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- John Taylor plus Penny Haun
- Hillsborough Community College
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- Participants in this session learn how to use a unique online program,
Turbo HAL, to introduce programming to elementary to college-level
students. Students first use a 3D multimedia kit to simulate a robot
moving through a maze, after which they work online to enhance their
elementary, intermediate, or advance programming techniques and skills.
The active learning strategies provide students with an opportunity to
demonstrate logical problem solving skills while at the same time have
fun participating in a competitive game. This session should
particularly benefit individuals who teach education technology
(elementary skills), beginning Internet (intermediate skills), or
programming logic (advance techniques including looping and
conditionals) to community college students.
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- What is your best vision of Active Learning Online?
- How will we know when we’ve
accomplished it?
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- Active Learning Online: defined!
- Examples and research
- Real world teaching experiences
- Turbo HAL – Elementary Skills
- Turbo HAL – Intermediate Logic Skills
- Logic Rally – Advanced Logic Skills
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- is a multi-directional learning experience in which learning occurs
- teacher-to-student,
- student-to-teacher,
- and student-to-student.
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- activity-based learning experiences: input, process, and output. These
activity-based experiences take many shapes such as:
- whole class involvement, teams,
small groups, trios, pairs, and individuals.
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- take many forms:
- talking, writing, reading, discussing, debating, acting, role-playing,
journaling, conferring, interviewing, building, creating, and many more!
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established in "Seven principles of Good Practice in
Undergraduate Education" (1987, AAHE Bulletin). In The Seven
principles in Action, Susan Rickey Hatfield, editor, David G. Brown and
Curtis W. Ellison explain:
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- "Active Learning is not merely a set of activities, but rather an
attitude on the part of both students and faculty that makes learning
effective The objective of Active Learning is to stimulate lifetime
habits of thinking to stimulate students to think about HOW as well as
WHAT they are learning and to increasingly take responsibility for their
own education." (p 40)
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- "real learning is not memorization. Most of what we memorize is
lost in hours. Learning can't be swallowed whole. To retain what has
been taught, students must chew on it."
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- Silberman explains that learning comes "in waves" through
repeated exposures of different kinds involving multiple senses.
"When learning is active, the learner is seeking something an
answer to a question, information to solve a problem, or a way to do a
job."
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- Many Active Learning strategies involve collaboration with peers,
providing a secure environment for growth and exploration of ideas.
"What a student discusses with others and what a student teaches
others enable him or her to acquire understanding and master
learning." (Silberman, p6)
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- The Learning Pyramid charts the average retention rate for various
methods of teaching. These retention percentages represent the results
of research conducted by National Training Laboratories in Bethel,
Maine. According to the chart, lecture, the top of the pyramid, achieves
an average retention rate of 5%. On the opposite end of the scale, the
"teach others/immediate use" method achieves an average
retention rate of 90%.
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and efficiency of the teaching and learning process. Teachers
want students to leave a class with knowledge and or skills they did not
have when they began the class. Months later, teachers want those same
students to retain the learning, apply it to new situations, build upon
that learning to develop new perspectives, and continue the learning
process.
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- Active Learning involves input from multiple sources through multiple
senses (hearing, seeing, feeling, etc.).
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- Active Learning involves process, interacting with other people and
materials, accessing related schemata in the brain, stimulating multiple
areas of the brain to act.
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- Active Learning involves output,
requiring students to produce a response or a solution or some evidence
of the interactive Learning that is taking place. Online environments
provide easy ways to instantly publish to a wide audience.
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- Active learning may be contrasted with passive learning as:
- Less emphasis on information dispensing.
- More emphasis on active engagement with the stimulus material.
- Less emphasis on memorization.
- More emphasis on higher order thinking.
- Less emphasis on knowledge alone.
- More emphasis on what students can do with the knowledge.
- Less emphasis on passive acceptance of a prescribed value system.
- More emphasis on discovering and developing own values.
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- Magic Numbers (HTML)
- http://www.hcc.cc.fl.us/faculty/john_taylor/magicmen/magicmen.html
- Magic Numbers (Neuron) http://www.hcc.cc.fl.us/faculty/john_taylor/cgs1871/magicnum/impulse/magicnum.tbk
- Magic Characters(Neuron http://www.hcc.cc.fl.us/faculty/john_taylor/cgs1871/magiclet/impulse/magiclet.tbk
- Magic Secrets (Neuron) http://www.hcc.cc.fl.us/faculty/john_taylor/asymetrix/magictut/impulse/magictut.tbk
- Image Map: Bit Switches (HTML) http://www.hcc.cc.fl.us/faculty/john_taylor/binarynum/bitswitch.html
- Keyboard: Key Pressed (HTML) http://www.hcc.cc.fl.us/faculty/john_taylor/keyboard/index.html
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- Games often promote rich discussion as participants work hard to prove
their point. However, games can also promote competition, so remind
participants of the group rules prior to the game. http://scsite.com/dc2003/index.cfm?fuseaction=main&chap=10&module=learn
- Martin Bean’s Talk 3/19/03 @ Course
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- TURBO HAL has been successfully used with elementary, junior
high school through college students. Initially a life-size
three-dimensional grid, made from a bed sheet and felt strips, is used
as a 'playing board'.
- The students design HAL'S World
by putting down the felt strips as walls and placing the beeper on the
grid.
- The students are then given
programming templates on which they write-in the primitive commands to
solve the HAL problem in the 3-D World.
- The problem is for the students to start at a beginning point, move
through the grid avoiding walls, fetch the beeper and deposit the beeper
off the grid.
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- Simplifies commands with
- 1 for move
- L for turnleft
- Eliminates begin and end statements
- Button or textbox input
- Playback Real Time Internet
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- HCC: EME 2040, CGS 1555, CGS 1100
- and: COP 1000 (Programming
Logic)
- Course Textbook:
- Programming Logic and Design
- Joyce Farrell
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- Understand the Problem
- Plan the Logic
- Code the Program (coding)
- Translate the Program into Machine Code
- (high-level language) (low-level
language)
- Test the Program
- (logical errors) (syntax errors)
- Put the Program into Production
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- Sequence
- Move (m1); Move (m1); Turnleft
(t1); Pickbeeper (p);
- Selection or Decision
- if someCondition is true then
- do oneProcess
- else
- do theOtherProcess
- If (i) front-is-clear (f) move (m1) otherwise (o) turnleft (t1) end (z)
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- Repetition or Iteration or
Looping
- (do while or while do loops)
- while testCondition continues
to be true,
- do someProcess
- wfm1z
- while (w) front-is-clear (f)
move (m1) end (z)
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- wnft1z
- while (w) not(n) front-is-clear
(f)
- turnleft (t1)
- end (z)
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- Procedures
- Subroutines
- Modules
- Functions
- Methods
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- http://falkensteins.info/halstr12.html
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- LogicRally is a program
designed to teach programming logic and skills without having to teach a
programming/computer language.
- LogicRally contains only four
action verbs, Move(m), Pickup Token(p), Turn Right(b) and Turn Left(d) .
All the rest of the built-in instructions are used to apply logic to VAL
in LogicRally.
- When you click on an orange
instruction area, the instruction will be placed in the Instruction box
and will be executed immediately unless it is a Conditional Test. In
that case it will not be executed until the Otherwise(o) and/or End (z)
has been entered.
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- This version of LogicRally allows iteration of any instruction except
logic instructions. Iteration applies to the single instruction
immediately following the iteration amount. For that reason logic
instructions cannot be iterated as they take more than one instruction
to complete. However, logical instructions can be encoded into User
Defined instructions and then iteration can be applied to that User
Defined Instruction.
- User Defined Instructions can be defined using the action and logic
instructions. These newly User Defined instructions can be up to 15
characters in length. There can be only 9 User Defined instructions in
Logic Ralley. However, User Defined instructions can contain previous
User Defined instructions. User Defined instructions can be edited by
double-clicking on the green section containing the User Defined
instructions. Changes can be made at this time to the instructions and
mnemonic. If you don't want to change anything in the instruction, just
put it back by clicking on the Define Instruction button. Be careful if
you change the mnemonic as it may be used in other User Defined
instructions.
- As you move the mouse over the Conditional Tests or VAL Instructions,
the block will turn orange. Clicking on an orange section will cause the
instruction to be placed in the Instruction Area immediately and
executed.
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- Problem-Based Learning:
- Turbo HAL Home Page http://www.hccbrandon.net/turbohal/turbohal.html
- On-Line Beginners http://www.hccbrandon.net/turbohal2/elhal.html
- On-Line Programming Logic http://www.hccbrandon.net/halstart.html
- Confirmation Email: http://www.hccfl.edu/faculty//john_taylor/activelearning/HALemail.html
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- Brainstorming is a good technique for generating ideas quickly. When
conducted properly, it stimulates fresh ideas and enables participants
to break loose from fixed ways of responding to problems. http://www.groupboard.com/
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- Penny Haun and John Taylor
- Hillsborough Community College
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- Geography Quiz: http://www.hcc.cc.fl.us/faculty/john_taylor/eme2040/geography/states50pa.html
- Variations (Random):
- Zero-one-two images
- Vary Tries
- Vary answers
- Number of items
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- http://www.brandonfla.com/~jtaylor/chm1025/elementquiz/elementquiz.html
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- Graphing Linear Functions:
- Temperature Scales
- (Create your own)
- http://www.hcc.cc.fl.us/faculty/john_taylor/mathworkshop/frametempa.html
- Uses MS-Agents
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- Learning Styles Main Menu
- http://www.hccfl.edu/faculty/john_taylor/learnstyle/menu.html
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- Mini-lectures offer a concise way to provide necessary background
information, research findings, and motivational examples. Just remember
to keep it brief!
- http://www.utexas.edu/world/lecture/
- Virtual Professor
- Merlot
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- Small group work allows every participant the chance to speak, share
personal views, and develop the skill of working with others. These
sessions are most effective when participants have time to reflect on
what they learned or experienced, and when the facilitator draws out the
key points of the activity. http://www.nicenet.org/
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- Cooperative group work requires all group members to work together to
complete a given task.
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- Role-playing is a method of acting out an imaginary, but real-life
situation. It is an excellent strategy to use when the facilitator wants
participants to try out new behaviors.
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- Case studies—real-life stories that describe in detail what happened to
a community, family, school, or individual—provide the opportunity for
participants to consider the forces that converge to make an individual
or group act in one way rather than another and to evaluate the
consequences. http://industry.java.sun.com/casestudies/
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- http://www.virtualblackboard.com/trips.htm
- Virtual Tours
- Individually conducted, then group shared
- Or follow up team work
- Scavenger Hunts
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- Simulations are activities structured to feel like real experiences. In
simulations exercises, participants are asked to imagine themselves in a
situation, or play a structured game or activity that enables them to
experience a feeling that might occur in another setting. www.froguts.com,
- http://scsite.com/dc2003/index.cfm?fuseaction=main&module=labs&chap=10
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- www.mygradebook.com
- Portfolio Assessment
- On-line journaling, online quizzes:
- http://scsite.com/dc2003/index.cfm?fuseaction=main&chap=10&module=check
- Webct
- Blackboard
- Rubrics:http://www.rubricbuilder.on.ca/
- http://www.teach-nology.com/web_tools/rubrics/general/
- http://www.asd.wednet.edu/EagleCreek/Barnard/sites/ed/rubric.htm
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- Give very clear and specific instructions.
- Allow time for asynchronous interaction, taking into account students in
varying time zones.
- Be specific about deadlines for feedback, including the date, time of
day, and time zone.
- Take advantage of the diverse options for interacting electronically,
i.e., email, threaded discussion, attachments, class folders and drop
boxes.
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- Clear Organization of online Spaces:
- Use of Programming Options:
- Planned Group Spaces:
- Larger Community Integration:
- Community Building Online Spaces:
- Computer-rich Work Spaces
- Flexible Online Spaces:
- Active/passive Online Spaces:
- Personalized Online Spaces:
- Guest Participants:
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- In creating Active Learning Online!
- Step #1: Take a distance learning course
- Or try an online tutorial.
- Step#2: Use www.teacherweb.com or geocities or angelfire and enhance
part of your coursework with an online support environment.
- Step#3: Add one or more active learning online strategies to your
existing course.
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- Never stop learning and evolving your coursework to meet student needs.
- Technology’s role in instruction will increase as it meets the diverse
needs of a diverse population of learners.
- The Beginning!
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- http://www.hccfl.edu/faculty/john_taylor/activelearning/activemenu.html
- John Taylor’s Home Page:
- http://www.hccfl.edu/faculty/john_taylor/index.htm
- Penny Haun’s Home Page:
- http://www.hccfl.edu/faculty/penny_haun/index.htm
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- What is your best vision of Active Learning Online?
- How will we know when we’ve
- accomplished it?
Synergy creates
- brilliance: so who owns
- the collective property?
- We do. It is a commons.
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