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Limitations

t they want to do~many materials may be involved causing the project to be quite
~requires
expensive
time for the class to work on their project

ed in a short situation. ~time-consuming~some students may crack up in embarrassment~students might not get the point across that is desired

for there are no wrong answers ~limited control of direction of answers~might be threatening to some students

t formation and confidence ~desirable responses may not be gained~child may be too shy~responses depend on creativity

Limitations
~susceptible
~availability
to scratches
of hardware
and damage
that is computers and compatibility~they are read-only medium thus, it cannot be altered

~may cause lowered self esteem to those students having a hard time mastering the skill and egotism for the teaching peers

omework ~may cause student anxiety~can be boring if topic is not interesting enough~tends to be embarrassment to unprepared students~can be time-consuming

~oversimplified ones may fail to communicate its intended point~incorporating too many details of a situation makes it complicated and time-consuming

Media?
What are Interactive
• media formats that allow or require some kind of • Educators cannot fully rely on technology to Interactive CDs
physical activity from the user, which in some ways conduct the instruction. Most often, • computer programs in CDs that include interactive
alter the sequence of presentation. technologies are used to support traditional demonstrations, video and audio clips, evaluation
instruments, discussions and pointers to related or
• Active participation of the user is visible and in teaching methods.
future work
modern formats the user may have the full right to
manipulate the medium to learn new ideas. Different Media Formats Simulation
• Require the user or viewer to make choices t Panel Discussion • abstract representation of real-life situations that
construct the amount, sequence and shape of • discussion of a topic by a group of people called to require the learner or team to solve a complex problem
content. • situations close to reality are created and students
make up a panel which is done before a class or
must perform manipulations, make responses and take
Why use interactive •
audience
panel discusses values of the alternatives and attempts
actions to correct deficiencies or to maintain proper
status
media? to come to a consensus
Research Report
• Learner-appropriate content. • assigning a topic for the class for study outside of the
Different paths can be taken through class, prepare written reports and present verbal
interactive media, potentially reports to the class
accommodating individual learner Case Study
needs and preferences. It can also • examination of a life situation that has been told or
provide remedial assistance.
read
• Instructional design. Interactive media are subject Guided Design
to greater scrutiny than traditional lessons thus • solving open-ended problems and reflecting on
resulting to performance improvements. solutions made by others
• Increased overt activity. Creative Design
• Organizational flexibility. When used to support • allowing the student to "do their" own design in art or
traditional instruction, it provides more support in a writing to illustrate a part of the lesson that is to be
more compact package. On the other hand, they covered
allow flexible scheduling and locations when used • design possibilities include pictures, collages, doodles,
for independent study. banners, signs, sculpture etc.
Role Playing
• Motivating and provides low-threat environment.
• Can be designed to provide immediate and relevant
• spontaneous dramatization by two or more persons of
a situation relating to a problem with little or no
feedback to learners.
preparation
• Record keeping. Computers can automate the • students act out a role as he or she feels it would be
process of record keeping within an instructional played in real life
program. Brainstorming
• Cost. Generally speaking, interactive media formats • students respond to questions with short answers as
are inexpensive to reproduce and distribute. fast as they can with no thought of evaluation
Interview
interactive media • gathering of information by asking several individuals.

Downsides • students form their own questions and information


gathered is shared with the class from which they will

Things to consider
• Design expense. The higher the pro- formulate conclusions
duct integrity, the higher the design cost. Classroom Discussion
• Hardware expense. Computers, video- • teacher and students exchange questions and
Media Formats

disc players are expensive. answers though normally, the teacher gives the
questions and the students give the answers
• Compatibility and portability. Instruction Peer teaching
requiring specific equipment configurations • students who have mastered a certain skill are
cannot be generalized easily assigned to coach others who need assistance
Limitations
~emphasis might be given to the irrelevant aspects of the topic~if moderator is poor, the panel~program has to be structured to avoid confusion
will end up just having a
conversation

~topic and thrust may not be clear~availability of material is crucial~doesn’t work if students are not motivated

~students might miss the point of the study~there may not be as much control in this situation~time consuming

Strengths
d retention is good~ideas can be exchanged among the~differing view points can be quickly and efficiently presented when lecture is not desirable
panelist and class to give a good
overview of the subject

~increased retention for the one reporting as well as the listener. The idea of several people giving information helps to avoid boredom
dent study

~develops analyzing skillsprovides detailed information about a real-life situation~high interest activity

Guide Lines
summary of information and positions at the end of discussion~teacher should be knowledgeable of the topic to prevent straying from the subject

se of the study~suggest things to look for~motivate students before giving assignments

~divide the class into buzz groups to involve all students~set guidelines for choosing the topic
might not provide the needed motivation. Some • discovery learning through games is time-
individuals might also find competition consuming

Case Study
Discussion

Research
Format uncomfortable and unfair • competition can either make or break the student.

Report
Panel
• can turn the class into chaos if not carefully planned In cultures where achievement is rarely valued, it
and executed might not provide the needed motivation. Some
Basic Types individuals might also find competition
uncomfortable and unfair
1. Competition games • can turn the class into chaos if not carefully planned
Educational 2. Collaborative or cooperative games – the more and executed
Games favored type because it fosters creative,
• activity in which the participants follow prescribed collaborative decision making and avoids Basic Types
provoking competition between players 1. Competition games
rules that differ from those of reality as they strive to 2. Collaborative or cooperative games – the more
attain a challenging goal Educational
favored type because it fosters creative,
• employs fantasy, action, uncertainty and similar Games
collaborative decision making and avoids
features to make the activity interesting for players
• activity in which the participants follow prescribed provoking competition between players
Benefits rules that differ from those of reality as they strive to
attain a challenging goal
Educational
Games
• activity is very motivating oftentimes due to the • employs fantasy, action, uncertainty and similar
competition entailed to attain goals features to make the activity interesting for players • activity in which the participants follow prescribed
• the pleasant and relaxed atmosphere fostered by rules that differ from those of reality as they strive to
games are especially productive for those (such
as low achievers) who avoid other types of
Benefits attain a challenging goal
• employs fantasy, action, uncertainty and similar
• activity is very motivating oftentimes due to the
structured learning activities features to make the activity interesting for players
• successful for getting and holding students’ competition entailed to attain goals

attention because everyone tends to react
positively to the invitation of a game
the pleasant and relaxed atmosphere fostered by
games are especially productive for those (such Benefits
as low achievers) who avoid other types of • activity is very motivating oftentimes due to the
• great at teaching hard-to-teach facts
structured learning activities competition entailed to attain goals
• it can teach empathy and build social skills •
• successful for getting and holding students’ the pleasant and relaxed atmosphere fostered by
• games are a good way to bring up complex games are especially productive for those (such
attention because everyone tends to react
issues positively to the invitation of a game as low achievers) who avoid other types of
• they are multimedia in nature and are great in • great at teaching hard-to-teach facts structured learning activities
teaching students with special needs • successful for getting and holding students’
• it can teach empathy and build social skills
• players are active on continuous basis and during attention because everyone tends to react
• games are a good way to bring up complex
the process, important learning experiences such positively to the invitation of a game
issues
as reading, listening, thinking and deciding are • great at teaching hard-to-teach facts
used and enhanced • they are multimedia in nature and are great in
teaching students with special needs • it can teach empathy and build social skills
• games are a good way to bring up complex
Limitations • players are active on continuous basis and during
the process, important learning experiences such issues
• effectiveness depends on the as reading, listening, thinking and deciding are • they are multimedia in nature and are great in
receptivity of the learners used and enhanced teaching students with special needs
• demands special group arrangements • players are active on continuous basis and
• materials can be expensive and time-consuming Limitations during the process, important learning
experiences such as reading, listening, thinking
• some games are deficient in providing sufficient • effectiveness depends on the
examples across a range of variables and debriefing and deciding are used and enhanced
receptivity of the learners
is necessary for full instructional effect •
• discovery learning through games is time-

demands special group arrangements
materials can be expensive and time-consuming
Limitations
consuming • effectiveness depends on the
• some games are deficient in providing sufficient
• competition can either make or break the student. receptivity of the learners
examples across a range of variables and debriefing
In cultures where achievement is rarely valued, it
is necessary for full instructional effect
• demands special group arrangements ~do last minute check up on audio visuals ~recount materials before participants come
• materials can be expensive and time-consuming Prepare the audience ~do last minute check up on audio visuals
~inform students of the learning objectives Prepare the audience
• some games are deficient in providing sufficient
~relate game to previous study ~inform students of the learning objectives
examples across a range of variables and ~announce time schedule ~relate game to previous study
debriefing is necessary for full instructional effect ~explain procedure and have a trial if necessary ~announce time schedule
• discovery learning through games is time- ~resist the urge to lecture about content or give hints ~explain procedure and have a trial if necessary
consuming ~get into the activity as quickly as possible ~resist the urge to lecture about content or give hints
• competition can either make or break the student. Present Simulation or game ~get into the activity as quickly as possible
In cultures where achievement is rarely valued, it ~keep the mood and tempo upbeat Present Simulation or game
might not provide the needed motivation. Some ~stay close in touch with the action ~keep the mood and tempo upbeat
individuals might also find competition ~interfere only when called for ~stay close in touch with the action
uncomfortable and unfair ~watch for teams or individuals who have fallen behind ~interfere only when called for
~watch out for personality clashes, it may call for switching ~watch for teams or individuals who have fallen behind
• can turn the class into chaos if not carefully
of partners ~watch out for personality clashes, it may call for switching
planned and executed ~keep track of elapsed time of partners
Basic Types ~do not interrupt activity unless important announcements
need to be made
~keep track of elapsed time
~do not interrupt activity unless important announcements
1. Competition games ~record participant reactions during debriefing period need to be made
2. Collaborative or cooperative games – the more Require learner participation ~record participant reactions during debriefing period
favored type because it fosters creative, ~perform debriefing immediately after every game to Require learner participation
collaborative decision making and avoids clarify instructional points ~perform debriefing immediately after every game to
provoking competition between players Evaluate and revise clarify instructional points
/jcp Evaluate and revise
What makes a good game?
• What makes a good game? /jcp
If the game entails competition, teams and individuals
should be properly matched. • If the game entails competition, teams and individuals What makes a good game?
• The game activity must provide actual practice of the should be properly matched. • If the game entails competition, teams and individuals
intended academic skill • The game activity must provide actual practice of the should be properly matched.
• Avoid games that requires players to spend a large intended academic skill • The game activity must provide actual practice of the
portion of their time waiting for their turn, throwing dice, • Avoid games that requires players to spend a large intended academic skill
moving markers around the board and similar trivial portion of their time waiting for their turn, throwing dice, • Avoid games that requires players to spend a large
actions moving markers around the board and similar trivial portion of their time waiting for their turn, throwing dice,
• Hard work and goal-attainment should be rewarded actions moving markers around the board and similar trivial
• Hard work and goal-attainment should be rewarded actions
ASSURE MoDel • Hard work and goal-attainment should be rewarded
ASSURE MoDel
Analyze the needs and interest of your students ASSURE MoDel
~the activity should match the level of comprehension of Analyze the needs and interest of your students
the students to be efficient ~the activity should match the level of comprehension of Analyze the needs and interest of your students
Specify objectives the students to be efficient ~the activity should match the level of comprehension of
~objectives should be in accordance with the topic Specify objectives the students to be efficient
Select appropriate materials ~objectives should be in accordance with the topic Specify objectives
~does the game provide relevant practice of meaningful Select appropriate materials ~objectives should be in accordance with the topic
skills and practice should take place within a valid ~does the game provide relevant practice of meaningful Select appropriate materials
representation of reality skills and practice should take place within a valid ~does the game provide relevant practice of meaningful
Utilize materials representation of reality skills and practice should take place within a valid
Preview Utilize materials representation of reality
~familiarize yourself with the materials Preview Utilize materials
~go through a dry run ~familiarize yourself with the materials Preview
~acquaint yourself with the rules & phases of the game ~go through a dry run ~familiarize yourself with the materials
~take note of when instructional points are made ~acquaint yourself with the rules & phases of the game ~go through a dry run
~set up a time schedule for material use ~take note of when instructional points are made ~acquaint yourself with the rules & phases of the game
Prepare the environment ~set up a time schedule for material use ~take note of when instructional points are made
~check materials and make sure that they are sufficient Prepare the environment ~set up a time schedule for material use
~recount materials before participants come ~check materials and make sure that they are sufficient Prepare the environment
~check materials and make sure that they are sufficient
~recount materials before participants come
~do last minute check up on audio visuals
Prepare the audience
~inform students of the learning objectives
~relate game to previous study
~announce time schedule
~explain procedure and have a trial if necessary
~resist the urge to lecture about content or give hints
~get into the activity as quickly as possible
Present Simulation or game
~keep the mood and tempo upbeat
~stay close in touch with the action
~interfere only when called for
~watch for teams or individuals who have fallen behind
~watch out for personality clashes, it may call for switching
of partners
~keep track of elapsed time
~do not interrupt activity unless important announcements
need to be made
~record participant reactions during debriefing period
Require learner participation
~perform debriefing immediately after every game to
clarify instructional points
Evaluate and revise
/jcp

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