Tuesday, April 3, 2012

Team Education 2.0 Week 9 - Nick Goodson

1.  Identify all the changes involved in the principle, and write a generality that includes the
changes and the relationship among the changes.

In Natalie's scratch game, the process principle is students solving various math problems using prior knowledge they've obtained.  The process principle involves following each step of a mathematical formula to solved the problem that has been presented.  The casual principal occurs when the students receive feedback.  As students get the question correct, one character moves forward.  If the question is wrong then the other characters moves.  the overall goal is for the character representing correct answers to reach the finish line first. 

2. Share the proposed media selection for modifying the instruction as appropriate to each change for your Case Study. Clearly define the forms of behaviors applied to the changes.  For example, a video game is proposed to replace the PowerPoint presentation to let the students practice on Math multiplication. State the forms of behaviors applied to this change. 

YourTeacher.com's Geometry app would be perfect in this situation.  While expensive, the app offers an entire year worth of math lessons.  Each lesson is complete with interactive practice that shows each step that students should take to solve the problem, independent practice worksheets so students can hone their skills, and tutoring videos which show person solving example problems. Using the app students will be asked to use the predict behavior principle to answer to certain math activities.  Students will have to use prior knowledge to solve the problem.  Students might be asked to explain how they to use the explain behavior principle to show what steps they took to reach the solution.  Finally, students will be asked to use the solution behavior principle when they are asked to figure out which formula to apply to a problem and to find the correct solution.  These are common among story problems. 

Reigeluth, C. M. (2012). Instructional-Design Theories Home page. Retrieved April 3, 2012, from http://www.indiana.edu/~idtheory/methods/methods.html.

Shen, C., & Tsai, H. (2009). Design Principles of Worked Examples: A Review of the Empirical Studies. Journal of Instructional Psychology, 36(3), 238+. Retrieved April 3, 2012, from Questia database: http://www.questia.com/PM.qst?a=o&d=5035001455

3 comments:

  1. Great job Nick, I like the way you built the step-by-step relationship with the YourTeacher.com's Geometry and the Kinds of Casual Principles. It gave me a deeper understanding of the concept “Using Principles”. I also like the the way you explained the occurrence of changes in relationship. Thank you.

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  2. Nick, you have a good knack of putting things in concise tones. I enjoyed reading your explanation of process vs. casual principles in the breakdown of the game. As Adelina said, you went step-by-step and I got it. I also like in the very end how you bring up story problems and how they are common in solution behavior principles. You gave me some good material this week to go on.

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  3. Nick a like the way you made the step detail oriented on what the student had to know to e able to process. You showed the relationships of the activitied to achieve the ending process. Great job.

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