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DRILLS, SIMULATIONS,

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Title: DRILLS, SIMULATIONS,


1
DRILLS, SIMULATIONS, INSTRUCTIONAL GAMES
  • Jay R.C. Fernandez, M.S.
  • Instructor

2
Drills
3
Drills
  • exercises designed to increase fluency in a new
    skill or body of knowledge or to refresh an
    existing skill or body of knowledge
  • good for basic skills/knowledge where rapid
    student response is desired

4
Drills vs. Tutorials
  • drills are not intended to teach
  • drills assume that the learners have previously
    been introduced to the content
  • must be preceded by a tutorial, simulation, or
    non-computer based activity (e.g. reading books)

5
General Structure
Introductory Section
Select Item
Question and Response
Closing
Feedback
Judge Response
6
Instructional Factors
  • Introduction
  • Response Types
  • Item Generation
  • Item Selection
  • Feedback
  • Motivation

7
Introduction
  • Title Page
  • Instructions
  • complete
  • eternal availability
  • Objectives
  • Initial student control

8
Response Types
  • Text Entry
  • Mouse Click
  • Click-and-Drag
  • Key Press
  • Joystick movement
  • Screen Touch

9
Item Generation
  • How are items generated?
  • Selection
  • items are pre-constructed by the author and put
    into a list or library
  • drill program selects an item from the list
  • Algorithm Generation
  • an algorithm produces the items
  • usually involving math / scientific calculations

10
Item Generation
  • Algorithm Generation Example
  • repeat until all items are asked
  • x ? random (range)
  • y ? random (range)
  • Ask student for the sum of x and y
  • z ? store student response
  • if (zxy) then
  • output correct
  • else
  • output incorrect

11
Item Selection
  • theory Principle of Repetition (Miller, 1956)
  • to enhance memory recall
  • 2 forms of memory (Long Term and Short Term)
  • newly-acquired info ? Short Term Memory
  • goal move information from ST to LT

12
Item Selection
  • Item Selection Techniques
  • Sequential
  • Pre-ordered during programming/authoring
  • Random Queuing
  • items are randomly selected from a list or
    randomly generated
  • Problem Repetition Principle
  • Solution Buffering ? Program Complexity

13
Item Selection
  • Item Selection Techniques (cont.)
  • Organized Queuing
  • queue ? ordered list
  • items are ordered according to a certain
    algorithm
  • techniques
  • Flashcard Queuing
  • Variable Interval Performance Queuing

14
Item Selection
  • Flashcard Queuing
  • itemList ?? new itemLibrary( )
  • repeat until all items are presented
  • present itemList.top( )
  • get response from student
  • if response isCorrect
  • itemList.dequeue( )
  • else
  • itemList.enqueue(itemList.dequeue( ))

15
Item Selection
  • Variable Interval Performance Queuing
  • when an item is answered incorrectly, it is
    positioned in 1 or more positions at increasing
    intervals in the queue

16
Item Selection
  • Variable Interval Performance Queuing
  • present itemList.top( )
  • if response isCorrect
  • itemList.dequeue( )
  • else
  • itemList.insert(itemList.dequeue( ))

17
Item Selection
  • Variable Interval Performance Queuing

1C 2 3 4 5
2W 3 4 51 2 3 4 5
3C 2 4 52 1 3 4 2 5
2C 4 52 1 3 4 2 5
4W 52 1 3 4 2 5
5C4 2 1 4 3 2 5
4C 2 1 4 3 2 5
2W 1 4 3 2 5
1C 2 4 3 2 5
2C 4 3 2 5
4C 3 2 5
3C 2 5
2C 5
5C
-
18
Feedback
  • When giving immediate feedback, make it a short
    confirmation
  • Keep feedback positive
  • Youre right!
  • You got them all!
  • Sorry, thats incorrect.
  • Thats not right. Try another one.

19
Feedback
  • With indication that the response is incorrect,
    point out correct response
  • What is the Tagalog term for house?
  • Answer
  • Thats not right. Silid means room. The
    Tagalog word for house is bahay.

Silid
20
Motivation
  • Competition
  • Competition against other students
  • Competition against the computer
  • Competition against oneself
  • Competition against the clock

Motivational Quality
21
Motivation
  • Multiple Modes and Display Variety
  • Multimedia and Hardware Variance
  • Goal Setting and Scoring
  • Adjunct Reinforcement
  • Reward System
  • Drill Session Length
  • 30 to 45 minutes only

22
Simulations
23
Simulation
  • a form of CBI that provides a simplified
    representation of a real situation, phenomenon,
    or process
  • provides the opportunity for students to apply
    knowledge in a realistic format but without the
    time, expense, or risk associated with the real
    thing

24
Simulations
  • one of the best ways to use CBI in the sciences
    simulation makes good use of what the computer
    does well
  • examples from science education include chemical
    reactions, physics of moving objects, etc.

25
Simulations
  • best used for application of knowledge, problem
    solving, and thinking skills.
  • time involvement may be brief or extended
    depending on the simulation.

26
Simulations
  • good for small groups of students, although can
    be used by individuals.
  • often requires guidance and follow-up for
    effective use.

27
Types of Simulations
  • Physical Simulation
  • simulation of physical phenomena
  • graphical, thus requires multimedia
  • e.g. gravitation, the earths orbit, hard disk
    read/write

28
Types of Simulations
  • Process Simulation
  • simulates a theoretical process
  • deals with multiple variables and which of those
    can be observed and changed
  • figurative but may also require multimedia
  • e.g. manipulation of genes

29
Types of Simulations
  • Procedural
  • simulates procedure of a task
  • very graphical
  • contains an array of instruments, views, and
    controls
  • e.g. Flight Simulator, Driving Simulator

30
Types of Simulations
  • Situational Simulations
  • simulates how objects react to situations
  • as opposed to physical simulations, the focus
    here is the situation
  • less graphical, more on concept and theories
  • e.g. Simulation of How different Environments
    affect Human Behavior

31
Instructional Factors
  • Introduction
  • Presentation and Interactions
  • Completion of the Simulation

32
Introduction
  • Objectives
  • should state about its purpose to teach about
    something or to teach how to do something
  • Directions
  • clear and complete
  • directions software and hardware

33
Introduction
  • The Opening
  • scenario of the lesson
  • describes the context of the simulation, paying
    special attention to the physical entities the
    student will encounter or the process to be
    studied

34
Presentation Interaction
  • Presentation of Underlying Model
  • theoretical background
  • representation of the system or phenomenon being
    simulated
  • depicts entities and procedures
  • e.g. Plant Growth Simulation variables might
    include sunlight intensity, air temperature,
    water and mineral availability, etc.

35
Presentation Interaction
  • Interactions
  • students manipulate variables
  • e.g. Flight Simulator students may enter values
    to wind speed, altitude, air pressure, etc. and
    the program simulates the eventual scenario under
    these conditions
  • modes Keyboard, Mouse, Joystick, etc.

36
General Structure
Introductory Section
Present Scenario
Action Required
Closing
System Updates
Student Acts
37
Guidelines
  • should show not only right condition but also
    dangerous conditions
  • make use of multimedia as much as possible to
    make simulations realistic

38
Instructional Games
39
Instructional Games
  • usually another type of CBI (e.g., drill and
    practice or simulation) modified to include
    gaming elements
  • generally features
  • an end goal and rules of play.
  • sensory appeal.
  • motivational elements (e.g. competition,
    cooperation, challenge, fantasy).

40
Instructional Games
  • examples
  • Hangman
  • Adventures in Math
  • Jeopardy
  • Monopoly

41
Characteristics
  • implicit goal to teach
  • explicit goals
  • scoring points
  • solving mysteries
  • guessing words
  • hunting for a treasure
  • saving a princess

42
Characteristics
  • Rules
  • define what actions are allowed within a game and
    what constraints are imposed
  • rules are usually artificial or artifacts of
    imagination
  • Competition
  • against other players, oneself, chance, or time

43
Characteristics
  • Challenge
  • one has to accomplish something to reach the goal
  • examples difficulty of questions, length of the
    hidden words
  • Fantasy
  • Entertainment

44
Types
  • Adventure Games
  • Arcade-type
  • Board Games
  • Card Games
  • Combat Games

45
Types
  • Logic Games
  • Psychomotor/Strategy Games
  • Role-Playing Games
  • Quiz Games

46
General Structure
Introductory Section
Present Scenario
Action Required
Student Acts
Closing
System Updates
Opponent Reacts
47
Guidelines
  • state rules and directions clearly and make them
    available any time
  • relate the scenario to what is being learned
  • make the game challenging allow control of level
    of difficulty
  • reward learning rather than luck

48
Guidelines
  • make the game the motivator, not the reward
  • employ multiple input and output modes
  • recognize the winner
  • ensure the student knows what to do next
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