Personalized Systems of Instruction and Audio
Tutorial Approach
Students in 2012 differ
from those of 10 or 15 years ago because of the amount of interaction they have
online and the time they spend on their computers/tablets/smartphones. There is no doubt that this affects how they
learn. Designers of Personalized Systems
of Instruction and those who are redesigning the Audio Tutorial Approach to
take advantage of the variety of web-based activities can learn from the
success of the many programs and video games that have people glued to their
seat in front of their screens. Comparing the content of university classes
and video games would not be useful, but some the basic elements of the PSI
design incorporate what game designers have known for years. A successful video game includes clear objectives,
levels that become more difficult as the user progresses, immediate feedback, and
the ability advance at one’s own pace. Interactive
games are also designed to solve the problems of student isolation that can
occur in the Audio Tutorial Approach.
I don’t play video games much, although, I do enjoy
the occasional stress release I get from playing Angry Birds on my telephone. Its simplicity and clear objectives are
integral parts of the game. I know I have failed when the pigs snicker at me.
Also, when a new kind of bird is presented a short video is shown demonstrate
what the bird can do. Thus, I instantly
understand what I must do to conquer the pigs.
In a similar way, students succeed when they are informed of the
objectives of the class at the beginning of the semester and before each module.
In all courses, students need feedback before they
can move to the next module and online quizzes can give them this same satisfaction.
In Angry
Birds, levels are unlocked as one successfully takes out the pigs and their
structures. The modules of PSI’s and ATA course require that students satisfactorily
complete a level before they go on to the next one. Several years ago, I read an article about the
reasons why video games are so addictive. One of the important elements was giving the
user a sense of mastery. Games were designed to just be difficult enough for a
player to feel a sense of accomplishment when he/she passed a level, but not so
difficult that he/she became too discouraged to continue playing. This is another
important lesson to contemplate as modules are being conceptualized. Students
should be given different activities to understand the materials and memorize
the important facts just as players are given different types of birds. Mastery
of the level comes from figuring how to utilize each one. Of course, video games are self-paced. Sometimes I need 30 tries and other times the
destruction of the pigs’ and their dwellings is achieved much more
quickly.
As Beth Montelone pointed out, one of the main
complaints about the Audio Tutorial Approach was from students who as “sat
alone in their carrel”(224) . These days,
students often sit in front of their computer and post on Facebook instead of
speaking to their peers (who are often sitting right next to them). There
are also many chat room applications that could be used to avoid this problem. Such
programs also solve the difficulties of teacher “presence” which Koen grapples
with in his article. Interactive role-play games have been creating virtual
communities for many years.
Another thing that game creators often do well is
create games that appeal to many different cultures. In Yusuke Morita’s article, they explore the
cultural barriers to creating an appealing course and course format to learners
in Japan and the U.S. Perhaps these social
programs and games will give us clues on ways of navigating the potential pitfalls
of teaching to a culturally-diverse audience that we may not know.
Since Duke is only just beginning its investment into
on-line classes. I probably will be using these learning modules that we create
as tutorials or extra practice for my students and I hope I can put the content
into a format that holds their attention and allows them to practice vocabulary
and structures in a more creative way.
I also enjoyed your comparison of these methods to the Angry Birds and video games in general! it is so true that being challenged enough but not too much makes the video game user (and a student in our classes) feel more engaged. That is our challenge as instructors, finding that right balance in our classes. Thanks for your insightful comparison to something we all know so well yet never take the time to analyze.
ReplyDelete@Dr. Purichia- As you know, we used activities made in http://www.educaplay.com/
ReplyDeletehttp://www.proprofs.com/quiz-school/
and my favoritte- the mini discussion board http://en.linoit.com/
We favored the instant feedback aspect of the models, but I think there are other tools like Timetoast that could emphasize more creativity and critical thinking.