Billy the Bug

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Instructional Design Models

A major goal of all instructional design is to make a lasting impression on the learner. An ancient Chinese proverb goes:
"I hear and I forget
I see and I remember
I do and I understand"
It is our main goal as a mathematics educator to produce a batch of students that is confident and adaptive with the ability to apply knowledge in a variety of situations. Combined with the developing technologies applied into our education now, recent developments in cognitive science allow us to achieve this goal by re-creating important aspects of learning Mathematics within a classroom.
Several teaching strategies that can be used in instructional design model are:
  1. Cognitive apprenticeship where skills are learned from a teacher through observation, coaching and successive practice. After observing the teacher execute an activity, the student will try it with the teacher guidance. When the student feels comfortable to do the activity by himself, the teacher will withdraw himself from coaching the student. Exposure to multiple ways of accomplishing a task and varying degree of skills will helps the learner to view learning as a continue process. 
  2. Anchored instruction which is developing problem-solving environments for cooperative learning with a promising instructional strategy. Usually, this cooperative learning is anchored in videodisc-based, information-rich stories that tell a story and set up a problem to be solved. The rich environment is made possible by the use of a dynamic, visual and spatial format allows exploration from multiple perspectives and provides students with the opportunity to participate in high-quality discussions.
Technology based learning environments allow the students to interact with complex systems where simulations allow for the modeling complex environments. Computer based learning environments can be created with varying degrees of guidance and performance support, depending on the needs of the student. It is our intention to engage students in meaningful, constructive activities that will encourage growth and tryout of a new concepts and skills in them by using technology.
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