Lesson 6. Using and Evaluating Instructional Materials
Selections of Materials
The Proper Use of Materials
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Prepare Yourself
- You know your lesson objective and what you expect from the class after the session and why you have selected such particular r instructional materials. You have a plan on how you will proceed, what question to ask, how you will evaluate learning and how you will tie loose ends before the bell rings.
Prepare Your Students
- Set reasonably high class expectations and learning goals. It is sound practice to give them guide questions for them to be able to answer during the discussion. Motivate them and keep them interested and engaged.
Prepare the Materials
- Under the best possible conditions. Many teachers are guilty of the R.O.G syndrome. This is means “running out if gas” which usually refers from poor planning. (Smith, 1972) using media and materials, especially if they are mechanical in nature, often requires rehearsal and a carefully planned performance. Wise are you if you try the materials ahead of your class use to avoid a fiasco.
Follow - up
- Remember that you use instructional materials to achieve an objective, not to kill time nor to give yourself a break, neither to merely entertain the class. You use the instructional for the attainment of a lesson objective. Your use the instructional material is not the end in itself. It is a means to an end, the attainment of a learning objective. So, there is need to follow up to find out if objective was attained to use.
Robert Gagne's Nine (9) Instructional Material in the Subject Facilitating Learning
There is no such thing as best instructional material
- Any instructional material can be the best provided it helps the teacher accomplish his/her intended learning.
- No instructional material, no matter how superior, can take the place of an effective teacher.
- Instructional materials may be perceived to the labor saving device for the teachers. On the contrary, the teacher even works harder when she makes good use of instructional material.
- “You should have a good idea of your destination, both in the over-all purposes of education and in the everyday work of your teaching. If you do not know where you are going, you cannot properly choose a way to get there.”
Lesson 7: Direct-Purposeful Experience
- Direct-purposeful experiences are our concrete and first hand experiences that make up the foundation of our learning.
- These are the rich experiences that our senses bring from which we construct the ideas, the concepts, the generalizations that give meaning and order to our lives (Dale, 1969).
- They are the sensory experiences.
Examples of Direct Purposeful Activities:
Preparing meals or snacks
Making a piece of furniture
Performing a laboratory experiment
Delivering a speech
Taking a trip
Contrast, indirect experiences are experience of other people that we observe, read, or hear about. They are not our experiences but still experiences in the sense that we see, read, hear about them. They are not firsthand but rather vicarious.
Why are these direct experiences described to be purposeful?
• They are experiences that are internalized in the sense that experiences involve the asking of questions that have significance in the life of the person undergoing the direct experiences.
• These experiences are undergone in relation to a purpose, i.e. learning
• It is done in relation to a certain learning objective.
What does Direct Purposeful Experience imply to the Teaching-Learning Process?
• Let us give our students opportunities to learn by doing. Let us immerse our students in the world of experience.
• Let us make use of real things as instructional materials for as long as we can.
• Let us help our students develop the five senses to the full heighten their sensitivity to the world.
• Let us guide our students so that they can draw meaning from the first hand experiences and elevate their level of thinking.
Lesson 8: Contrived Experience
- Contrived experiences are the edited copies of reality and are used as substitutes for real things when it is not practical or possible to bring or do the real thing in the classroom.
- They are designed to stimulate real life situations.
Examples:
1. Model
- A reproduction of a real thing in a small scale, or a large scale or exact size- but made of synthetic materials.
- It is a substitute for a real thing which may or may not operational –Brown, et. al, 1969.
2. Mock up
- An arrangement of a real device or associated devices, displayed in such way that representation of reality is created
- A special model where the parts of a model are singled out, heightened and magnified in order to focus on that part or process under study.
- The best example of Mock up is Planetarium.
3. Specimen
- Any individual or item considered typically of a group, class, or whole.
4. Object
- May also include artifacts displayed in a museum or objective displayed in exhibits or preserved insect specimens in science
5. Simulation
- A representation of a manageable real event in which the learner is an active participant engage in learning a behavior or in applying previously acquired skills or knowledge -Orlich et. al, 1994.
6. Game
- Games are used in any of these purposes:
- To practice and/or to refine knowledge/skills already acquired
- To identify gaps and weaknesses in knowledge or skills
- To serve as a summation or review
- To develop new relationships among concepts and principles
Why do we make use of contrived experiences?
- Overcome limitations of space and time.
- To edit reality for us to be able to focus on parts or process of a system that we intend to study.
- To overcome difficulties of size.
- To understand the inaccessible.
- Help the learners understand abstraction.
Ten general purposes of simulations and games
1. to develop changes in attitudes
2. to change specific behaviors
3. to prepare participants for assuming new roles in the future
4. to help individuals understand their current roles
5. to increase the students’ ability to apply principles
6. to reduce complex problems or situations to manageable elements
7. to illustrate roles that may affect one’s life but that one may never assume
8. to motivate learners
9. to develop analytical processes
10. to sensitize individuals to another person’s life role
- Dramatic - is something that is stirring, affecting, or moving.
- Dramatic entrance - is something that catches and holds attention, and has emotional impacts.
Dramatized Experiences can be range from:
a. Formal Plays
- Depict life, character, culture, or a combination of the three. They offer excellent opportunities to portray vividly important ideas about life.
b. Pageants
- Are usually community dramas that are based on local history. An example is a historical pageant that traces the growth of a school.
c. Pantomime
- Is an art of conveying a story through bodily movements. The effects of pantomime to the audience depend on the movements of the actors.th of a school.
d. Tableau
- A picture-like scene composed of people against a background
e. Role-playing
- An unrehearsed, unprepared, and spontaneous dramatization of a situation where assigned participants are absorbed by their own roles.
f. Puppets
- An inanimate object or representational figure animated or manipulated by an entertainer, who is called a Puppeteer. Puppets can present ideas with extreme simplicity.
Types of Puppets
Rod puppets
-flat, cut figures tacked to a stick with one or more movable parts, and are operated below the stage through wires and rods.
Glove-and-finger puppets
Marionettes
- Like role-playing and pantomime of the dramatized experience, demonstration is also something very handy. It requires no elaborate preparation and yet as effective as the other instructional materials when done properly.
(According to Webster’s International Dictionary)
It is define as, “A public showing emphasizing the salient merits, utility, efficiency, etc, of an article or product…”
In teaching it is showing how thing is done and emphasizing of the salient merits, utility and efficiency of a concept, a method or a process or an attitude.
Guiding Principles (Edgar Dale 1969)
1. Establish rapport.
· Greet your audience.
· Make them feel at ease by your warmth and sincerity.
· Stimulate their interest by making your demonstration and yourself interesting.
· Sustain their attention.
2. Avoid COIK fallacy (Clear Only If Known).
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