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KURSUS KAEDAH PENGAJARAN SEJARAH SESI 2009/2010

Selamat Datang Ke Kursus LSP4023– Kaedah Pengajaran Sejarah merupakan satu pendekatan penting dalam melahirkan bakal guru sejarah yang kreatif dan berketrampilan .kursus-kursus yang diharapkan akan menjadikan anda:Guru sejarah yang juga seorang sejarahwan dan berfikir sebahagai ahli sejarah dan mengaplikasikan kemahiran sejarah kepada pelajar sejarah.
SELAMAT HARI GURU KEPADA SEMUA GURU DAN BAKAL GURU SENSEI NO HI ..GAMBATTE KU DASAI JA NE


Friday, March 27, 2009

MAIN PERANAN : ROLE PLAY


There are two different kinds of role play. One kind involves having students act as if they were components of a physical or biological system. For example, you might have three students act as Oxygen and Magnesium. First, two students hold hands. They are an oxygen molecule. Then a spark comes along, to ignite the student who is acting as magnesium. Magnesium then takes one of the oxygen atoms, and the other oxygen atom is alone. You have had your students demonstrate a chemical reaction. A biology example would be to have some students act as blood cells, and to move to different locations in the classroom, where students acting as different body organs give or take from the blood. The blood would attach to oxygen in the lungs, attach to food in the intestines (etc.) and trade oxygen for carbon dioxide at the cells, etc. I hope from this simple description, you can invent your own situations of when and how to use this kind of role play.

The other kind of role play involves an ethical issue. Students act as humans in a situation where a decision must be made. Different students are given brief descriptions of who they are and maybe a description of their feelings about the issue. Then the students act out their roles and make a decision about the issue. This kind of role play is the one I will describe in great detail below. Remember that a Science-Technology-Society-Environment approach to science teaching should involve the students in discussing the impact of science and technology on society and the environment, and the impact of society and the environment on science and technology. Thus, there are many, many issues you can create role plays for.

This second kind of role play is designed to foster the analysis of personal values. It should help students to develop strategies for solving personal and interpersonal problems. Hopefully, the students will also develop some empathy for others. Students should become more comfortable with expressing their opinions. You want to watch to ensure that other students do not judge the players harshly. The students are, after all, playing roles. Every role should be sympathetically presented, but we might not like what the particular character stands for.

You would choose role plays to help your students engage with STSE issues. Although you will have a limited number of students performing in each role play, the most effective role plays are ones in which all students are involved in some way. I will suggest two ways in which you can get all students involved. You can probably think of other ways. Whatever way you choose to have all the students involved at the end, you should inform the whole class in the beginning of how they will all be involved.

The role play should be pertinent to the unit your students are studying. The role play should not feel like something you have added on, just to address STSE issues. These lessons can specifically target STSE, but your other lessons in the unit should also address STSE issues.

Practicalities

Creating the role play:

  • Brainstorm for yourself several issues to do with the unit. Choose one which you think would make an effective role play. Then choose six to eight roles for students to act out. These roles should be of people who will have different interests in the result of the discussion. For example, if the role play is to discuss whether the local chemical plant should clean up its land, then there will probably be people who will lose their jobs if the plant is forced to spend all its money on clean up, and there will probably be local business people who rely on the plant workers for income, and there might be neighbours of the chemical plant who will be, or have been, affected adversely by the plant, etc.
  • Each role should be described clearly and succinctly. Your students should be able to read over the character descriptions in a few minutes
  • Choose a line of action for these role players to take. The line of action might be having a town council meeting to decide if the chemical plant should clean up its dump site now. Simplicity is the key. If your students need background information to be able to carry out the role play, this should already have been addressed in class.

Preparing the students for roles:

  • There are two ways for preparing the students.
    - One way is to give the students a week or so to prepare themselves for the role. This can be very effective, especially if you have a motivated and inspired class. You will be pleasantly surprised, usually, about the amount of preparation some of your students do for their roles. This gives students who are not strong in science a chance to be good in a different aspect of science. Not all your students will take on the opportunity, but, as I mentioned, you will probably be surprised by which students do.
    - Another way is to give the selected students five minutes before the performance to read over their roles, and discuss their roles with the other members of the role play. While these students are discussing their roles (usually they will do this in the hall), you work with the rest of the class. Perhaps the rest of the class will set the stage. Perhaps the rest of the class will be learning some background information.
  • Regardless of which way you prepare your students for their roles, you should pick who will perform which role. There are two reasons for you choosing.
    - One reason is that you will have pedagogical reasons for choosing certain students. You might want to choose a child who likes to be in charge to be the chairperson of a meeting. You might want to choose a child who is antagonistic to another child to act as that child=s friend. You might want to choose a child who is struggling with a particular concept to act a role where the student must research that concept to prepare for the role.
    - The other reason for you choosing is that you will have many different role plays throughout the term. You will want to balance the groups who act so that every student has a chance to act. The first role play will involve one or two of the more extroverted students, so that the more shy students will see how easy role plays are before they are forced to act.

The action:

- Just before the role play begins, you will introduce the role play. You will explain what role playing is about (for the first role play the students engage in. This will be less important as your students become familiar with how role plays work.)
- You will make the problem explicit to your class. Whatever the line of action is, the actors must make a decision about an issue. The issue will be one where the right choice is not clear cut. In other words, your students should be facing a dilemma.
- You might or might not set a time limit for the action. If you are going to set a time limit, you will notify your students of the time limit in advance, and you will also remind them at the point where they must stop action and make their decision.
- You now step back and let the actors take over. Ideally, there would be one student who will be the chair of the role play - either officially (the chairperson of the town council meeting, or the person who must make the final decision, etc.) If you want one student to act as the chair of the role play as well as the playing a role, you will have to tell that student that this is part of his/her role. This student will then take charge of advising the players that they must stop action and make a decision.
- While your students act, you will make anecdotal records, or fill in checklists, or enjoy the role play.

Whole class involvement:

As I mentioned, I know of two ways in which the whole class can be involved.

- If the role play involves a town council meeting, you can have the whole class get involved in the discussion after the players have had their say. Then the whole class can cast their votes, as well as the role players. If you are going to conduct the role play so that all students can be involved in the discussion at the end, you will have to inform the whole class at the beginning that they will all be involved. Even if the role play is not a town council meeting, you might have the whole class involved at the end. For example, if a family had to make a decision on something, students could be asked to act as neighbours and to make suggestions to different family members. Then the family would make their decision.

A very different way of getting the whole class involved is to have the players make their decision. Then the whole class discusses whether they think the actor played the role as the particular character would have played it. For example, in the case of the chemical plant clean-up, is an employee of the plant, one who has just purchased a house, likely to vote that the plant will just have to clean up, even if it goes bankrupt? Students in the audience consider whether the character would have been likely to make that decision. Then those students who think an actor should have played the role differently will have an opportunity to act as that player, to see how things might have played out differently.

Wednesday, March 25, 2009

KULIAH 11: PEMBINAAN SOALAN / ITEM


Item ialah perkara atau alat yang digunakan untuk mendapatkan respons yang merupakan evidens yang boleh dipertimbangkan dalam pentaksiran/pengukuran sesuatu konstruk.

Perkara-perkara yang misti ada di dalam sesuatu soalan atau item
1.Stimulus Stem
2.pilihan jawapan
3.Jawapan
4.Distrakto
r

1. Stimulus ialah Suatu maklumat yang autentik berbentuk teks atau grafik yang menjadi fokus kepada situasi tugasan
2. Stem ialah pernyataan maklumat yang diperlukan untuk menjawab item dan pernyataan tugasan yang dinyatakan dalam bentuk soalan lengkap atau tidak lengkap.
3.pilihan jawapan ialah senarai cadangan jawapan atau penyelesaian
4. Jawapan ialah pilahan jawapan yang betul atau terbaik
5. Distraktor ialah pilihan jawapan yang bukan jawapan,berfungsi menarik perhatian calun yang tidak menguasai sesuatu bidang atau konsep,merupakan pernyataan yang memang salah,sebahagian salah atau betul tetapi tidak menepati kehendak soalan

Tuesday, March 17, 2009

STRATEGI MENGGUNAKAN 1 KOMPUTER UNTUK PELAJAR 25 ORANG ATAU LEBIH


1. Gunakan komputer untuk diri sendiri
A. Peralatan untuk memudahkan P&P

B. Menggunakan word untuk menyediakan soalan ujian dll

C. Menggunakan excell untuk lembaran kerja, markah pelajar dll

D. Mencari bahan seperti rancangan pelajaran daripada internet.
E. Gunakan laman web untuk perbincangan dan soal jawab dengan lain-lain guru

2. Presentation Tool
A.Gunakan perisian untuk membuat persembahan seperti Powerpoint,HyperStudio,flash,open office impress,Photoshop,Applekeynote ,NXPowerLite, PowerPlugs Charts

B.Persembahan dalam bentuk visual membantu kefahaman pelajar terhadap konsep dan isi yang hendak di sampaikan
C.Students can also use presentation software to support their presentations.

D.http://mr_sedivy.tripod.com/med_hist.html

3.Demonstration
A.PERISTIWA PERJUMPAAN DI ANTARA WAKIL KERAJAAN PERSEKUTUAN DENGAN PKM B.ROMBONGAN KEMERDEKAAN KE LONDON

C.http://www.efieldtrips.org/

D.http://ethicalego.com/Relations/blog4.php/2008/12/10/slavery-lesson

4.Learning Center
A.you can use:

B.content-specific software for simulations,

C.tutorials

D.drill-and-practice;

E.CD-ROMs or the Internet for research;a spreadsheet for calculations; word processor for preparing reports

F.you can create computer-based learning modules, using HyperStudio, PowerPoint or an Internet browser.

G. http://www.education.umd.edu/blt/hyperstudio/

5. Simulation
A.you can use simulation software with the whole class, so that the group makes all the decisions.

B.Use any of the simulation software intended for one user, like SimCity or SimEarth, or software which includes groupactivities, like the Decisions, Decisions series from Tom Snyder.

C.Assign different roles to students: one could be the note taker, another the keyboarder, another a reference checker, another an observer.

D.http://www.activehistory.co.uk/

6. Bring an Expert to your Class
A.Use the computer as a mailbox for email projects.

B.Kita boleh perolehi maklum balas/respone yang cepat tanpa sempadan dengan gunakan email


7.Collaboration
A.Set up a database (you can use a spreadsheet program) that students collect information for, and enter whenever they have time. Spt excell,lotus 1,2,3,open office org etc

B.This could be as simple as a database of students, or a compilation of observations on the weather.

C.When you use the data later, the students have some ownership. As an example, have students put information about the weather (precipitation, barometric pressure, wind speed) into a spreadsheet, and then graph the data to look for correlations, or use database tools to explore the relationships of different elements.Have students keep a class journal on the computer. Students who are absent can check the next day to see what they missed.

8. Seft-Directed Work
A.You can schedule each student for 20 or 30 minutes each week, then let each student decide how to use the time.

B.Students could use the computer to research a current project, prepare a report, or do another activity tied to your curriculum.

C .To ensure students are using the time well, create a computer journal, and have each student fill out a journal entry each time she or he uses a computer.

D.http://www.internet4classrooms.com/assistance.htm

simulation activity

simulation activity example



Sunday, March 15, 2009

KULIAH 10 : Pengintegrasian Teknologi Maklumat





Teknologi maklumat digunakan dalam pendidikan sebagai satu alat untuk membantu dan meningkatkan keberkesanan pembelajaran. Persekitaran multimedia di bilik darjah dapat diwujudkan apabila guru dan pelajar menggunakan buku teks, bahan manipulatif, overhead projector, peralatan muzik, televisyen, dan komputer. Antara pelbagai alat multimedia tersebut, komputer merupakan teknologi yang paling sesuai untuk membantu pelajar mencapai matlamat pembelajaran kerana ia dapat mengintegrasikan audio, teks, video dan grafik dengan berkesan. Komputer boleh digunakan untuk mengoptimumkan proses melalui pelbagai mod. Antara mod tersebut termasuklah:

(a) Mod Sokongan (The Support)

Dalam mod sokongan, pelajar mengguna komputer untuk meningkatkan mutu hasil kerja dan bahan persembahan yang berkesan. Antara pelbagai perlatan yang boleh digunakan ialah pemprosesan perkataan (Word, Amipro, WordPerfect atau Wordstar), hamparan elektronik (Excel, Lotus 1,2,3 etc) dan persembahan grafik (Paint, PrintShop, Photoshop etc). PowerPoint dan Freelance Graphics boleh juga diambil kira sebagai perisian untuk mod sokongan ini.

(a) Mod Penemuan dan Kawalan (The Exploration & Control Mode)

Dalam mod ini, pelajarn dapat meneliti dan meneroka sesuatu situasi secara simulasi. Misalnya, pelajar boleh meneroka sesuatu peristiwa sejarah dan kajian luar mengikut sesuatu masa dan tempat yang disimulasikan oleh perisian interaktif seperti Encarta, Expert Builder, Model Builder, Hypercard dan Intellecta. Kebanyak perisian terbuka seperti The Animals, Al-Quran, Encyclopedia Science, dsb boleh juga dikategorikan dalam mod ini.

(a) Mod Tutorial (The Tutorial Mode)

Dalam mod ini, pelajar diperkenalkan pengetahuan dan kemahiran secara berperingkat yang bersesuaian dengan kebolehan pelajar. Pembelajaran berlaku mengikut kemampuan sendiri dan pelajar mendapat motivasi untuk terus belajar kerana pencapaian dan kemajuan boleh didapati secara serta merta. Perisian seperti KBSM Sains, Maths Blaster, Essential Maths, Essential Science dsb boleh digulungkan di dalam kategori ini.

(a) Mod Resos (The Resource Mode)

Dalam mod ini, komputer digunakan untuk mengakses maklumat dan sumber pengajaran dan pembelajaran memalui internet. Pelajar boleh mengakses World Wide Web (WWW) untuk mendapatkan maklumat tentang kajian luar maya, projek, format penyelidikan dan kaedah terkini.

(a) Mod Perhubungan (The Link Mode)

Dalam mod ini, komputer digunakan untuk berkomunikasi di antara individu. Pelajar boleh menggunakan e-mail dan fax untuk berkomunikasi dan menghantar teks dan mesej serta mengalami pembelajaran jarak jauh melalui persidangan video.

Monday, March 9, 2009

KULIAH 9: PENDEKATAN PENGAJARAN DAN PEMBELAJARAN

KULIAH 9: PENDEKATAN PENGAJARAN DAN PEMBELAJARAN

1. PEMBLAJARAN BERPUSATKAN PELAJAR

• Tumpuan kepada perkembangan pembelajaran (pelajar sebagai individu), memberi pilihan kepadapelajar (jenis pengetahuan dan apa yang ingin dipelajari), mewujudkan kolaborasi (membina pengetahuan dan persekitaran positif), terlibat dalam penilaian berterusan; sikap guru yang mendengar pandangan pelajar dan melibatkan pelajar untuk merancang.

2. PEMBELAJARAN BERSIFAT INDIVIDU

•Pelajar diberi peluang melibatkan diri secara langsung dalam proses pembelajaran

3. PEMBELAJARAN MASTERI

Seorang pelajar boleh & dapat belajar apa sahaja mengikut keadaan yang sesuai.
4. PEMBELAJARAN BERFIKRAH
Proses P & P yang menekankan iklim bilik darjah yg menggalakkan pelajar berfikir secara aktif pada tahap yg kompleks
• Strategi guru • Perlakuan pelajar

5. PEMBELAJARAN BERPANDUKAN TEKNOLOGI

Jenis Teknologi

•Bercetak • Audio • Video • Komputer • Multimedia

6. PEMBELAJARAN BERASASKAN OTAK

Proses pembelajaran berkait rapat dengan struktur dan perkembangan otak.Otak manusia berfungsi sebagai “ parallel processor” melibatkan keseluruhan fisiologi manusia melalui emosi,persepsi,rangsangan dan pelbagai dimensi deria.
7. PEMBELAJARAN BERASASKAN PROJEK

Merupakan kaedah pembelajaran dan pengajaran yang berfokus , iaitu melibatkan pembelajaran
berpusatkan pelajar, boleh menghubungkaitkan antara pelbagai bidang dan kesepaduan dengan
masalah kehidupan seharian, merupakan satu kaedah yang amat menarik untuk memantapkan minat
pelajar. Ia memberikan pengalaman berbentuk praktikal. Contoh melukis pelan sekolah, projek mural
dan lain-lain.
STRATEGI PENGAJARAN DAN PEMBELAJARAN
1. Direktif Pelajar menerima maklumat, pengetahuan dan kemahiran melalui penerangan daripada
guru dengan tunjuk cara, bimbingan, latihan, diikuti dengan ujian untuk menilai
kefahaman
2. Pemerhatian Pelajar membuat pemerhatian terhadap perlakuan orang lain atau penerangan tentang
sesuatu kemahiran 3. Mediatif Pelajar berupaya mengaplikasikan pengetahuan sedia ada untuk menyelesaikan
masalah, membuat keputusan, mengenalpasti andaian, membuat inferen dan hipotesis
4. Generatif
Pelajar digalakkan menjana idea secara kritis dan kreatif, diasuh menyelesaikan sesuatu
masalah e.g. sumbang saran, metafora, pemikiran lateral, peta minda
5. Kajian Masa Depan Strategi secara saintifik yang dibina untuk menambah keupayaan pelajar dalam
menghadapi pelbagai cabaran hidup dan membuat keputusan bagi menghasilkan
generasi masa depan yang berkeyakinan, berupaya dan bertanggungjawab
6. Konteks-Luar
Pelajar melalui aktiviti yang berfokus dan intensif dalam satu tempoh masa seperti
menghadiri seminar, bengkel, projek dan proses latih amal.
7. Pembelajaran kontekstual
Pembelajaran kontekstual ialah kaedah pembelajaran yang menggabungkan isi
kandungan dengan pengalaman harian individu, masyarakat dan alam pekerjaan. Kaedah
ini menyediakan pembelajaran secara konkrit yang melibatkan aktiviti hands – on dan
minds – on.