EDUC 204 Chapter 1 Part 2
EDUC 204 Chapter 1 Part 2
CLASS DISCUSSION
CHAPTER 1 LESSON 4: INSTRUCTIONAL STRATEGIES AND TYPES OF LEARNING OBJECTIVES
INSTRUCTIONAL STRATEGIES
• Definition of Term: An instructional strategy is a description of an approach to a particular instructional or learning
activity. Instructional strategies are closely linked with the type of thing to be learned.
a. Drill and practice — appropriate for learning verbal information that for whatever reason must be committed
to memory.
b. Tutorial instruction – appropriate for learning simple procedures or how to navigate within a particular
software system.
c. Exploratory instruction — appropriate for promoting understanding about phenomena new to the learner.
d. Interactive simulation — appropriate for promoting critical reasoning about dynamic, complex systems.
e. Socratic questioning — appropriate for helping a learner link something new and seemingly unfamiliar to
something already understood.
f. Lecture — appropriate for introducing a new topic and creating some motivation and an appropriate
foundation for that topic.
CLASS DISCUSSION
CHAPTER 1 LESSON 5: TYPES OF TECHNOLOGY FOR EDUCATIONAL USES
A technology may have two components: (1) a hardware aspect, consisting of the tool that embodies the technology as a
material or physical object, and (2) a software aspect, consisting of the information base for the tool. Some technologies
lack one or both of these components and may simply consist of a standard procedure or general-purpose algorithmic
approach.
Bruce & Levin (1997) describe a new way of classifying uses of educational technologies, based on a four-part division
suggested years ago by John Dewey (1938): inquiry, communication, construction, and expression.
Technologies for Inquiry. What follows are lists of technologies, tools, and techniques likely to be appropriate to support
inquiry.
• lego components, tangram puzzles, Rubik’s cube • simulation & modeling tools
• coding & programming platforms • game-based learning
• 3D printing
• sensors and using technologies such as • digital libraries & knowledge bases
• QR codes, GPS displays • AI chatbots & virtual assistants
• graphs and charts • Animation software
• mind mapping & graphic organizers • ePortfolios