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Basic
Methods of Instruction
1.Kinds
of Learning
2.Invariant
Tasks
3.Concept
Classification
4.Procedure
Using
5.Principle
Using
6.Understanding
7.Generic
Skills
8.Attitudes
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Principles
for Teaching invariant tasks - Summary
The following are the features we have identified so far to
facilitate memorization. These tactics collectively are referred to as
the "Drill and Practice Model of Instruction."
Selection of subject-matter contentódeciding what to teach, based
on needs
Routine tacticsóused always
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Presentation
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Practice
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Feedback
Enrichment tacticsóused for difficult content
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Chunking
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Repetition
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Mnemonic
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Prompting
Motivational tacticsóused as needed by the learner
Reviewóused always
If you are not really sure you remember what any of these tactics is
like, go back and review the definition and example. It is important that
you understand all of them before you proceed.
Of all the tactics you have learned about in this lesson, mnemonics,
feedback, and games are probably the only ones you would have difficulty
designing. Therefore, the Skill Builder (to be developed still) will provide
a few examples and some practice exercises to help you. The following is
a brief summary for these three tactics.
Mnemonics
Mnemonics which add meaning
By tying items together:
First letter mnemonics:
- to make a word or acronym."K-CAASE" to remember Bloom's
types of learning: Knowledge, Comprehension, Application, Analysis,
Synthesis, Evaluation.
"ROY G. BIV" to remember the order of the colors in the rainbow:
Red, Orange, Yellow, Green, Blue, Indigo, Violet.
- to make a phrase or sentence.
"My Very Earnest Mother Just Served Us Nine Pickles" to remember
the order of the planets from the sun:
Mercury, Venus, Earth, Mars, Jupiter, Saturn, Uranus, Neptune, Pluto.
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By associating with something you know:
Ideas or "tricks"
To remember that Augusta is the capital of Maine, think of
how everyone likes to go to Maine for vacations in August.
Visuals or images
To remember the mnemonic, K-CAASE, think of a case that is
so full of K's that it is stretched, hence the AA instead of just A.
To remember "My Very Earnest Mother . . . ", provide a picture of a
mother earnestly serving nine kids one pickle each.
Mnemonics which add pattern:
A song mnemonic
The alphabet song.
A rhyme mnemonic
I before e, except after c,
or when it says "aye", as in neighbor or rein.
Feedback
Informational feedback:
For correct response:
Confirmation. No correction will often be sufficient
confirmation.
For wrong response:
Correction. Provide the correct answer immediately.
Motivational feedback:
After correct response:
Praiseor Increase in Score
After wrong response:
Encouragement
Game
The following are some of the features a good drill-and-practice game
should have:
I. Create a scenario.
A. Situation
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Allow learner to determine length of play.
B. Goal
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Think in terms of different levels of difficulty/achievement.
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Think in terms of different speeds of response.
C. Learner's role
II. Design a score-keeping mechanism.
A. Allow learner to compete against self (beat previous best
score).
III. Design the introduction.
A. Establish rapport between the player and the computer.
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Give the computer a name.
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Present the computer as a partner.
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Obtain and use the player's name in communications.
B. Design the instructions for the game.
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Allow player to skip the instructions.
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Present the object of the game (goal and situation).
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Present the rules of the game.
C. Design the presentation of scoring information.
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