Direct Instruction stands for society's equality and it works best. Direct Instruciton should be used as a method for education because it has proven to be the most effective technique for actual learning and understanding. Since teachers are working directly with the student, they are can immediately respond to the needs of the student and adjust levels of comprehension based upon their different rates of comprehension. Additionally, the use of DI ensures that teachers do not "belabor" certain aspects of lessons and at the same time can either slow or speed up their lesson according to the student's needs. The focus is that this learning strategy places all of the emphasis upon the student and provides manevurability into the hands of the teacher. This creates high levels of confidence for the student because he feels that he is consistently accomplishing...
In particular, they specify the need for students to be good listeners, team players, and to make compromises to work toward mutual goals (Scheuerell, 2010). Group work must be a time for students to engage in productive and accountable collaboration around a task or problem that causes them to rely on one another's part or participation to ensure successful completion. Successful group work can be designed and presented to the
Instructional Practices for High Level Learners When it comes to the right curriculum (instructional practices) that teachers and administrators should be developing -- that are effective in helping students achieve a high level of learning -- this paper points to a standards-based system (combined with creative curricula) as the most effective. There are a number of ways in which teachers can implement those practices that lead to a high level of
Instructional Design A recent study determined that "educational design research integrates design and research into a socially responsible approach to inquiry related to learning and teaching" (Oh, Reeves, 2010, p. 263). The Oh and Reeves study is just one example of why I include research-based design in my practice. Oftentimes, it behooves me to discover a variety of techniques available to address certain situations, and without research, I would have no
Much like the Knirk and Gustafson design model, Kemp's model is also small scale and can be used for individual lessons. In comparing Gange's Nine Steps of Instruction and Kemp's Design Model, several topics are included in both. Obviously both identify goals and objectives and making this information known to the student. Designing and delivering instructional experiences with specifically selected resources that will allow learners to master the objectives. The
The four pillars that must be included in a technology plan are: Infrastructure, software, hardware and the professional development (Cradler, 2013). There are two basic categories that the software instruction and curriculum can be divided into: Teaching and Learning Software Tools: the use of technology to improve the quality of education for the students as well as the teachers. Subscription-based electronic learning resources have enabled the teachers as well as the students
Knowles stated "The richest resources for learning reside in the adult learners themselves" (p. 66). An instructional strategy like gaming may help to facilitate tapping into the adult learner's experience. Through collaboration during the play of a game, learners may discuss prior experiences to aid in discovery of the correct answer. Gaming activities also permit peer feedback to be given to students based on their previous experiences. The millennial
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