The purposes of the study are to introduce the anchored instruction which was presented at the Cognition and Techonology Group at Vanderbilt (CTGV), and to try to apply the theory at the practical high technology production process a s like interactiv...
The purposes of the study are to introduce the anchored instruction which was presented at the Cognition and Techonology Group at Vanderbilt (CTGV), and to try to apply the theory at the practical high technology production process a s like interactive videodisc, TV- Video and computer program design. Anchored instruction might be conceptualized as the quality of one- on- one apprenticeships is brought to groups through technology with added benefit s of select ion and control of the experience. The major goal of anchored instruct ion is to overcome the inert knowledge problem. By using the technology, the environment s that permit sustained exploration of student s and teacher s can be created. And also student s enable to understand the kinds of problems and opportunities that expert s in various areas enoucnter and the knowledge that these expert s use as tools. Anchored instruction provides a way to recreate some of the advantages of apprenticeship training in formal educational settings involving groups of student s. And some of the principles of anchored instrution may make it possible to create learning experiences that are more effective than many that occur in traditional apprenticeship training by using technology. Another goal in anchored instruct ion is to use macro- context s that can be explored for sustained periods of time. An example of anchored instruction project being conducted by CT GV is Jasper Woodbury Problem Solving Series. The Jasper Series is a technology- based program designed to motivate student s and help them learn to think and rea son about complex problems. The theoret ical framework is consistent with contruct ivist theories, situated cognition, cooperative learning, and emphasizing generative learning anchored in meaningful context s. The oberall goal of the project is to use videodisc and computer technology to recreate many of the kinds of experiences. These provide and opportunity to add new problems that student s can work on and to integrate subject matter areas. The data base can help student s learn history, science, sociology, and other subject matter. The seven design principles for the Jasper Series are follow s ; ① video- based format, ② narrative with realistic problems, ③ generative format, ④ embedded data design, ⑤ problem complexity, ⑥ pair s of related episodes, ⑦ and link across the curriculum. In this paper, and example of interactive videodisc program screen design was provided. The theoretical framework of the project A day of Chulsu is consistent with anchored instruction, situated cognition, and emphasizing cooperative learning. It might give ba sic principles and idea s to create the TV- Video and computer program de sign.