The computer is a powerful tool with a number of uses in the field - - PowerPoint PPT Presentation

the computer is a powerful tool with a number of
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The computer is a powerful tool with a number of uses in the field - - PowerPoint PPT Presentation

The computer is a powerful tool with a number of uses in the field of education. Taylor, as cited by Newly (2000), categorizes the educational applications of computers in education into three: as tutor, as a tool, and as a tutee. The


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The computer is a powerful tool with a number of uses in the field of education. Taylor, as cited by Newly (2000), categorizes the educational applications of computers in education into three: as tutor, as a tool, and as a tutee. The categorization of Taylor states that computers can be used as a teacher, as an assistant, and as a learner.

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COMPUTER AS A TEACHER In this, category, the computer engages in activities traditionally done by the teachers. This application of the computer is usually called computer- aided instruction.

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CATEGORIES OF COMPUTER-AIDED INSTRUCTION

  • DRILL AND PRACTICE
  • TUTORIAL
  • DUCATIONAL GAMES
  • SIMULATION
  • PROBLEM SOLVING
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DRILL AND PRACTICE

The drill and practice materials is designed to help learners master already taught skills or knowledge through repetitive work. A computer drill and practice program can provide motivation better than a similar pen-and- paper exercise.

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Tutorial

In the tutorial materials, the computer presents the theoretical portion, then the program leads the student through a series of questions or exercise to increase their fluency in a skill. Sometimes, the computer tells the correct to the question after several tries. It can also incorporate problem- solving methods. In many cases in the schools, tutorial software are used to complement regular instruction.

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Instructional games add fun to computer-aided

  • instruction. In some cases, games are modified versions of

drills and practice and simulation software. The learners confronts a real life situation, like that of symbolic simulation, without fear of risks involved. Most simulation is designed to promote application of information, thinking, and problem solving skill.

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. Some CAI application teach problem solving skills but do not necessarily fall into the previous categories. Problem solving application are design to promote student’s higher thinking skills, such as logic, reasoning, pattern recognition, and strategic thinking

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COMPUTER AS ASSISTANT

In this category, the computer helps the learner in performing routine work tasks. It can function as typewriter, a calculator, a drawing canvas, a filling system, and the like. Software program includes word processor, graphic design and etc.

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Multimedia offers the following opportunities for leaners:

  • 1. Practice for review or seatwork
  • 2. Development and completion of projects, research, and

demonstration

  • 3. Collaboration on problems, practice and challenges
  • 4. Application of knowledge and skill, and exploration of

attitudes though simulation.

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  • 5. Assessment of student achievement, whether

individually or in groups

  • 6. Recordkeeping, management and storage of

student work, assessments, and reflections 7.Collaboration between educators in the development of curriculum, sharing of information and planning for individual students.

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COMPUTER AS LEARNER

In this category, the roles of the computer and the students that we see in traditional computer-aided instruction are revised. The computer become the learner and the students becomes the teachers. The objectives of the application is to teach the computer to perform some task.

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MULTIMEDIA

  • Multimedia combines multiple forms of visual

and audio information to create a multi- sensory presentation. A powerful multimedia can arouse attention and imagination while concepts are presented. Multimedia software is mostly available in CD-ROM because to have all the multimedia means more computer memory.

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Multimedia experience is most proper in these activities (www.web.utk.edu):

  • 1. To present demonstrations that otherwise would have

a considerable safety risk; e.g. dangerous laboratory experience that experiments;

  • 2. To recreate an experience that would otherwise be

cost- prohibitive, such as a visit to the Banaue Rice Terraces;

  • 3. To demonstrate phenomena that cannot be observed in

in real time or seen with the unaided eye, such as geological movements or chemical reaction;

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  • 4. To demonstrate intricate parts of dynamic processes,

such as the different phases of weather changes. Certain complex interactions are difficult to describe verbally and may be best demonstrated animation or time-lapse photography; 5.To provide more in-depth materials or illustrations, such as historic film clips or excerpts of speeches; and 6.To provide various hypothetical scenarios, such as populations growth in a world region or pollution of the Pasig River.

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A well-designed multimedia project has the following characteristics:

  • 1. Essential, not tangential. The task fits into the core of the

curriculum.it represents big idea.

  • 2. Authentic, not contrived. The task uses processes

appropriate to the discipline. student value the outcome

  • r the task.
  • 3. Rich, not superficial. the task leads to other problems. It

raises other questions.it has many possibilities.

  • 4. Engaging, not uninteresting. The task is thought-

provoking.it foster persistence.

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  • 5. Active, not passive. The student is the worker and

decision maker. student interact with other student. Students are constructing meaning and deepening understanding.

  • 6. Feasible, not infeasible. The task can be done within

school and homework time. It is developmentally appropriate for students.it is safe.

  • 7. Equitable, not inequitable. The task develops thinking in a

variety of styles. It contributes to positive attitudes.

  • 8. Open, not closed. The task leads to divergent answer, not
  • convergent. It caters to multiple learning styles, providing

learning opportunities to every student.

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COMPUTERS AS TEACHING AID

Advntages the chief advantages of the computer is interactivity. The learner is involved as it is required to respond. Researches on the use of CAI in various educational levels as a supplement to traditional, teacher – directed instruction reveal the achievement effects of those exposed to CAI more superior than those who are expose with traditional instruction alone.

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Research literature also states that student like working with computers because computers -

  • 1. Are infinitely patient, never get tired, frustrated or angry
  • 2. Never forget to correct or praise and do not embarrass student

who make mistake

  • 3. Are self-paced, individualize learning, and allow students to

work privately

  • 4. Make it possible to experiment with different option
  • 5. Are excellent for drill and practice and give immediate feedback
  • 6. Are more objective than teacher
  • 7. Free teacher for more meaningful contact with students
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  • 8. Are impartial to race or ethnicity
  • 9. Are great motivators, fun and entertaining
  • 10. Give a sence of control over learning
  • 11. Call for using sight, hearing and touch

12.Teach in small increments

  • 13. Help improve spelling and build proficiency in

computer use

  • 14. Make laborious activities easy
  • 15. Work rapidly- closer to the rate of human thought
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THANK YOU!

Done by: LEA MAY L. MASINAG