Documenti di Didattica
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Documenti di Cultura
Characteristics
Major Philosophies
1. Perennialism
Means “everlasting”
It believes that humans are rational and the aim of education is “to improve man as
man”
Curriculum fits all; conservative and inflexible
2. Essentialism
Comes from the word “essential” which means the main things or the basics
Instilling in students with the essential or basics of academic knowledge and
character development that they need to become model citizens
3. Progressivism
Education must be based on the fact that humans are by nature social and learn best
in real life activities with other people
Focuses on personal experiences, children’s interests and needs, relevant to children
John Dewey is the most influential progressivist
4. Reconstructivism
It favors reform and argue that students must be taught how to bring about change
Rebuilding of social and cultural infrastructures
Students are to study social problems and think of ways to improves society
Psychology – derived from the Greek word “psyche” which means soul; a discipline devoted
to the study of behavior, mind, and thought
Ralph Tyler – anything to be taught in classroom should be subjected to a psychology
“screen” to establish whether they are congruent with how humans learn
Metacognition
- Thinking about thinking and involves your knowledge of the task, awareness of
your own ability and the action you will take; it also encompasses the regulation
of these thoughts – the ability to change them
- Three Components
Metacognitive Knowledge – a) learning processes and your beliefs about
how you learn and how you think others learn, b) the task of learning and
how you process information, and c) the strategies you develop and when
you will use them
Metacognitive Experience – one cannot have knowledge without having
emotions; there are feelings and emotions present that are related to the
goals and tasks of learning (feedback systems)
Metacognitive Strategies – what you design to monitor your progress
related to your learning and the tasks at hand
3. Humanism – focuses on personal needs, not on the subject matter; and clarifying
psychological meanings and environmental situations; learners are human beings who are
affected by their biology, culture, and environment (neither machines nor animals).
CURRICULUM DEVELOPMENT
Curriculum remains the tool for regulating educational efforts all over the world
1. Tyler’s Means-Ends Model (Ralph Tyler) – the curriculum developer should start with a
decision of what purpose/s the curriculum is/are to have and then plan accordingly
ENDS – Philosophy, Aims, Goals and Objectives
MEANS – Curriculum Content and Activities
- LEARNER AS A SOURCE – learner’s needs and wants
- SOCIETY AS A SOURCE – society as the student’s learning laboratory
- SUBJECT MATTER AS A SOURCE – to master a subject, one must understand its
underlying structure
- PHILOSOPHY AS A SOURCE – sound curriculum development begins with sound
thinking, and sound thinking begins by formulating a philosophy
- PSYCHOLOGY AS A SOURCE – effective curriculum development requires
understanding the level of development and the nature of the learning process
2. The Aim Model – the simplest and clearest model is the AIM
- OBJECTIVES > CONTENT > MATERIALS > TEACHER ACTIVITIES > STUDENT ACTIVITIES
> TEST ACTIVITIES
3. Taba’s Inverted Model – the grassroots approach (starts with the classroom with the
teacher as differentiated with other models
4. The Olivia Model (Peter Oliva)
- STATEMENT OF PHILOSOPHY > STATEMENT OF GOALS > STATEMENT OF OBJECTIVES
> DESIGN OF PLAN > IMPLEMENTATION > EVALUATION
5. Saylor and Alexander Model (Galen Saylor and William Alexander) – a plan for providing
sets of learning opportunities consisting of four steps
GOALS AND OBJECTIVES > CURRICULUM DESIGNING > CURRICULUM IMPLEMENTATION >
EVALUATION
6. MacDonald’s Model – teaching is a personality system, teaching acting in a professional role
and student performing task related behaviors; instruction is a social system within which
formal teaching and learning process takes place; used a Venn diagram to illustrate model’s
parts and their relationship
7. Eisner’s Model (Elliot Esner) – combination of interests in art education and curriculum; the
enacted curriculum and the experienced curriculum cannot be considered the same and also
emphasizes the significant role of teachers
8. Diamond Model (Robert Diamond) – easy to use, sequential and cost-effective
9. Walker’s Naturalistic Model – deliberative approach
Three Phases
1. Platform Phase – conceptions, theories, and aims
2. Deliberation Phase – beliefs, problematic circumstances and potential solutions
3. Design Phase – creation of the planned curriculum
1. Teachers – they decide which parts of the curriculum, newly developed or ongoing, to
implement in a particular class
2. Students – their input is significant in its own right and letting them participate in curriculum
development inspires them and encourages them to take responsibility for matters that
concern them
3. Principals – efficiently schedule time for curricular activities, arrange for in-service trainings,
sit on curriculum advisory committees as a resource manager and refine the school’s mission
4. Parents – they serve as financial resources, monitoring and evaluation of the
implementation of the curriculum by constant checking the lessons of their children
5. Curriculum Specialists – they have broad knowledge of curriculum and considered experts in
the creation of quality, relevant and innovative curriculum that can answer the demands of
the stakeholders of the society
6. Superintendents – to respond to matters before the school board, initiate curricular
activities and start programs for in-service trainings of teachers
7. School Boards – the school’s legal agents and responsible for the school’s overall
management headed by the President or Chief
8. The National Government and Its Agencies – they frequently enact laws, policies and orders
and publish guidelines to govern the implementation of a new curriculum
CURRICULUM DESIGN
1.
a. AIMS – are lifetime aspirations; they are purposely stated generally because they are
developed and are developed for a general level of education and by the society
INTELLECTUAL AIMS – acquisition and comprehension of knowledge, problem-solving
skills and methods of thinking
SOCIAL/PERSONAL AIMS – ways in which people relate to other individuals
PRODUCTIVE AIMS – center on educating students to function within the home, on the
job, and as a citizen
b. GOALS – these are group expectations, which may take weeks, months or years to
attain; they differ from aims in that they are attainable, yet may remain unattained, and
doesn’t require each and every student to succeed
c. OBJECTIVES – most specific statement of outcomes
EDUCATIONAL OBJECTIVES – stretch from objectives for specific curriculum areas
BEHAVIORAL OBJECTIVES – stated in terms of observable or measurable
accomplishment
NON-BEHAVIORAL GENERAL OBJECTIVES – use words such as appreciate, know and
understand
2. CONTENT OR SUBJECT MATTER
CRITERIA FOR SELECTING CONTENT
1. SELF-SUFFICIENCY – furnishing content that enables learners to connect their
intellectual, emotional, and spiritual selves
2. SIGNIFICANCE – content must contribute to the basic ideas, concepts, principles,
generalizations and so on of the overall aims of the curriculum
3. VALIDITY – authenticity of the content selected
4. INTEREST – students’ interest must be weighted and adjusted to allow for
students’ maturity
5. UTILITY – concerns the usefulness of the content
6. LEARNABILITY – optimal placement and appropriate organization and
sequencing of content
7. FLEXIBILITY – generate content in light of the time allowed, the resources
available, the expertise of current staff, the nature of the political climate, the
existing legislation and the amount of public monies available
3. LEARNING EXPERIENCES – content is the meat of the curriculum plan, learning experiences
planned for the students is the heart of the plan; it is the interaction between teacher,
student, and the content and is divided into teaching methods, learning activities and
learning environments
1. Scope – refers to the breadth and depth of curriculum content – at any level or at any given
time (horizontal dimension)
2. Sequence – concerned with the order of topics overtime (vertical dimension)
3. Continuity – refers to the smoothness or absence of disruption in the curriculum over time
4. Integration – it is linking all types of knowledge and experiences contained within the
curriculum plan
5. Articulation - refers to the smooth flow of the curriculum on both vertical and horizontal
dimension; the ways in which curriculum components occuring later in a program’s
sequence relate to those occuring earlier
6. Balance – it is where the necessary weight to each part of the design is provided; it is dificult
because we are striving to localize and individualize the curriculum while trying to maintain
a common content
A. SUBJECT-CENTERED DESIGN
1. Subject Design – the oldest and best known design because of its constant pressure for
standards and accountability; curriculum is organized according to how essential
knowledge has developed in various subject areas
2. Discipline Design – the basis is with content’s inherent organization and it emphasizes
undertaking the conceptual structures and processes of the discipline
3. Broad fields design – multidisciplinary design which provides learners a comprehensive
understanding of all content areas
4. Correlated Design – attempts to identify ways in which subjects can be linked yet
maintain their own identities
5. Process Design – teaching students how to process thoughts is the main goal of this
design; teaching students how to think
B. LEARNER-CENTERED DESIGNS
1. Child Centered Design – believes that students must be enthusiastic in their learning
environment and that learning should not be detached from student’s lives
2. Experience Centered Design – children’s needs and interests cannot be planned all the
time and everything must be prepared on the spot as a teacher responds to each child’s
needs
3. Romantic/Radical Design – Education should inform the masses about their oppression,
provoke them to feel their dissatisfaction; individuals must learn ways of involvement in
an analysis of knowledge
C. PROBLEM CENTERED DESIGNS
1. Life-Situation Design – stresses activities that sustain and enhance life, aid in rearing
children and enhance leisure and feelings (problem solving procedures)
2. Reconstructionist Design – promotes social action that aims to restructure society
1. CURRICULUM PLANNING
- process concerned with making decisions about what to learn, why, and how to
organize the teaching and learning process taking into account existing curriculum
requirements and the resources available
- process whereby the advance arrangement of learning opportunities for a particular
population of learners is created
Characteristics of a Curriculum Planner
1. OPEN-MINDED
2. WILLING TO LISTEN
3. READY TO ADAPT
2. CURRICULUM IMPLEMENTATION
- refers to how teachers deliver instruction and assessment through the use of
specified resources provided in a curriculum
Two Extreme Views on Curriculum Implementation
o LAISSEZ-FAIRE APPROACH –this is the left-alone approach; gives teachers
absolute power to determine what they see best to implement in the
classroom; no monitoring and no control of outside authorities
o AUTHORITARIAN APPROACH – teachers are directed by authority figures
Models of Curriculum Implementation
o Overcoming Resistance to Change Model - overcoming resistance to change
that is present immediately before or at the time the innovation is
introduced
o Leadership-Obstacle Course Model – gathering of data to determine the
extent and nature of the resistance in order to deal with it appropriately
o Linkage Model – cycle of diagnosis, search and retrieval, formulation of
solution, dissemination and evaluation
o Organizational Development Model – information-processing strategy that
enables the system to improve its operation
o Rand Change Agent Model – based on the principle that success of the
implementation of new program depends of the characteristics of proposed
change
3. CURRICULUM EVALUATION
- refers to the formal process of determining the quality, value, or effectiveness of a
curriculum
Curriculum Evaluation Models
o Tyler’s Objectives-Centered Model – rational and systematic
o Bradley’s Effectiveness Model
o Stufflebeam’s Context, Input, Process and Products (CIPP) Model – provides
a means for generating data relating to four stages of program operation
CONTEXT EVALUATION
INPUT EVALUATION
PROCESS EVALUATION
PRODUCT EVALUATION
o Scriven’s Goal-Free Model – to redirect the attention of evaluators and
administrators to the importance of unintended effects
o Stake’s Responsive Model – based explicitly on the assumption that the
concerns of the stakeholders – those for whom the evaluation is done –
should be paramount in determining the evaluation issues
o Eisner’s Connoisseurship Model - emphasizes qualitative appreciation