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Theory of teaching and learning
Fundamental of teaching
Fundamental of teaching
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applications have great teaching strategies and can be beneficial to children when learning and role playing.
Gee (2007) covers 36 learning principles in his book, which some of these principles can be incorporated into traditional classroom. One of the principles Gee discusses is the semiotic principle. The semiotic principle focuses on images, symbols, graphs, words, which are often integrated. In books, words are not the only focus in understanding the meaning of the text. When looking at the whole text, students will notice that there are usually images as well as symbols that can have meanings. Graphs can provide students with factual information such as the amount or a percentage of something. All these sign systems are interrelated
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This is a reflection and action on forming a hypothesis and testing the hypothesis (Gee, 2007). Then the hypothesis is accepted or rejected which results in re-probing and testing a new hypothesis. Probing principle is a great learning principle that is a helpful tool when it is used as a learning principle. In video games, you can play a game over and over again until you find the correct method to accomplish a task or complete a certain level. In video games, Gee (2007) describes how first you probe the virtual world (look around), form a hypothesis after reflecting, re-probe with the hypothesis in mind, and then the player will rethink his or her hypothesis. This process is not only done in a virtual world, you follow these steps in the real world as well. In a traditional classroom, you can teach a student these steps, although they will go through these steps on their own. First, the student will come up with a science project on what cleans a penny better, orange juice or lemon juice? After the students reflects, he or she decided that orange juice will clean a penny better. After seeing that orange juice does not have much effect on the the penny, the student will rethink their hypothesis. Once the re-probing is done (rethinking of a hypothesis) the student will form a new hypothesis. The new hypothesis will include that lemon juice cleans a penny …show more content…
This principle can be applied to a classroom environment as a transfer method. The transfer according to Ormrod (2013) is the phenomenon in which something a person has learned at one time affects how the person learns or performs in a later situation. The students is using what they already learned in a classroom and transferring it that information to the new information. For example, if a student learned multiplication the next day the student is taught division, the way he or she performs in the first class can have an impact on them learning division on the next day. Transfer can be either positive or negative. Positive transfer means that the student successfully transferred the information that they learned with the previous information. However, negative transfer interferes with the child learning a certain performance at a later
Doing that involves an increasing mastery of skills, knowledge, and ideas." (Robinson, p. 119) The mentioned idea can be used to motivate students to participate in the learning process. The same way young children learn playing with others, the older child can do it experimenting and prove their theories. As a teacher is easy to noticed the difference between a lesson that is pure theory, and the lesson that incorporates creative factors. Students present a better behavior during the lesson, participate, interact, formulate questions and get the answers working together without
Experience is also an important aspect of this because Technologies can provide unique experiences through simulations and virtual reality. This cannot be done, however, without a very high standard of design. Through technologies that have been designed specifically to simulate, children can discover passions about themselves and unleash powerful ideas.
... socially loved tablets and iPads may prove useful for children age three and four to develop school readiness skills. The discoveries from the MSU project have brought amazing change for the future of video gamers, and have already led to the speculation of beneficial techniques with other IT devices.
Observational learning- one of my nieces always wanted to learn how to play Candy Land. She observed all the other kids who knew how to play, and eventually she learned how to play the game. However, when my nephew showed her how to play, he taught her how to cheat. He acted as a negative influence and untaught the correct way to play Candy Land.
A. Behaviorism, constructivism and cognitivism are relatively common theories used in the classroom as ways to approach student learning. Behaviorism focuses on observable behavior, such as students answering questions correctly, or being able to follow directions to complete a task as instructed. Characteristics of a classroom that uses behaviorism might be memorization of facts, writing vocabulary words, or a token reward system to inspire the desired behavior and decrease undesired behaviors. Constructivism, as indicated by the root word “construct,” focuses on the construction of new ideas, or expanding on what is already known. Students in a classroom using constructivism as a means for learning might seem more actively engaged in the learning process; they often learn something new through applying what they already know about the content area, and exploring new matter to further their understanding. This type of classroom often uses hands on manipulatives to allow students to actually build, create, or experiment with what they are learning. A cognitivism approach to learning might be explained by the minds capacity to process information – such as how a learner might remember something, retrieve information, or store new concepts. Learning through this method often depends on how the student processes what the teacher is presenting. Classrooms using this approach might incorporate learning strategies that help students categorize and sequence information to assist with processing. Like constructivism, it can be an active style of learning.
This is referred to as the Deposit Theory, in Freire’s words, it is “instead of communicating, the teacher issues communiques (commands) and makes deposits which the students patiently receive, memorize, and repeat (1). Another way of looking at this is known as the Sausage Theory, in which students are “stuffed” with so much information and are assumed to keep this knowledge sealed up. In contrast to this theory “The job of teaching is… to help them (pupils) open up and reveal the riches within (Harris, 1).”This theory is known as the Oyster Theory. I believe that instead of forcing information into the student’s brain the teacher should give the students a way to withdraw such knowledge and collaborate with the teacher to get a better understanding of the taught
Piaget (1952, see Wadsworth 2004), Piaget viewed the intellectual growth as a process of adaptation to the world through the operations of assimilation and accommodation. Using schemas, assimilation is dealing with a new situation. When schemas do not work, accommodation is the needs to be change of a new situation. When working with a child who is nice and kind with respectful showing good behaviors to others in the class. Someday their behaviors change by disobeying the teachers rules a mean to other kids. As a teacher they notice that it is something out of their character because it is not something you would of expect from that child with the changes in their
This article looks at a new type of video game that is actually beneficial, in that it aides’ students with learning disabilities such as ADHD.
This year Aldinville Primary, which is fourth school was joined to the project. Learners like to study through apps. The apps cause more mistakes of learners. It can encourage experimentation with the content and it is a change of lesson format. During the project MRP Foundation also help teachers. There are training sessions to improve the teachers’ technological skills and knowledge.
Social learning theory is up to bat next. This theory’s primary theorist is Albert Bandura. He was born in 1925 and he is still kicking to this day. which makes him. by default, the most modern theorist we have. The main point to this theory is that you don’t have to directly tell the child what he or she should be doing. They can observe what Mom. Dad. Sister. or anyone and copy that behavior. Which this is a great thing, it truly shows the capabilities of children, and shows they are more observant than a lot of people think. They are just like little sponges. The bad side to this is that they see the good behaviors as well as the bad ones. In a home with bad examples the problem occurs of an endless cycle of bad habits. The pros to this one is it shows the influence society. It shows that society is one of the biggest influences so whe have to start putting more energy into child’s wellbeing. It also explains some behaviors that seem out of place or unexplainable, the child learned them from something they saw. Another cons to this theory are that it puts its primary focus on learning behaviors from others as opposed to genetics or other factors. How to use this in the classroom is fairly simple if you ask me, be a good role model. Not only in the classroom but in all aspects of your life that kids are involved. They are always watching soaking up
Passive observation and Active experiment- “ in accordance to Kolbs theory learners perceive and process information from concrete experience , reflective observation, abstract conceptualization and active experimentation”—which is the process of being completely involved in the process of learning and processing a new experience. “Learning is the process whereby knowledge is created through
...nd make similar problem situations, and then, they provided the students with a little bit of practice because practice makes perfect! After that, teachers may put the students on the situation given just now.
Among many teaching styles and learning theories, there is one that is becoming more popular, the constructivist theory. The constructivist theory focuses on the way a person learns, a constructivist believes that the person will learn better when he/she is actively engaged. The person acts or views objects and events in their environment, in the process, this person then understands and learns from the object or events(P. Johnson, 2004). When we encounter a certain experience in our life, we think back to other things that have occurred in our life and use that to tackle this experience. In a lot of cases, we are creators of our own knowledge. In a classroom, the constructivist theory encourages more hands-on assignments or real-world situations, such as, experiments in science and math real-world problem solving. A constructivist teacher constantly checks up on the student, asking them to reflect what they are learning from this activity. The teacher should be keeping track on how they approached similar situations and help them build on that. The students can actually learning how to learn in a well-planned classroom. Many people look at this learning style as a spiral, the student is constantly learning from each new experience and their ideas become more complex and develop stronger abilities to integrate this information(P. Johnson, 2004). An example of a constructivist classroom would be, the student is in science class and everyone is asking questions, although the teacher knows the answer, instead of just giving it to them, she attempts to get the students to think through their knowledge and try to come up with a logical answer. A problem with this method of learning is that people believe that it is excusing the role of...
students to learn and teachers to teach. At first glance, it may seem problematic, but research has
Playing games on hand-held can be beneficial as it can be enjoyable but self-motivated way for children to learn and play “play is intrinsic to children’s quality of life, it is how they enjoy themselves. It is also a key component of a healthy lifestyle”. Children’s games on hand held devices such as iPad, iPhone and tablets give children access to a vast wealth of information which can develop children mind and knowledge surrounding a broad spectrum of subjects. Educational video games that are age appropriate have an inventive way of simulating a young child mind and sustaining a young child’s attention, while they are engaging in the practice of learning and problem-solving; for example a literacy letter game expands a young child’s language and literacy skill in a visual character and audio sounds as way of simulating the mind help the child retain the information in certain part of their brain. Then if games ask questions to challenge the child understanding further such as find the right letter?