blended teaching ::
>>> a.k.a hybrid
>>> is a blended instruction combines and integrates web-based online approaches with face to face and classroom learning.
Monday, February 1, 2010
BLENDED TEACHING?????
Posted by syima at 7:59 PM 0 comments
computer games...one perfect tool!
based on the article, we take these 8 factors into our consideration because we think they are important when games are taken into classroom as a tool in teaching mathematics. these 8 factors are the elements that effect children learning of maths and must not consider in isolation.
1. meaningful learning - games provide meaningful learning as pupils engage with it, they are experiencing two different experience simultaneously : learning and having fun while playing the game. this kind of learning may last longer than the normal way of learning where boredom my come and interrupt in the middle of the process of learning.
2. goal - it is full goal oriented where by the end of the game, pupils will definitely get the mathematical concept.
3. success - it is normal for kids when they want to win any games that they play. therefore, when they are able to complete one level of the game or at least get to answer one question correctly. they will feel the sense of success. this feeling may boost their confidence to go further in the activity as well as motivating them to continue doing the game. - slow pace pupils may be more excited when they are able to complete at least one question or one level.
4. challenge - the challenge that each game promises benefits for pupils and has their own role to play. for example, pupils will be motivated to complete the challenge in each stage of the game. indirectly, this will make pupils want to learn more about the mathematical concept because they want to move to the next stage.
5. cognitive artifact - computer games really involve cognitive process among pupils while they engage themselves with the game.
6. association through pleasure - kids are naturally inborn to play. they love to play. therefore, when they play the game, they will get pleasure through it but without them notice, they are actually learning something new.so, learning is associated with pleasure. besides that, it associate maths with some pleasant memory
7. attraction - in any computer games, the colours, images, fonts, animations, fancy graphics, music and sound effects may attract pupils towards the game and may get them excited which indirectly will make them spend more time with it.
8. sensory stimuli - fun > enjoyable and memorable.
Posted by syima at 7:28 PM 0 comments
challenge driven learning
basically, these are the things that we could conclude from the article we have read:
- children need to be motivated when it comes to learning. children will be more attracted to learning if they are interested with the learning. so, in order to boost children interest, the secret behind it is that teachers need to make the learning more interesting, enjoyable, fun and close to children daily life rather than the normal lesson which the learning are more into chalk and talk as well as drilling.
- games are the best example of teaching activity that may indirectly attract pupils towards the learning. while they engage with the games they are actually learning without them noticing it.
- there are 2 models that can be derived from the article in order to motivate pupils to learn:
- a game module - to provide motivating environment and ideally deal with specific and limited domain of knowledge
- an embedded instructional module - to increase students' mathematical knowledge and should not automatically interrupt the flow of play and based on predetermined measure . it should be intended by pupils when they are willing to do so. the key concept of this model is that, pupils will learn the mathematical concept because they want to move on to the next level of the game or they want to complete the challenge in the game.
Posted by syima at 6:37 PM 0 comments