reactions on the instruction,
and the benefits on a long-term basis. These long-term benefits can be determined through
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having follow-ups with the learners who attended the course or lesson. For the instructor will be
able to know whether and how they used the learnt language, skills, and attitude.
D. Confirmative Assessment
After which the instruction has been implemented in the classroom, it is still important to
have an assessment. The aim of this assessment is to know if it is still successful after a year.
E. Norm-Referred Assessment
This assessment aims to compare the learner's performance against an average norm, such
as comparing the average grade of the learners against the average grade of the whole school.
F. Criterion-Referenced Assessment
This is a measure used for learner's performances against a fixed set of predetermined
standards. It aims to check what learners are expected to learn and perform at the particular stage
of their education. Criterion-referenced tests are used to assess a definite body of knowledge or
set of skills and to evaluate the curriculum being taught in a course.
G. Ipsative Assessment
It measures the performance of a learner against previous performance from that learner.
Through this method, the instructor can enhance his or her ability in designing instructions.
Assessing Media
It is necessary to assess media in order to have success in teaching because it encourages
the instructor to be a reflective practitioner (Schon 1983) and to actively reflect on what media
and materials are needed to be an effective instructor. We use media in presenting the lessons so
that we can respond to the needs and wants of our learners and to maintain our learner's
motivation and interest (Norton 2011).
Why do we need to assess the media?
1. It helps instructors to examine whether the media will fit the prescribed course.
2. It allows instructors to determine the extent to which media will permit learners to achieve
more learning objectives.
3. It aids instructors to identify whether the media to be used are suitable for a course or lesson.
4. It enables instructors to identify the famous and successful features of existing media that
might help him or her and others to produce better materials.
5. It assists instructors to select appropriate media that better suit the needs of the learners and
the needs of teaching.
6. It helps instructors to determine if the media to be used will foster desirable behavior and
establish cultural identity among learners as prescribed by the curriculum.
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B. Collect feedback from the administrators. The regular observation conducted by the
school administrators can be a great source of assessing the instructor's methods and
strategies that he or she employed in the presentation of the lessons. Conferences which
serve as a venue in having thorough discussion on the employment of method can be of
help in determining the strengths and weaknesses of the method. In addition, school
authorities who have expertise and substantial experiences may recommend better
methods to be used in the next instructions.
C. Solicit suggestion from colleagues. There are colleagues of the instructor that may assist
him or her in assessing the methods that he preferred in presenting the lessons.
Collaborations and soliciting opinions and suggestions may contribute to the collections of
the methods which may be appropriate to a group of learners and to their learning styles.
Through application of various methods to instructions, the learners will benefit from it and
be encouraged to engage in learning, sustain interests, and motivate themselves to achieve
a high standard of academic performance.
D. Elicit feedback from learners. Learners are the beneficiaries of all the effort and efficiency
of the teachers. They are the ones who can evaluate how effective are the methods used by
the instructors through their evaluations of their performance. Hence, the learners must be
the source of the feedback with regard to the effectiveness of the methods employed by the
instructors. Through validated questionnaires, the learners can fill in their responses and
be given the chance to give constructive criticisms and other concerns that aim to improve
the methods employed by the instructor.
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2.1 Introduction
It is important for the teacher to look for the latest technology that can improve learning
inside the classroom. To accomplish the goal in improving the teaching and learning process,
instructors must be aware of the characteristics of all the latest technology for them to decide
which hardware and software will be used in presenting the lesson that could be beneficial to
their learners.
More so, to provide the best teaching and learning experience in the classroom, both the
teacher and the learners should actively use the presentation to encourage the learners'
engagement to jot notes and ask questions. It is also imperative that teachers and learners
embrace the changes and innovation in the teaching methodology of the teachers in presenting
the lessons. Modern technologies can be integrated in order to make the presentation more
creative and innovative.
Technology gives teachers an option to accept modifications, take advantage of its
benefits, to explore, and not to stick to what is already known.
2.1.1. Presentation
Presentation tools, such as digital slides or visuals, allow the audience to keep track of the
discussion. Both the teacher and the learners can be guided in the lesson and this enables the
learners to understand more the topics as they see the examples visually which helps in the
retention of important points in the presentations.
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Standard classroom lectures that use tried-tested presentation tools such as a slide
presentation and other blackboard or whiteboard methods can be improved to become more
interesting and effective but not expensive and require a short time of presenting lessons.
Blended education that involves integration of traditional and modern methods of teaching
enhances efficiency in the classroom.
Learners have different learning styles; blended learning that engages in utilizing
innovative and highly informative presentation could be of help in order to meet their needs.
Slide presentation
software are powerful tools and
easy programs in giving a
presentation, especially a
presentation utilized in a
teaching and learning process.
These enable the teacher to
perform a variety of
manipulations, such as selecting
the font and the font size. These
also allow the teacher to edit the text and add new slides, add pictures, videos, and put
animation on slides. Thus, slide presentations help learners' learning motivation, increase
authentic material to study, encourage interaction between the teacher and the learner, and
help sustain the interest of the learners until the end of the presentation.
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to make a good slide presentation in order to capture learners' attention and interest. Slide
presentation software have been the choice of the teachers as a tool in presenting lessons.
But there are other options and tools that have better features when creating
presentations. These are all commercially available and all have unique features than others.
of No matter how innovative and efficient the chosen presentation is, still a presentation
could not be considered effective if the discussant himself or herself does not possess the
qualities being a good presider.
Why is it important for the teacher to design quality presentation? Why do you think it is
necessary for the teacher to have excellent communication skills in presenting the lesson?
CHALLENGE: Create your presentation with your chosen tool and topic. Be able to present
it following the guidelines for effective presentation.
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Game-Based Learning
Game-based learning (GBL) is
created in order to balance a lesson or
subject matter with a game play that aims
to enhance the player's ability to retain
and apply the aforementioned lesson to
the real world.
Hence, game-based learning is a
game utilized by the children during the
instruction to define learning outcomes.
In game-based learning, learners are
allowed to explore pertinent aspects of
games in a context designed by the
teacher for the learning process. Collaboration between the teacher and the learners should
be displayed which will enable them to add depth and perspective to the experience of
playing the game. Game, as one of the activities that catches the interest of the learners, is
being utilized in developing concepts and to go beneath the surface of the context of the
lesson.
Through this approach, the entire class together with the teacher, work toward the
attainment of the learning goal, experiencing fun and at the same time keeping them highly
engaged in the learning process.
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Thus, effective application of the lesson can be drawn and can be easily transferred
from the simulated environment to real life. Game-based learning is associated with
"gamification." It is a different breed of learning experience. It has the potential to turn a
routine or ordinary task into a refreshing, motivating experience.
Through a game-based learning system, learning can be fun.
This could be well used to understand how games keep children's interest and
attention and how games can be used to educate them. However, educators must design
instruction where game-based learning that will be taken seriously by the learners,
policymakers, and parents should come up with a game-based learning system that will
allow the kids to learn while enjoying their games. This could be an advantage with the video
games industry to develop educationally engaging games.
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According to a 2014 article in the journal of Learning Media and Technology, research
has shown the advantages of video games to stimulate and to increase in midbrain
dopamine to help store and retain information. Thus, it is recommended for the school
administrators and teachers to introduce a game though adaptation and reaping the benefits
might be slow.
b. Enrichment: In order for the learner to master the material, consider a game that
will present the content through different media. This may encourage the learners
to challenge themselves to explore new ways to process the content.
c. Reinforcement: The entire class may play to reinforce curriculum content instead
of using games to teach and engage individual learners. This can also make a group
activity for game-based learning for some games with multiplayer features and
learners may compete against each other to earn their scores.
Playing the game will help the teacher determine if it is aligned with the learning goals
that he or she set. After finding the appropriate game, the teacher may consider the following:
a. Teacher Control: Most educational games offer teachers the ability to control
content and to adjust settings for individual learners.
b. Intuitiveness: It is encouraged for the learners to challenge themselves through
processing and demonstrating knowledge of the content and discourages them to
focus on how the game works.
c. Engagement: Depending on how the content is presented, the teacher may
determine if the learners enjoy the game. If the game is engaging, they want to play
more and as a result, they learn.
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d. Content Types: In order to accommodate diverse learning styles, the game should
offer different types of content. Some educational math video games may present
graphs, numbers, and word problems.
e. Content Levels: In addressing diverse trouble spots and aptitudes, the game
should utilize differentiated instruction principles so that it can adapt with the
content to each player. Though, the teacher should pay attention if the game will
properly support the learning goals.
1. Video Games
There are many video games which offer
comprehensive game-based learning experiences.
This allows devices to become more readily
accessible to the teacher in order to design an instruction.
3. Original Games
Creating games is not only limited to adopted games or well-known games. Teachers are free
to create their own games based on the learning goals that they set and to the materials that
are available.
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Why do you think there is a need to integrate game-based learning in the implementation of
the instruction?
Instructional Games
Teachers utilize a variety of strategies in order to make the teaching and learning process
more enticing and interesting to children, making them more engaged and motivated to learn.
Pictures, stories, videos, and presentations are visual stimuli that arouse curiosity and capture
their attention. However, sometimes, physical involvement is important to keep learners
participating in the learning process.
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Studies have shown that retention rate has increased using instructional games rather than
traditional classroom instruction. On the other hand, since games add the competitive element
to the classroom, there are some learners who are not motivated by competitions and this might
turn off the activity and become not a good venue to dwell with the content.
In addition, the learner may focus more on the fun aspect than the actual learning.
Learners may pay more attention to winning rather than the opportunity to acquire knowledge.
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Learning becomes more exciting for learners if interactive activities are being employed
by the teacher in the learning process. Incorporating fun and enjoyable games can motivate
learners and encourage them to draw on their creativity and imagination.
Here are some of the instructional games to let learners get out of their seats and participate in
the lesson:
1. Charades
Choose a learner and allow him or her to stand at the front of the
room and act out a word from the teacher's list (speaking is not
allowed). The whole class, except the one standing, will guess
what the learner is portraying. Other learners can shout out their
guesses or raise their hands to articulate their guess. Who guesses
the correct answer can act out the next word.
2. Hangman
Group the class into two then select a learner to stand in front of the
class and allow him or her to think of a word related to the lesson (or
the teacher can give appropriate word). The learner should draw
spaces on the board to represent each letter in the word. The rest of the
class will guess the word, one word at a time, allowing one member of
the group to guess alternately. Incorrect guesses result in the hangman
being drawn (one line at a time). The words wins, unless the hangman is complete. Then, the
game repeats who guess group with another member of the group thinking of the relevant word.
3. Scatter-gories
Divide the class into small groups and ask them to jot
down the categories on their pieces of paper. Select a letter
from A-Z at random and provide the learners one or two
minutes (depending on how many categories) to think of a
word for each category that starts with the letter. After the
time limit, give points to unique answers. In case two
groups or more give the same answer, then no one will get
the point. Repeat the game with different letters.
In case the class only has a small number of learners, then
they could fill in categories individually, rather than working in groups.
Example: Letter M Topic: Earth and Space
Weather: Mist Rocks: Metamorphic
Landforms: Mountain
Solar System: Mars
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4. Bingo
Allow the learners to draw a six by six grid on their whiteboards
then choose six words or images from the given list to write or
draw in the grid. The teacher must describe the word and the
learners must guess the word in order to cross it off on the grid
if the word is present in the grid. The teacher may continue to
describe words until any of the learners successfully complete
their grid and shout "BINGO." The learners can also insert their
own subject-related words into the bingo grid, but this will make
the bingo game more challenging because of the extensive word
choice.
5. Puzzles
Divide the class into groups and give the puzzle for learners to
piece together. Puzzles could be pictures, a concept, or a word.
6. Draw swords
Divide the class into small groups and select a learner from
each group to start. The designated learner places the
dictionary or textbook under their arm. When the teacher
says the word, the learners must look at the word from
their book under their arm in race. The first learner who
finds the word is the winner. The game continues with
different words/images until every learner has a turn. It
can also be a contest for the whole class if all the learners
have their book or dictionary of their own.
7. Hot potato
Group the class into small groups and hand out soft
toys or an object to each group. The person with the
object or toy in each group will start. The teacher will
name a title or a theme and it is then a race against time
for the learner who was able to give five correct
responses, before the toy has been passed around
everyone in their small group and returned to them. If
the class is small, they can play in one large group.
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8. Pictionary
Learners may work in small groups. The teacher will
choose one learner to start. These chosen learners must
draw the subject-related concept that the teacher states
within a given time of two minutes. The rest of the
group must then guess what he or she is drawing. The
first group who guesses the word wins. The game
repeats until every learner has had a turn and there are
no more words on the teacher's list.
Give the benefits and limitations of using instructional games in the classroom.
BENEFITS LIMITATIONS
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It is not familiar with the learners to work together in a small group inside the classroom.
Effective cooperative groups depend on learners who pay regard and respect to each other, listen
to one another, and feel comfortable to share their ideas and feelings.
Instructors can help learners learn the skills of working in a group through short,
structured lessons which aim at promoting turn- taking, involving all learners in the instruction
and clarify their roles, rights, and responsibilities as a member of the group.
Introducing cooperative groups is one way of allowing learners to work as one group and
letting the other learners to watch the group as they engage in a discussion. In using cooperative
learning with learners, it is necessary to establish team rules. These norms will serve as their
guidelines wherein every member of the group agrees to follow them. Rules like treating one
another with respect, value new ideas and suggestions of others, and make decisions as a team
should be observed by the members of the group in doing a collaborative work.
Let it be clear that in cooperative norms, learners work with others to accomplish the tasks
and should not work independently.
In cooperative learning, the group will work
interdependently and enable them to support one another.
Cooperative learning is the process of grouping a class according to clusters in order for
them to learn and acquire new knowledge together and help each other learn. It highlights the
importance of interdependence while also acknowledging own responsibilities and duties to the
group as an individual. Social skills are also honed if cooperative learning approaches are used.
In using this approach, the educator must keep an eye on everyone still because learners have
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the tendency to socialize within their groups rather than doing their assigned task; an assistant
teacher could be of help in this approach.
One of the highlights of cooperative learning would be career and technological
education (CTE). CTE allows the educators to have a broader range of opportunities as compared
to a traditional classroom setting.
Cooperative learning or sometimes called small-group learning is an instructional strategy
employed by instructors wherein small groups of learners collaborate in accomplishing a
common task. The given tasks can be simple or complex that each group member is accountable
for whatever outcome the group has accomplished. Though it can also be possible that members
of the group work together without a given formal role of assignment.
According to David Johnson and Roger Johnson (1999), there are elements of the
cooperative learning strategies that allow small-group learning:
a. Positive Interdependence
This is when the learners adapt the sense of responsibilities and enable them to feel that they
are responsible for their own and the group's effort.
b. Face-to-Face Interaction
Here, the learners support one another and the environment encourages them to have eye to
eye contact while having the discussion.
d. Group Behavior
Members of the group acquire direct instruction through interpersonal, social, and
collaborative skills needed to work with others.
e. Group Processing
Cooperative learning tries to change the roles of the teacher and the learners. It is no longer
a sole responsibility of the teacher to facilitate the learning process but it becomes shared
responsibilities by all which involve setting goals, assessing learning, and facilitating
learning. Through this, the learners will have more opportunity to actively participate in their
learning, question and challenge each other, discuss and share their ideas, and be able to
internalize learning.
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Cooperative learning also enables the learners to improve their academic learning and
help them to engage in a substantial dialogue and examine different perspectives. It has been
proven that cooperative learning helps the learners gain self-esteem, motivation, and
empathy.
However, there are some challenges in using cooperative learning which include
control in learning, resolving conflicts, managing noise level, and assessing learner learning.
More so, the provided structured activities may allow the learners the skills of working
together while structured discussion and reflection can help the group to process learning
and minimize the problems they might encounter.
The authors of Classroom Instruction that Work cited that research shows that
organizing learners in Cooperative learning groups can lead to gain as high as 28 percentiles
in measuring the achievements of the learners (Marzano, Pickering, and Pollock 2001). It was
also reported by other researches that cooperation group and individual achievements,
healthier relationships with peers, more metacognition, and affects higher psychological
health and self-esteem (Johnson and Johnson 1989).
Collaborating with others learners may develop skills which are different from the
skills that they may develop in working independently. Using cooperative groups not only
provides opportunities for the learners to develop interpersonal skills, but also provides
genuine learning experiences that will help them be successful in their future careers.
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2.1.4. Simulations
There are times when learners must be the firsthand participants in a learning experience
where they can apply what they have learned and to keep them actively engaged. Looking and
hearing instructional materials are essential in presenting the lesson, however, making the
learners involved in the significant activities allow them to enhance their critical thinking and
dig deeper into the content. Teacher-designed activities may influence them to be aware of the
relevance of the lesson and develop the sense of responsiveness and social responsibility as a
member of the society. Imitation of real-world processes in a safe environment through activities
is called simulation. This gives learners an experience as close to the "real thing" as possible where
the learners need to reset the scenario and try other alternative strategies and approaches.
Through this, learners may develop experience of specific situations where they can apply their
knowledge and learning. This simulation approach is another strategy that can be employed by
the teacher inside the class that will stimulate interest of the learners to engage in the learning
process.
WATCH:
https://youtu.be/-xszX0DkZwg
The learners interact with the representation of a reality and gather meaning from it
through experiences. Hence, simulation is a form of experiential learning. It is a strategy
that fits with the learner-centered principle and constructivist learning and teaching. It may
concern. elements of a game, a role-play, or an activity that acts as a metaphor. The success of a
simulation depends on the inventiveness and commitment of the participants. Simulations foster
among learners the use of critical and evaluative thinking because of its ambiguity. Learners are
encouraged to contemplate on the scenario and its implications. It feels so real and it enables the
learners to be more engaged in interaction. It also helps the learners to grasp and understand the
concepts because of the experiential learning.
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Thus, they go deeply engaging in the activities because of firsthand experience rather than
hearing or seeing it. Moreover, simulation allows the learners to appreciate more deeply in terms
of managing the environment, politics, community, and culture.
Experiences like participating in social relevant activities may develop the sense of
responsiveness and assess inequality among members of the society. Though there are times that
simulation activities reinforce other skills indirectly like participating in debate.
Simulation also has its limitations. One of these is the time and
resources needed in order to develop quality learning
experiences with simulation.
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Simulation approach often used in "real time" with participants fully immersed in the scenario
for a period of time. Though, it is also possible to slow down or to increase the speed of the
scenario. These could happen in a situation wherein there is a series of decisions to be made,
learners must be given time to contemplate with each decision.
On the other hand, there would be lots of time waiting for the effects of a decision to
appear for a slow process of stimulation. Making adjustments on the timescale of the simulation
allows learners to consider decisions, reflect on their choices, and analyze the results in a greater
detail would be possible in a fast, real-time situation.
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Limitations of Simulations
Ø Time-consuming - Simulations are often used with problem-based learning methods to
allow the learners to get involved in a problematic situation and to find different ways to
solve the problem. Such trial-and-error learning requires more time and more expositive
methods.
Ø Oversimplification - It is being argued by the constructivists that learning should take
place in realistic situations considering the complexity of life. Simulation might give false
understanding of real-life situations.
Role Plays
Role play refers to the type of simulation wherein the dominant feature is relatively open- ended
interaction among people. In a role play, someone is asked to be another person and behave the
way the situation demands him or her to behave. The purpose of role play is to allow the person's
own traits to emerge so they can be discussed and possibly modified.
Look for some simulations designed and used by teachers in the implementation of a lesson.
C. M. D. Hamo-ay
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1 & 2 | ECED 15 Instruction Technology in ECE
3.0 References
4.0 Acknowledgment
The images, tables, figures and information contained in this module were taken
from the references cited above.
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1 & 2 | ECED 15 Instruction Technology in ECE
TERM REQUIREMENT
(Individual; Legal sized bond paper – Stapled and organized in the designated clear book)
Format:
Ø Lesson Plan #1
Ø Integrated Approaches:
HIGHLIGHT which part of the lesson plan has an Instructional Approach.
(e.g., Presenting of Pictures, Using Cooperative Learning in one activity, Application is in a form of
a game, showing of YouTube Videos, utilization of games etc.)
Ø Lesson Plan #2
Ø Integrated Approaches:
HIGHLIGHT which part of the lesson plan has an Instructional Approach.
Ø Lesson Plan #3
Ø Integrated Approaches:
HIGHLIGHT which part of the lesson plan has an Instructional Approach.
Lesson #2 :___________________________
Game:_______________________________
Mechanics:___________________________
Lesson #3 :___________________________
Game:_______________________________
Mechanics:___________________________
Lesson #4 :___________________________
Game:_______________________________
Mechanics:___________________________
Lesson #5 :___________________________
Game:_______________________________
Mechanics:___________________________
C. M. D. Hamo-ay