Courseware for Learning

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Courseware for Learning by Mind Map: Courseware for Learning

1. Phases of instruction

1.1. Assess Learning

1.2. Guide the learner in using the content/skills

1.3. Practice the content and/or skills

1.4. Introduce and Present Information

2. Methologies for Facilitating Instruction with Educational Technology

2.1. Tutorials

2.1.1. Information is presented or skills are modeled

2.1.2. The learner is guided through the initial use of information or skills

2.2. Educational Games

2.2.1. Examples of Games

2.2.1.1. Word Games

2.2.1.2. Logic and Puzzle Games

2.2.1.3. Role Playing Games

2.2.1.4. Adventure Games

2.2.2. Factors in Games

2.2.2.1. Players

2.2.2.2. Constraints

2.2.2.3. Choices

2.2.2.4. Scenarios

2.2.2.5. Penalities

2.2.2.6. Directions

2.2.2.7. Rules

2.2.2.8. Goals

2.3. Simulations

2.3.1. Safety

2.3.2. Making rare more common

2.3.3. Enhancement of motivation to learn

2.3.4. Transfer of learning

2.3.5. Controlling the complexity of a phenomenon

2.3.6. Modification of time frames

2.4. Hypermedia

2.4.1. Case Studies

2.4.2. Virtual Field Trips

2.4.3. Student Projects

2.4.4. Virtual museums

2.4.5. Encyclopedias/reference sources

2.5. Drills

2.5.1. Provide Practice

2.6. Tools and Open- Ended Learning Enviroments

2.6.1. Potential Advantages of Tools and Open- Ended Learning Environments

2.6.1.1. Cross-curricular learning

2.6.1.2. Motivation

2.6.1.3. Collaborative learning

2.6.1.4. Deep learning and transfer

2.6.2. Potential Pitfalls

2.6.2.1. Large investment of instructor and student time

2.6.2.2. Assessment and evaluation of learning can be difficult

2.6.2.3. Some teachers are unable to adapt new roles

2.6.2.4. Not suitable for all learners

3. BAckground Information

3.1. 1970s had the emergance of affordable microcomputers

3.2. 1980s was a milestone for educational software/ course ware

3.3. 1950s very few programs but still existed

3.4. computer programs designed for instructional purposes