Education
at the Fourth R involves all areas of learning—cognitive,
psychomotor and affective. Cognitive learning involves thinking,
problem solving and mental development. Psychomotor learning
equates to physical development while affective learning deals
with emotional growth and the development of interpersonal
skills. To a certain extent these three areas overlap and
to varying degrees the computer can be an effective tool in
enhancing a child’s growth in each area.
Research
and past educational uses of the computer have shown that
to be most effective, computers must be used as thought provokers.
Children who spend a great deal of computer time with drill
and practice activities may even do worse in many subject
areas than children not using computers at all. Quality time
that gets children to think—to use higher order thinking skills,
analyse, and apply critical thinking—provides the most educational
value.
Assessment
Phase
The initial assessment reveals a student's strengths and weaknesses.
Interviews, survey questionnaires and "live" projects are
used to assess a child's skill level. Initial assessment determines
the proper training path for a child.
Presentation
Phase
The Presentation Phase covers lesson objectives, introduces
concepts, previews software features or demonstrates a skill.
Students learn why they would want to learn a feature or gain
a skill. A quick reference guide acquaints students with the
steps needed to perform a task.
Practice
Phase
Students, using hands-on guided exercises, begin to master
previously introduced skills. Step-by-step examples show how
to utilize software features and perform a task. Small steps
make the exercises easy to follow. Illustrations of outcomes
and screen shots of the expected computer response give students
confidence as they progress through a lesson. An instructor
guides students, supplying shortcuts, tips, and tricks to
performing an operation. At the end of the Practice Phase,
a check for understanding and a quick review occur. At this
point, students should be able to answer questions about how
a feature works and be ready to use the skill with little
assistance.
Application
Phase
Students gradually become more independent. Challenge exercises
in which students answer short questions or perform a simple
task reinforce knowledge. Relevant examples provide insight
into how to use skills in other contexts. Students learn how
to use a feature in a way much like they will outside the
classroom.
Watching
students work on a task allows the instructor to check for
understanding, add helpful hints and reinforce lesson concepts.
Comprehensive exercises in the Application Phase ensure that
new skills have been mastered. At the end of this stage, students
feel confident of their mastery and can readily demonstrate
their proficiency.
Assessment
Phase
Assessment is a critical component of each Mission Control
course. Instructors can use a variety of tools to assess student
learning. For younger children these tools include anecdotal
records, student portfolios, student self-evaluations and
Skill Assessment forms. Assessment tools for older children
include Challenges, Progress Checks, Final Projects, self-evaluations,
and student portfolios. Instructors use Final Projects as
a comprehensive check for understanding.
Review
Phase
The Review Phase follows each of the four stages. Instructors
check for student understanding and reiterate key points.
Students demonstrate skills and knowledge. This phase is key
to learning and guarantees that students master the concepts
and skills presented in a course.
Younger
Children
The younger children’s courseware emphasizes relevant, hands-on
learning. The courseware involves all areas of learning—cognitive,
psychomotor and affective.
- Cognitive
and Motor Development - Children exposed to developmental
software show significant gains in general intelligence
and cognitive and motor development.
- Logic
and Problem Solving Skills - Children learn procedure, the
principle that one step can lead to another and that the
choice they make determines the outcome.
- Achievement
and Motivation - Computer technology positively effects
student achievement, motivation and attitudes, as well as
encourages social interaction in the learning environment.
Children become confident and creative users who appreciate
the capabilities of the computer.
- Sociability
- Through cooperative and collaborative projects students
practice social interactions with their peers.
- Creativity
- Many software programs provide stimulating, unrestricted
environments in which children can explore their creativity
within diverse areas such as music, art and design, writing,
programming and robotics.
- Reading
Readiness - Preschoolers who use computers achieve better
test results in reading readiness abilities and skills.
Older
Children’s Program
The older children’s courseware emphasizes hands-on, real-world
activities. Courseware includes step-by-step exercises, Challenges,
Progress Checks and Final Projects. Each element is designed
to reinforce specific computer concepts and skills.
Guided
Exercise |
Review/
Clarify |
Check
for Understanding |
Comprehensive
Review/ Check |
Step-by-Step
Exercises |
» |
Challenges
|
» |
Progress
Checks |
» |
Final
Project |
» |
Students
practice new concepts and commands through guided, step-by-step
exercises. Students then apply new concepts by completing
projects in Challenges and Progress Checks. These Challenges
and Progress Checks allow students to independently apply
new concepts to relevant, real-world situations. Comprehensive
final projects help students integrate concepts/ skills acquired
throughout the entire course. Quick Reference guides allow
easy access to reference materials.
For more
information, simply click on a link
or contact your nearest Fourth R
Learning Centre.
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