Teaching-Learning Concepts - Guiding Principles: Teaching-Learning Materials


Characteristics and Benefits

The Smart School Teaching-Learning Materials will be designed to fully support the new teaching-learning strategies for Smart Schools.

Characteristics

  • Meets curricular and instructional needs, is cost effective, as well as cosmetically and technically adequate.
  • Cognitively challenging, attractive, motivates students to learn, and encourages active participation.
  • Combines the best of network-based, teacher-based and courseware materials.

Benefits

  • Accommodates students’ different needs and abilities resulting in the fuller realisation of students’ capabilities and potential.
  • Students take responsibility for managing and directing their own learning.

Conceptual Selection and Evaluation Guidelines

Conceptual selection and evaluation guidelines for teaching-learning materials will cover five main criteria. Meets curricular and instructional needs, is cost effective, as well as cosmetically and technically adequate.

Instruction Adequacy

  • Promotes vertical and horizontal integration
  • Considers different capabilities of students and teachers
  • Suitable for a variety of learning environments
  • Well designed interface
  • Professionally done
  • Adaptable to different teaching-learning styles

Curriculum Adequacy

  • In-line with curriculum specifications
  • Promotes values, skills (especially thinking skills), knowledge, and language across the curriculum
  • Consistent with teaching-learning objectives
  • Content is accurate and up-to-date
  • Content is relevant to student’s environment
  • Assessment is built-in

Cosmetic Adequacy

  • Graphic quality
  • Video quality
  • Animation quality
  • Voice & sound quality
  • Layout quality
  • Colour and fonts quality

Technical Adequacy

  • User-friendly
  • Clear and comprehensive manuals and guides

Cost Effectiveness

  • Value for money

Individual Learning Preferences and the Need for Variety

Smart School teachers will be enabled, through the use of technology, to consider students’ individual learning preferences in designing and recommending instructional methods and materials. The teaching-learning materials shall be cognitively challenging, attractive, motivates students to learn, and encourages active participation. Furthermore, because children have different learning styles, they will need a variety of materials to maximise their learning potential.

See below for an example of a "Smart School Toolbox" that caters for a wide range of individual learning preferences, as well as an example of a variety of Teaching-Learning materials.

Conventional Media

Conventional media, commonly used in today’s educational settings, will still feature in Smart Schools. They can be divided into three main categories:

Printed (Paper-Based)

Examples:

  • Books
  • Encyclopaedias
  • Magazines
  • Newspapers
  • Documents
  • Flat Pictures
  • Drawings/Paintings
  • Maps
  • Graphs/Charts/Diagrams
  • Posters
  • Cartoons/Comics

3-D Objects

Examples:

  • Globes
  • Puppets
  • Models
  • Mock-ups
  • Collections
  • Specimens

Audio/Visual

Examples:

  • Slide-Tapes
  • Filmstrips
  • Radio Programmes
  • TV Programmes
  • Motion-Picture Films
  • Microfilms/Microfiches
  • Audio Cards
  • Audio Tapes

High-Technology Media

Conventional media will be used in an integrated manner with high-technology media, for example, computer-based teaching-learning materials and software that fulfil the various needs and capabilities of students. These would combine the best of network-based, teacher-based and courseware materials.

Examples of computer-based media and how they would suit individual learning styles is shown below.

Sources of Teaching-Learning Materials

Teaching-learning materials will be acquired from a wide range of sources, and will no longer be limited by resources within schools. In addition to libraries, businesses, homes, government departments, other sources include the Edunet, the Internet and classified printed directories.

Example of a Smart School Toolbox

Verbal/Linguistic

  • Reading
  • Vocabulary
  • Formal Speech
  • Journal/Diary Keeping
  • Creative Writing
  • Poetry
  • Verbal Debate
  • Impromptu Speaking
  • Humour/Jokes
  • Storytelling

Logical/Mathematical

  • Abstract Symbols/Formulas
  • Outlining
  • Graphic Organisers
  • Number Sequences
  • Calculation
  • Deciphering Codes
  • Forcing Relationships
  • Syllogisms
  • Problem-Solving
  • Pattern Games

Visual/Spatial

  • Visualisation
  • Active Imagination
  • Colour Schemes
  • Patterns/Designs
  • Painting
  • Drawing
  • Mind-mapping
  • Pretending
  • Sculpture
  • Visual Pictures

Body/Kinesthetic

  • Folk/Creative Dance
  • Role Playing
  • Physical Games
  • Drama
  • Martial Arts
  • Body Language
  • Physical Exercise
  • Mime
  • Inventing
  • Sport games

Musical/Rythmic

  • Rhythmic Patterns
  • Vocal Sounds/Tones
  • Music Composition/Creation
  • Percussion Vibrations
  • Humming
  • Environmental Sounds
  • Singing
  • Tonal Patterns
  • Music Performance

Interpersonal

  • Giving Feedback
  • Intuiting Others’ Feelings
  • Co-operative Learning Strategies
  • Person-to-Person Communication
  • Empathy Practices
  • Division of Labour
  • Collaboration Skills
  • Receiving Feedback
  • Sensing Others’ Motives
  • Group Projects

Intrapersonal

  • Meditation Methods
  • Metacognition Techniques
  • Thinking Strategies
  • Emotional Processing
  • "Know Thyself" Procedures
  • Mindfulness Practices
  • Focusing/Concentration Skills
  • Higher-Order Reasoning
  • Complex Guided Imagery
  • "Centring" Practices

Source: Armstrong, Thomas. (1994). Multiple Intelligences in the Classroom. Alexandria, Virginia, U.S.A.: Association for Supervision and Curriculum Development

Example of a Variety of Teaching-Learning Materials

A variety of teaching-learning materials is required to cater for different learning preferences.

Children who are strongly: Think: Love: Need:
Linguistic in words. reading, writing, telling stories, playing word games. books, tapes, writing tools, paper, diaries, dialogue, discussion, debate, stories.
Logical-Mathematical by reasoning. experimenting, questioning, figuring out logical puzzles, calculating. things to explore and think about, science materials, manipulatives, trips to the science museum.
Spatial in images and pictures. designing, drawing, visualising, doodling. art, building blocks, video, movies, slides, imagination games, mazes, puzzles, illustrated books.
Bodily-Kinaesthetic through somatic sensations. dancing, running, jumping, building, touching, gesturing. role play, drama, movement, things to build, sports and physical games, tactile experiences.
Musical via rhythms and melodies. singing, whistling, humming, tapping feet and hands, listening. sing-along sessions, trips to concerts, music playing, musical instruments.
Interpersonal by bouncing ideas off other people. leading, organising, relating, manipulating, mediating. friends, group games, social gatherings, community events, clubs.
Intrapersonal deeply inside of themselves. setting goals, mediating, dreaming, being quiet, planning. time alone, self-paced projects, choices.

Source: Armstrong, Thomas. (1994). Multiple Intelligences in the Classroom. Alexandria, Virginia, U.S.A.: Association for Supervision and Curriculum Development

Examples of Computer-Based Media

Modules for Computer Assisted Instruction

  • Interactive story books
  • Simulation games
  • Virtual reality system software
  • Individual self-paced learning modules
  • Problem-solving computer games
  • Artificial intelligence modules

Tools

  • Desktop publishing software
  • Authoring language software
  • Presentation software
  • Draw and paint programs
  • Animation software
  • Musical Instrument Digital Interface
  • Music composition software
  • Clipart

Network-Based

  • Item bank
  • Video-on-demand
  • Interactive TV
  • On-line library
  • Bulletin board
  • Search engines
  • Distance-learning
  • Video-conferencing
  • E-mail

Application Software

  • Database software
  • Word processing software
  • Spreadsheet software
  • Computer assissted design software

How Computer-Based Media May Be Applied to a Variety of Learning Styles

Linguistic Intelligence

  • Word processing programmes
  • Typing tutors
  • Desktop publishing programmes
  • Electronic libraries
  • Interactive storybooks
  • Word Games

Logical-Mathematical Intelligence

  • Mathematical skills tutorials
  • Computer programming tutors
  • Logic games
  • Science programmes
  • Critical thinking programmes

Spatial Intelligence

  • Animation programmes
  • Draw and Paint programmes
  • Electronic chess games
  • Spatial problem solving games
  • Electronic puzzle kits
  • Clip Art programmes
  • Geometry programmes
  • Graphic presentations of knowledge

Bodily-Kinaesthetic Intelligence

  • Hands-on construction kits that interface with
  • computers
  • Motion-simulation games
  • Virtual-reality system software
  • Eye-hand co-ordination games
  • Tools that plug into computers

Musical Intelligence

  • Music literature tutors
  • Singing software (transforms voice input
  • into synthesiser sounds)
  • Composition software
  • Tone recognition and melody memory enhancers
  • Musical instrument digital interfaces (MIDI)

Interpersonal Intelligence

  • Electronic bulletin boards
  • Simulation games

Intrapersonal Intelligence

  • Personal choice software
  • Career counselling software
  • Any self-paced programme