1. Relevant links about CAI
2. Your topics for the collaborative
project
3. How to use Tread Post to post
4. What should the preliminary
description (²¤¶) include?
5. CAI design procedure: Stage
1--Preliminary Design
Stage 1: Preliminary Design
STEP
1---DETERMINE GOALS AND NEEDS
STEP
2---COLLECT RESOURCE MATERIALS
STEP
3---LEARN THE CONTENT
STEP
4---GENERATE IDEAS
Reference:
Alessi, S.M. & Trollip, S.R.
(1991). Computer-Based Instruction:
Methods and Development, 2nd edition.
Englewood Cliffs, New Jersey: Prentice-Hall.
-
Sometimes you need to switch the order
of the steps.
-
Progression through the sequence of
steps is not linear. Go back and redo part or all of a previous step.
-
Lesson production is cyclic and empirical.
STEP 1---DETERMINE
GOALS AND NEEDS
-
Definitions and Issues Goals---Determing
what you want your students to know or be able to do at the end of your
lesson.
-
The designer produce only general goals
at this point, leaving specific objectives in the fifth step, design.
-
Creativity is very important in this
step.
-
Needs---Charting out the characteristics,
current competencies, and needs of the expected students.
-
Purpose: (1) Clarifying the appropriate
content and methofology of your lesson. (2) Giving the
designer a sense of the student abilities.
-
Procedures
(1)State your goal |
(2) State and Produce a Chart
of Student Characteristics |
(3) State your terminal goal and add it to the Chart of Student Characteristics |
(1) State your goal
-
First activity: Stating a general goal
and the subject area you want your students to learn.
-
Second Activity: Stating a more refined
goal (the particular aspect of the subject) you intend to teach.
-
Go to Step 2---Collecting resource
materials immediately if you have difficulty defining your goal/purpose
in this way.
(2) State and Produce a Chart of
Student Characteristics (also called learner analysis)
-
Activity 1: Collecting and charting
out information about your intended students (e.g., age, educational level,
reading proficiency, motivation, competencies, limitations, fimiliarity
with the subject area, computer experience).
-
Activity 2: Describing student characteristics
by Low, Middle, and High.
-
Activity 3: State the general student
characteristics in a paragraph.
(3) Stating terminal goal AND add
it to the bottom of the chart (Terminal goal: What you want your students
to know or be able to do at the end of the lesson)
-
Activity 1: Add terminal goal(s) to
the bottom of the chart.
-
Activity 2: Fill in all the columns
for the goal(s).
-
Activity 3: For each range of students,
indicate whether they can attain the foal without further instruction.
-
Activity 4: Estimate the time it will
take to teach the students you have defined.
-
Activity 5: Estimate how difficult
the students will find the topic.
A
lesson should not be longer than an hour. (Don't be too ambitious.)
A
lesson may have more than one goal.
Example: Chart of Student Characteristics and General Goal(s)
|
LOWEST LEVEL
STUDENTS |
AVERAGE
LEVEL
STUDENTS |
HIGHEST
LEVEL
STUDENTS |
TIME REQUIRED TO LEARN |
DIFFICULTY
TO LEARN |
AGE |
20 |
25 |
35 |
|
|
EDUCATIONAL
LEVEL |
Grade 9 |
Grade 12 |
College |
|
|
READING PROFICIENCY |
Grade 5 |
Grade 8 |
Grade 12 |
|
|
GENERAL
MOTIVATION |
High |
High |
High |
|
|
EXPERIENCE
IN SUBJECT |
None |
None |
None |
|
|
INTEREST IN
THE SUBJECT |
High |
High |
High |
|
|
COMPUTER
FAMILIARITY |
None |
None |
None |
|
|
TYPING
ABILITY |
None |
None |
None |
|
|
TERMINAL
GOAL (1): Giving phone number the
student will call it
correctly. |
Cannot do |
Cannot do |
Cannot do |
1 Hour |
Medium |
TERMINAL
GOAL (2) |
|
|
|
|
|
STEP 2---COLLECT
RESOURCE MATERIALS
1. Definitions and issues
-
Include every essential source material.
-
Three kinds of resource materials.
(1) Relevant to the subject matter
-
Include any item that contains information
about the subject
-
Include textbooks, other computer-based
instruction programs, original sources, reference materials, technical
manuals, films, TV programs, takes, slides
(2) Relevant to the instructional
development and teaching process
-
Include texts and manuals about instructional
design
-
Computer software to aid in the design
-
Accessible people fimiliar with the
design and evelopment of instructional materials
(3) Relevant to the delivery system
-
Computer itself, its operation manuals/references,
software
-
Accessible people experienced with
computer and software
Disadventages of not collecting resource materials:
(1) Problems of lacking organization
(2) Taking longer than necessary
to complete the lesson design
(3) Producing a poor program
2. Procedures:
(1) Generating a list of subject
matter, ID, and instructional media resources
(2) Organizing the information
into the best possible presentation for the student
STEP 3---LEARN
THE CONTENT
1. Definitions and Issues
-
The designer should learn the content
well to prevent a lesson with a surface level understanding of the content.
-
Usually accomplished by methods: interviewing,
reading textbooks, reading references, etc.
-
The designer must always have the design
of a lesson in mind.
2. Types of learning:
(1) Five domains: information,
intellectual skills, motor skills, attitudes, cognitive strategies (Hannum
1988)
(2) Structures to represent knowledge:
-
Knowledge of information domain: semantic
network (web, hierarchy, classification matrix, etc.)
-
Knowledge of motor skills: procedure
structure (e.g., flowchart)
-
intellectual skills: prerequisite structureWeb
3. Procedures:
Read textbooks/other materials; interview/talk with content experts
STEP 4---GENERATE
IDEAS
1. Definitions and Issues
-
It's the step to decide "how" to teach
the lesson.
-
Purpose: To generate good, creative
ideas about instructional content and methodology.
-
Procedure to be used: brainstorming.
-
Brainstorming: A process in which a
number of people work as a group to rapidly procude as many ideas as possible
in a non-evaluative way.
-
Ideas include: problems, potential
solutions, etc.
-
Underlying principle: In the early
design steps, "the more ideas the better"
2. Procedure
(1) Generate ideas about what information
to teach, using the defined goals and subject matter resources from steps
1 and 2.
(2) Generate ideas about how to
teach information, using the lists of instructional methodologies and their
respective instructional factors as discussed in Part 1 and Appendix A.
Project Guidelines for Preliminary
Description(²¤¶):
First phase of the design procedure
It's a descriptive overview of the intended project in the form of a proposal
It should address each of the following:
1. What is your topic?
2. What are the instructional needs?
Explain them in a paragraph.
3. What are the overall project
goals? Explain them in a paragraph.
4. What are the subject matter
of your CAI program?
Analyze them
in a paragraph.
5. What are your possible resources?
(e.g., video, audio, text, animation,
pictures, etc.)
6. What type of CAI do you employ?
Explain them in a paragraph.
a.
Drill and practice(¤ÏÂнm²ß¦¡)
Provides the opportunity for repetitive
work on skills or concepts that have been previously introduced.
b.
Tutorials (±Ð¾Ç¦¡)
Provides information, generally
new information, to the learner in much the same manner that a human teacher
or tutor might.
c.
Simulations (¼ÒÀÀ¦¡)
Imitations of real of in some cases
imaginary systems or phenomena. In most cases, they are simplified representations
of the real things.
d.
Instructional games (¹CÀ¸¦¡)
Usually employed to increase learners'
motivation.
e.
Problem-solving software (°ÝÃD¸Ñ¨M¦¡)
Designed to give students experience
with a variety of problem and solution approaches.