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How can the theories of behaviourism and constructivism be used to explain educational software? (Make sure that you apply each theory to a package!)
Pages 6 (1506 words)
This entails teaching by examples: students or learners are expected to repeat the same actions or activities undertaken by the teachers or instructors in the course of…
The major criticism against the process is that it leaves no room for learners to professionally contribute to the process; however, it has been regarded as the fastest way to learn, as learners can instantly practice what they had been taught (Kettermann & Marko, 2002). Learning by doing has many practical applications: for examples, an engineer could follow the instructions on educational software to design a car’s engine; a student can utilize the information provided on software to reproduce similar laboratory experiment. This method totally agrees with the behavioralism theory of learning, which emphasizes on the importance of the learning environment on the overall learning outcomes (Phillips & Soltis, 2004). If the educational software used in this learning is designed in a way that helps learners to quickly absorb the instructions about a subject-matter, the software could be adjudged as learning-enhancer (Phillips & Soltis, 2004).
The use of ICTs at all academic levels has become widespread in recent years because of their advantages: (i) ICTs have the capabilities of enhancing the extent of students’ understanding of a curriculum’s contents—that is, the learners could have better grasp of the subject-matter through the use of ICTs; (ii) with ICTs, the instructors or teachers could improve or change the contents of a curriculum—in other words, they could broaden the curriculum covering new areas of studies made possible by the advent of educational technologies; (iii) ICTs could be used as supporting materials or equipment in the process of delivering education (Leask & Meadows, 2000). The most interesting aspect of the application of ICTs at schools is that it makes learning more enjoyable to the learners. For example, the fascinating graphics used in some educational software have the power to catch the attention of the students or learners for a long time and help to boost the overall memory level (Leask & ...
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