2008年4月10日 星期四

Constructivist

  1. http://en.wikipedia.org/wiki/Constructivism

Constructivist teaching strategies

[edit] Characteristics of Constructivist Teaching

One of the primary goals of using constructivist teaching is that students learn how to learn by giving them the training to take initiative for their own learning experiences.

According to Audrey Gray, the characteristics of a constructivist classroom are as follows:

  • the learners are actively involved
  • the environment is democratic
  • the activities are interactive and student-centered
  • the teacher facilitates a process of learning in which students are encouraged to be responsible and autonomous

[edit] Examples of constructivist activities

Furthermore, in the constructivist classroom, students work primarily in groups and learning and knowledge are interactive and dynamic. There is a great focus and emphasis on social and communication skills, as well as collaboration and exchange of ideas [2]. This is contrary to the traditional classroom in which students work primarily alone, learning is achieved through repetition, and the subjects are strictly adhered to and are guided by a textbook. Some activities encouraged in constructivist classrooms are:

  • Experimentation: students individually perform an experiment and then come together as a class to discuss the results.
  • Research projects: students research a topic and can present their findings to the class.
  • Field trips. This allows students to put the concepts and ideas discussed in class in a real-world context. Field trips would often be followed by class discussions.
  • Films. These provide visual context and thus bring another sense into the learning experience.
  • Class discussions. This technique is used in all of the methods described above. It is one of the most important distinctions of constructivist teaching methods.[3]

[edit] Role of teachers

In the constructivist classroom, the teacher’s role is to prompt and facilitate discussion. Thus, the teacher’s main focus should be on guiding students by asking questions that will lead them to develop their own conclusions on the subject.

David Jonassen identified three major roles for facilitators to support students in constructivist learning environments:

  • Modeling
  • Coaching
  • Scaffolding[4]

[edit] Constructivist Learning Environments (CLEs)

Jonassen has proposed a model for developing constructivist learning environments (CLEs) around a specific learning goal. This goal may take one of several forms, from least to most complex:

  • Question or issue
  • Case study
  • Long-term Project
  • Problem (multiple cases and projects integrated at the curriculum level)

Jonassen recommends making the learning goals engaging and relevant but not overly structured.

Learning is driven in CLEs by the problem to be solved; students learn content and theory in order to solve the problem. This is different from traditional objectivist teaching where the theory would be presented first and problems would be used afterwards to practice theory.

Depending on students' prior experiences, related cases and scaffolding may be necessary for support. Instructors also need to provide an authentic context for tasks, plus information resources, cognitive tools, and collaborative tools.[4]

[edit] Constructivist assessment

Traditionally, assessment in the classrooms is based on testing. In this style, it is important for the student to produce the correct answers. However, in constructivist teaching, the process of gaining knowledge is viewed as being just as important as the product. Thus, assessment is based not only on tests, but also on observation of the student, the student’s work, and the student’s points of view [2]. Some assessment strategies include:

  • Oral discussions. The teacher presents students with a “focus” question and allows an open discussion on the topic.
  • KWL(H) Chart (What we know, What we want to know, What we have learned, How we know it). This technique can be used throughout the course of study for a particular topic, but is also a good assessment technique as it shows the teacher the progress of the student throughout the course of study.
  • Mind Mapping. In this activity, students list and categorize the concepts and ideas relating to a topic.
  • Hands-on activities. These encourage students to manipulate their environments or a particular learning tool. Teachers can use a checklist and observation to assess student success with the particular material.
  • Pre-testing. This allows a teacher to determine what knowledge students bring to a new topic and thus will be helpful in directing the course of study.[3]

[edit] An example of a Lesson Taught with a Constructivist background

A good example of a lesson being taught in a constructivist way, with the teacher mediating learning rather than directly teaching the class is shown by the example of Faraday's candle. There are various forms of this lesson, but all are developed from the Christmas lectures Faraday gave on the the functioning of candles. In open constructivist lessons using these lectures as a basis, students are encouraged to discover for themselves how candles work. They do this first by making simple observations, from which they later build ideas and hypotheses which they then go on to test. The teachers acts to encourage this learning. If successful students can use this lesson to understand the components of combustion—an important chemical topic.

[edit] Arguments against constructivist teaching techniques

Main article: Constructivism (learning theory)

A wide variety of authors from many fields have voiced the following arguments against constructivist based teaching instruction:

  • A group of cognitive scientists has also questioned the central claims of constructivism, saying that they are either misleading or contradict known findings.[5]
  • One possible deterrent for this teaching method is that, due to the emphasis on group work, the ideas of the more active students may dominate the group’s conclusions.[2]
  • Zhu and Simon (1987) state that because the emphasis is not based on acquiring and practicing basic skills, students in constructivist classrooms tend to lag behind those in traditional classrooms in these areas.

While proponents of constructivism argue that constructivist students perform better than their peers when tested on higher-order reasoning, the critics of constructivism argue that this teaching technique forces students to "reinvent the wheel." Supporters counter that "Students do not reinvent the wheel but, rather, attempt to understand how it turns, how it functions."[2] Proponents argue that students — especially elementary school-aged children — are naturally curious about the world, and giving them the tools to explore it in a guided manner will serve to give them a stronger understanding of it[2].

Mayer (2004)[6] developed an literature review spanning fifty years and concluded "The research in this brief review shows that the formula constructivism = hands-on activity is a formula for educational disaster." His argument is that active learning is often suggested by those subscribing to this philosophy. In developing this instruction these educators produce materials that require learning to be behaviorally active and not be "cognitively active."[6] That is, although they are engaged in activity, they may not be learning (Sweller, 1988). Mayer recommends using guided discovery, a mix of direct instruction and hands-on activity, rather than pure discovery: "In many ways, guided discovery appears to offer the best method for promoting constructivist learning."[6]

Kirchner et al (2006) agree with the basic premise of constructivism, that learners construct knowledge, but are concerned with the instructional design recommendations of this theoretical framework. "The constructivist description of learning is accurate, but the instructional consequences suggested by constructivists do not necessarily follow." (Kirschner, Sweller, and Clark, 2006, p. 78). Specifically, they say instructors often design unguided instruction that that relies on the learner to "discover or construct essential information for themselves" (Kirchner et al, 2006, p75).

For this reason they state that it "is easy to agree with Mayer’s (2004)[6] recommendation that we “move educational reform efforts from the fuzzy and nonproductive world of ideology—which sometimes hides under the various banners of constructivism—to the sharp and productive world of theory- based research on how people learn” (p. 18). Finally Kirschner, Sweller, and Clark (2006) cite Mayer[6] to conclude fifty years of empirical results do not support unguided instruction.

Social constructionism

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Social constructionism or social constructivism is a sociological theory of knowledge that considers how social phenomena develop in particular social contexts. Within constructionist thought, a social construction (social construct) is a concept or practice which may appear to be natural and obvious to those who accept it, but in reality is an invention or artifact of a particular culture or society. Social constructs are generally understood to be the by-products (often unintended or unconscious) of countless human choices rather than laws resulting from divine will or nature. This is not usually taken to imply a radical anti-determinism, however. Social constructionism is usually opposed to essentialism, which defines specific phenomena instead in terms of transhistorical essences independent of conscious beings that determine the categorical structure of reality.[citation needed]

A major focus of social constructionism is to uncover the ways in which individuals and groups participate in the creation of their perceived social reality. It involves looking at the ways social phenomena are created, institutionalized, and made into tradition by humans. Socially constructed reality is seen as an ongoing, dynamic process; reality is reproduced by people acting on their interpretations and their knowledge of it.

Constructionism became prominent in the U.S. with Peter L. Berger and Thomas Luckmann's 1966 book, The Social Construction of Reality. Berger and Luckmann argue that all knowledge, including the most basic, taken-for-granted common sense knowledge of everyday reality, is derived from and maintained by social interactions. When people interact, they do so with the understanding that their respective perceptions of reality are related, and as they act upon this understanding their common knowledge of reality becomes reinforced. Since this common sense knowledge is negotiated by people, human typifications, significations and institutions come to be presented as part of an objective reality. It is in this sense that it can be said that reality is socially constructed. The specific mechanisms underlying Berger and Luckmann's notion of social construction are discussed further in social construction.

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2008年4月8日 星期二

What is Wi-Fi and Second life?

Wi-Fi
A Wi-Fi enabled device such as a PC, game console, cell phone, MP3 player or PDA can connect to the Internet when within range of a wireless network connected to the Internet. The coverage of one or more interconnected access points — called a hotspot — can comprise an area as small as a single room with wireless-opaque walls or as large as many square miles covered by overlapping access points. Wi-Fi technology has served to set up mesh networks, for example, in London.[1] Both architectures can operate in community networks.[citation needed]
In addition to restricted use in homes and offices, Wi-Fi can make access publicly available at Wi-Fi hotspots provided either free of charge or to subscribers to various providers. Organizations and businesses such as airports, hotels and restaurants often provide free hotspots to attract or assist clients. Enthusiasts or authorities who wish to provide services or even to promote business in a given area sometimes provide free Wi-Fi access. Metropolitan-wide Wi-Fi (Muni-Fi) already has more than 300 projects in process.[2]
Wi-Fi also allows connectivity in peer-to-peer (wireless ad-hoc network) mode, which enables devices to connect directly with each other. This connectivity mode can prove useful in consumer electronics and gaming applications.
When wireless networking technology first entered the market many problems ensued for consumers who could not rely on products from different vendors working together. The Wi-Fi Alliance began as a community to solve this issue — aiming to address the needs of the end-user and to allow the technology to mature. The Alliance created the branding Wi-Fi CERTIFIED to reassure consumers that products will interoperate with other products displaying the same branding.
Many consumer devices use Wi-Fi. Amongst others, personal computers can network to each other and connect to the Internet, mobile computers can connect to the Internet from any Wi-Fi hotspot, and digital cameras can transfer images wirelessly.
Routers which incorporate a DSL-modem or a cable-modem and a Wi-Fi access point, often set up in homes and other premises, provide Internet-access and internetworking to all devices connected (wirelessly or by cable) to them. One can also connect Wi-Fi devices in ad-hoc mode for client-to-client connections without a router.
As of 2007 Wi-Fi technology had spread widely within business and industrial sites. In business environments, just like other environments, increasing the number of Wi-Fi access-points provides redundancy, support for fast roaming and increased overall network-capacity by using more channels or by defining smaller cells. Wi-Fi enables wireless voice-applications (VoWLAN or WVOIP). Over the years, Wi-Fi implementations have moved toward "thin" access-points, with more of the network intelligence housed in a centralized network appliance, relegating individual access-points to the role of mere "dumb" radios. Outdoor applications may utilize true mesh topologies. As of 2007 Wi-Fi installations can provide a secure computer networking gateway, firewall, DHCP server, intrusion detection system, and other functions.
Second life
http://secondlife.com/
Second Life® is a 3-D virtual world created by its Residents. Since opening to the public in 2003, it has grown explosively and today is inhabited by millions of Residents from around the globe.
From the moment you enter the World you'll discover a vast digital continent, teeming with people, entertainment, experiences and opportunity. Once you've explored a bit, perhaps you'll find a perfect parcel of land to build your house or business.
You'll also be surrounded by the Creations of your fellow Residents. Because Residents retain intellectual property rights in their digital creations, they can buy, sell and trade with other Residents.
The Marketplace currently supports millions of US dollars in monthly transactions. This commerce is handled with the inworld unit of trade, the Linden™ dollar, which can be converted to US dollars at several thriving online Linden dollar exchanges.
Welcome to the Second Life world. We look forward to seeing you inworld.
---------------------------------------------------------------------------------
From wiki
Second Life (abbreviated as SL) is an Internet-based virtual world launched in 2003, developed by Linden Research, Inc (commonly referred to as Linden Lab), which came to international attention via mainstream news media in late 2006 and early 2007.[4][5] A downloadable client program called the Second Life Viewer enables its users, called "Residents", to interact with each other through motional avatars, providing an advanced level of a social network service combined with general aspects of a metaverse. Residents can explore, meet other Residents, socialize, participate in individual and group activities, have virtual sex, and create and trade items (virtual property) and services from one another.Second Life is one of several virtual worlds that have been inspired by the cyberpunk literary movement, and particularly by Neal Stephenson's novel Snow Crash. The stated goal of Linden Lab is to create a world like the Metaverse described by Stephenson, a user-defined world in which people can interact, play, do business, and otherwise communicate.[6] Second Life's virtual currency is the Linden Dollar (Linden, or L$) and is exchangeable for real world currencies in a resident to resident marketplace facilitated by Linden Lab.[7] There is no fee for registering an account or participating in Second Life,

2008年4月6日 星期日

The pros of the imaging language program


Discuss
http://www.imaginelearning.com/ProgramDemo.aspx


After watching the film about the soft ware program, I think the materials in the program is broad and deep to help a second language learner to preceive more target language.

There are some points I think about the advantages of this program,
1. Rich input of English language and repetation of the vocabulary can help learner combine the word form and sound .
2. Meaningful visual pictures and audio input at the same time and learn it without translation.
3. Building the sight word ability .
4. Time management training.(To answer the questions in limited time as they play game.)
5. Saving the resources and reducing the teachers' teaching aids.
6. Cross-culture learning by media input (to see other country's children)
7. Phonological analysis provided by the computer data base.
8. Authentic text combine with real situation demostration.

2008年4月3日 星期四

Podcast

Podcast

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(Redirected from Podcasting)
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A podcast is a collection of digital media files which are distributed over the Internet, often using syndication feeds, for playback on portable media players and personal computers. The term podcast, like "broadcast", can refer either to the series of content itself or to the method by which it is syndicated; the latter is also termed podcasting. The host or author of a podcast is often called a podcaster.

The term is a portmanteau of the words "iPod" and "broadcast",[1] the Apple iPod being the brand of portable media player for which the first podcasting scripts were developed (see history of podcasting). These scripts allowed podcasts to be automatically transferred to a mobile device after they are downloaded.[2]

Though podcasters' web sites may also offer direct download or streaming of their content, a podcast is distinguished from other digital media formats by its ability to be syndicated, subscribed to, and downloaded automatically when new content is added, using an aggregator or feed reader capable of reading feed formats such as RSS or Atom.

From BBC website linking as following:

http://www.bbc.co.uk/radio/help/faq/how_to_subscribe.shtml

Help / Podcasts / Getting Started

How do I subscribe to a podcast?

You will need an internet connection; and a piece of podcast software or an RSS feed reader (see Related Links).

How you subscribe will vary depending on which software you have chosen. Three pieces of software popular with BBC users are iTunes, Juice and Doppler.

You can also subscribe using a web-based “feed reader” such as My Yahoo or Google Reader. These work in a similar way to the podcast software but are online rather than application-based and you need to have an account - they're usually free and easy to set-up but you will need an email address.

To subscribe the first thing you need to do is add the "feed" of the podcast to your software (or online reader). The feed is where the software will go to each time it wants to check for a new episode.

You can find the feed for any BBC podcast in the orange subscribe box. The feed will start with "http://downloads.bbc.co.uk/..."

Subscribe to this podcast

BBC Subscribe box

You will need to copy this feed address and paste it into your podcast software. How you do this will depend on your software, but you should look out for buttons or links that say "Add" or "Subscribe".

One-click subscription

One-click subscription

Alternatively, some software and readers provide one-click subscription. At the moment, the BBC provide quick links for iTunes, My Yahoo and Google Reader - just click the relevant one-click subscription button.

The software will do the rest.

If this does not answer your question sufficiently you may find more help on the pages linked to from the right hand side.



2008年4月1日 星期二

My voki


This is my Voki. And it is very nice to have my own image to introduce myself and talk in the blog to greet with you. It is easy to have one on your blog. If you want just enter the following link -Get a Voki now! then your dream will come true as mine. Just do it now!
And the following is the demo of YOUTUBE the linking webside is from here : http://www.youtube.com/watch?v=7ZDT6VoSpiE