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Learning Activities

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Title: Learning Activities


1
Learning Activities
  • Educational Methodology
  • Clinical Laboratory
  • Science Program

2
Instructional Preparation Sequence
  • Write goal statement(s)
  • Write instructional objectives
  • Determine learning activities
  • Write assessment questions
  • This lesson will focus on the third step

3
Learning Activities
  • are instructional activities that enable
    learners to master the objectives
  • are chosen by the instructor to assist in the
    learners mastery of the objectives
  • Examples this lesson will focus on include
  • Lecture
  • Case Study
  • Simulation
  • Role Playing
  • Cooperative Learning
  • Problem-Based Learning
  • Computer-Based Learning
  • Student Practice Laboratory

4
Lecture
5
Lectures
  • are speeches delivered before a class,
    especially for instruction or to set forth some
    subject
  • are the easiest way to deliver large amounts of
    information
  • enable the instructor to present material from
    various sources that is often more current than
    the textbook

6
Lectures - Advantages
  • Most efficient way to disseminate large amounts
    of information
  • Instructor can augment, clarify, highlight
    topics covered in the textbook relate the
    material to other topics covered in the course or
    in other courses
  • Lecture often requires minimal input or
    preparation for the learner

7
Lectures - Disadvantages
  • Eighty percent (80) of what is learned in a
    lecture is forgotten within two months
  • Lecture encourages memorization instead of
    application and problem solving

8
Lectures Organization
  • Introduction
  • Body
  • Conclusion
  • Incorporate active learning techniques
  • Minute paper
  • Muddiest point
  • Short survey
  • Questioning techniques
  • Thumbs up thumbs down
  • Think-pair-share

9
Active Learning
  • is when a learner has a more interactive
    relationship with the subject matter, and is
    encouraged to generate rather than simply receive
    knowledge.
  • Instructors need to
  • Start instruction where the learner is (prior
    learning)
  • Provide enough time and active involvement for
    deep understanding to develop
  • Prompt action and reflection
  • Incorporate active learning into lesson plan

10
Active Learning - Tools
  • Less Complex / Low Risk
  • Writing activities
  • Minute papers
  • Muddiest point
  • Journal entries
  • Surveys or Questionnaires
  • Thumbs Up Thumbs Down
  • Think Pair Share
  • Formative (ungraded) quizzes
  • Brainstorming or Roundtable
  • Games
  • Group discussions (structured)
  • More Complex / Higher Risk
  • Group discussion (minimal structure)
  • Exam questions
  • Press conference
  • Send a problem
  • Jigsaw
  • Fishbowl
  • Student-guided lecture
  • Individual / group presentations
  • Debates
  • Role-playing, Forum theater
  • Team learning

11
Questioning
  • Purposes for using questioning techniques
  • Involves the learner (active learning)
  • Provides a mechanism of feedback for the
    instructor
  • Provides reinforcement review of the material
  • Encourages higher level thinking through
    open-ended questions of why and how

12
Questioning
  • Techniques for effective questioning
  • Plan ahead what questions to ask during lecture
  • Ask questions
  • At all taxonomic levels
  • Informally in a non-threatening manner
  • That draw out more than a simple "yes" or "no"
    response
  • Provide adequate time for responding
  • Call on learners in a random or rotating manner
    to minimize non-participation or dominating
    responders

13
Effective delivery oflecture requires
  • Being enthusiastic about topic and learners
  • Vary pitch tempo
  • Talk to learners, not at them
  • Good posture and facial expressions
  • Incorporating active learning questioning
  • Moving around the room
  • Using eye contact to assess learner comprehension
  • Pacing presentation so learners can take notes
    and process information
  • Avoiding
  • Reading lecture notes
  • Nervous habits and repetitive phrases (i.e. ahs,
    ums, okays)

14
Lecture
  • The lecture method is most useful when
    __________________________________.
  • A limitation of the lecture method would be
    __________________________________.

transmitting large quantities of information
that most of the information is not retained
15
Lecture
  • What can be done to make a lecture more
    interactive so students will retain information
    better?

Using active learning tools and questioning
techniques.
16
Case Study
17
Case Studies
  • are effective learning activities that
  • Develop interpretative and problem-solving skills
  • Develop reasoning skills
  • pattern recognition
  • hypothesis formation
  • Develop clinical skills
  • Elaborate and contextualize knowledge
  • Foster development of self-directed and
    self-regulated learning skills
  • Motivate

18
Case Studies - Organization
  • Consider what types of clinical problems would
    best address the specific learning objectives
  • Select a real case or problem
  • Determine case format, presentation format, and
    learner context
  • See next screen for details

19
Case Studies - Organization
  • CASE FORMAT
  • Case vignette
  • Case description and questions, no advance
    preparation
  • Case study (Harvard Business model)
  • Narrative, facts presented as news, open-ended
    questions, advance preparation often required
  • Problem Based Learning iterative case
  • Events over time, group activities, solve
    challenges
  • PRESENTATION FORMAT
  • Paper
  • Computerized
  • Media resources
  • LEARNER CONTEXT
  • Level of the targeted learner
  • Individual vs. group
  • Instruction vs. assessment

20
Case Studies - Organization
  • Write the story and the questions or challenges
    to be posed to the learner
  • Get input from colleagues and make appropriate
    modifications
  • Review and modify learning objectives
  • Identify and gather resources to include with the
    case
  • Write the tutor guide

21
Case Studies
  • Case studies promote what type of skills?
    _________________________________

interpretation and problem-solving skills
22
Simulations
23
Simulations
  • Designed to promote problem-solving via learner
    involvement
  • Structured, realistic situation in which learner
    plays self
  • Create a risk-free environment to
  • Encourage problem-solving skills
  • Improve communication techniques

24
Simulations
  • Valuable for affective domain learning outcomes
  • Most effective when scenario represents a
    situation the learner will potentially experience
    as a professional
  • Can be time-consuming to develop

25
Simulations
  • Types
  • Written
  • Learner responds on paper to written situation
  • Computer
  • Utilize branching capabilities
  • Similar to written
  • Actual
  • Create a real-life situation and carry it out
  • Feedback is given based on response

26
Simulations
  • Effective uses
  • Set a time limit
  • Focus activity on defined objectives
  • Create an interesting background
  • Provide descriptions of characters situation
  • Use volunteers to play parts and involve audience
    by asking their reaction to events
  • Follow with discussion of what was learned and
    future implications

27
Role Playing
28
Role Playing
  • Similar to simulations with these differences
  • Learner does not play self, but instead takes on
    a role
  • A few learners participate and others observe
  • Short scenarios dealing with a specific problem
  • At end, observers share comments and reactions
    concerning the roles and what took place

29
Role Playing
  • Effective uses
  • Set a time limit
  • Focus activity on defined objectives
  • Create an interesting background
  • Provide descriptions of characters situation
  • Use volunteers to play parts and involve audience
    by asking their reaction to events
  • Follow with discussion of what was learned and
    future implications

30
Simulations Role Playing
  • What is the difference between simulations and
    role playing? ___________________________________
    _______________________________

Simulations learner plays self, Role Play
learner plays someone else
31
Cooperative Learning
32
Cooperative Learning
  • Group of learners work together to solve a
    problem
  • Effective uses
  • Focus on objectives in the affective and higher
    cognitive domains
  • Increase communication skills
  • Develop problem-solving skills

33
Cooperative Learning
  • Learner assumes roles of both instructor and
    learner
  • Use previous knowledge acquired in curriculum
  • Supplement with additional information learned
    independently
  • Share new knowledge with group
  • Teaching peers
  • Give presentation by group to others

34
Cooperative Learning
  • What is unique about the learners role when
    doing a cooperative learning activity?
    _________________________________________________
    ___________________

Learner takes on the role of both instructor and
learner
35
Problem-Based Learning
36
Problem-Based Learning
  • Similar to Cooperative Learning
  • Groups work together to solve a problem
  • Instructor is facilitator, not necessarily
    content expert
  • Different from Cooperative Learning
  • Learners have no prior knowledge related to the
    problem (no lectures, reading assignments, etc.)

37
Problem-Based Learning
  • Goal of PBL
  • Learner determines what information he/she does
    not know and what needs to be learned
    independently in order to solve the problem
  • Learner identifies appropriate resources and
    acquires necessary information
  • Textbooks, journals, other learners, faculty

38
Problem-Based Learning
  • Promotes learners ability to
  • Develop independent learning skills
  • Communicate competently with colleagues
  • Interact efficiently in a group
  • Solve problems

39
Problem-Based Learning
  • What learner abilities are enhanced with
    problem-based learning? __________________________
    ________________________________________________
    _________________________________________________
    _____________

Develop independent learning skills, Communicate
competently with colleagues, Interact efficiently
in a group, Solve problems.
40
Computer-Based Learning
41
Computer-Based Learning
  • Individualized instruction
  • Learner paced
  • Information presented in interactive, small,
    self-contained units
  • Can incorporate multimedia and graphics
  • Can access via CD-ROM, DVD, Internet, etc.
  • Learners more active in learning process
  • Required to respond frequently
  • Usually provided with immediate feedback

42
Computer-Based Learning
  • Effective uses
  • Instructor needs to closely monitor learners
    progress
  • Instructor aids learners in the application of
    the knowledge attained

43
Computer-BasedLearning
  • What primary advantages does computer-based
    learning provide the learner? ____________________
    ______________________________________________

Instruction is individualized and it
is learner-paced
44
Student Practice Laboratory
45
Student Practice Laboratory
  • Purpose
  • Provide a structured setting where learners can
    practice laboratory procedures and apply
    cognitive knowledge

46
Student Practice Laboratory
  • Advantages
  • Non-threatening environment for learners to
    integrate theory with psychomotor skills
  • Learners can practice skills until proficient
    before beginning clinical rotations
  • Individualized instruction feedback provided
  • Instructor able to screen out learners that do
    not have appropriate skills necessary to continue
    program

47
Student Practice Laboratory
  • Disadvantages
  • Time-consuming for faculty to set up and teach
    lab sessions
  • Costly i.e. reagents, equipment, supplies
  • Prone to keep learner at lower cognitive and
    psychomotor skill levels (learner following a
    recipe)

48
Student Practice Laboratory
  • Effective uses
  • Pre-run exercises prior to lab session
  • What works, what doesnt, what to modify?
  • Develop a laboratory manual
  • Objectives, procedures, study questions,
    worksheets, assessment criteria
  • Use a pre-lab discussion period to reinforce
    theory and demonstrate new procedures
  • Use a post-lab period for learners to evaluate
    assays performed and analyze data gathered

49
Student Practice Laboratory
  • Effective uses
  • Correlate exercises with lectures to reinforce
    both cognitive and psychomotor skills
  • Facilitate progression of learners skills
  • Start with basic skills
  • Upon mastery, put emphasis on problem-solving

50
Student Practice Laboratory
  • What domain is student laboratory most useful in
    addressing? __________________________________

Psychomotor domain
51
Summary
  • Learning Activities
  • Lecture
  • Case studies
  • Simulations
  • Role playing
  • Cooperative learning
  • Problem-based learning
  • Computer-based instruction
  • Student practice laboratory

52
References
  • Beck, S. LeGreys, V. (2003). Clinical
    Laboratory Education CD-ROM. ASCP.
  • Harrity, S. (2007). Active Learning.
    Presentation at CLEC.
  • Teaching Improvement Project System (TIPS) for
    Health Care Educators (2006). Strengthening
    Classroom Teaching Techniques. UNMC.
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