Power point summary
Answer to classmates:
Post 1:
The week 2 lecture “Theories and Designs” defines the concepts of learning theory and educational technology, and the integration of them to maximize learning in students and achieve greater efficiencies in instruction. The lecture summarizes the three major theories of learning: behaviorism, cognitivism, and constructivism. It indicates how each theory views the learning process, how to implement them in the classroom, and their weaknesses and strengths. The behaviorism theory defines learning as “a stable change in behavior” and viewed it as conditioned responses stimulus/response. This theory could not explain such phenomena as insight, language acquisition, and mental imagery. The cognitivism theory extended behavioral views to include the mind, and it is concerned with mental representations, schema, and mental operations. The constructivism theory views the learning as constructing one’s own understanding of the world. The teacher is a facilitator, rather than source, of expert knowledge. By last, the lecture 2 explains the concept of instructional design (ID) and its implementation in the classroom. Specifically, in this course, we will use a simple ID model called “ADDIE” as a sample of how instructional designers create instruction. The lecture explains the steps to implement the four elements of this ID model: analysis, design, development, implementation, and evaluation of the instruction.
Post 2:
Digital Tools in Today’s Classroom
Management and the use of technologies will allow major improvements in the classroom in order to maximize the quality of teaching and improve student learning. In particular, the instructor needs the opportunity to use modern resources to find, analyze, utilize, build and exchange new knowledge. By making appropriate use of technology, it is possible to motivate the participation of our students and captivate their attention, favoring the teaching process.
The teacher must develop their knowledge and skills when putting into practice the use of technological tools in the classroom as they are constantly changing. The text tells us about the 4 categories of digital tools: Platform, Connectivity, Device Software and File Format. Also the text refers to the pros and cons of Desktop components, All-in-one Desktop and laptop, where for example desktop component monitors are often large enough for easy group sharing, but are heavy and immobile instead laptops can be used in multiple locations However they are smaller screen limits usability for small-group learning. Mobile devise like Digital Media Players / Recorders, E-books, Graphing Calculators among others, are also important technological tools with advantages and disadvantages which must be considered in order to give them proper use and make the most of their benefits. Teachers are responsible for the creation of classroom learning experiences and creating environments that promote the use of technological tools such as recording systems, digital whiteboards, scanners, projectors and webcams, among others in such a way that they are contributing in a positive way in learning of the students.
Post 3:
· Self-Regulated Learner: Is an activity done by the student to understand and complete the learning task.
· Strategies for Self-Regulation: This will help the students to understand the content through reading and comprehension of the given data. They will analyze and process the information given.
· Generative Strategies: This practice will give the students the opportunity of learning facts, transform the information in a way they can remember, relate the new ideas with others already learned and give a relevant meaning to the new information.
· Think Sheets: This support higher order learning and help students become independent learners. We can use Planning Think Sheets, Performance Think Sheets and Self Reflection Think Sheets.
· NTeQ Problem Solving Process: This define the problem, what is known about it and what need to be known to solve the problem. Data is collected, analyzed and possible solutions will generate. The student will select the best solution and present finding.