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Unit–26: Linear Programming
(7) It is based on principles of learning psychology. Notes
(8) The self - study the path - paved so that students of different mental levels—may have a chance to
learn at their own pace.
(9) It’s hard Conceptions programming able to clear easily and cheaply.
(10) Active student learning time, and ready to become operational.
(11) Students without teacher easily receive new knowledge.
(12) Each correct response is enforced by the student, the learning process becomes more effective.
(13) This method is more effective than traditional teaching.
Who was the exponent of linear programming?
26.3 Limitations of Linear Programming
(1) In this order is the same for all students. Students’ individual needs are not taken into account.
(2) Creative and higher objectives are not possible.
(3) The factual text - is less useful in learning objects. The explanatory text - is only to objects.
(4) This learning occurs in controlled conditions, so students do not have the freedom to responses.
(5) It’s not easy to do. Many times after training it is difficult to make good programming.
(6) It is not possible remedial teaching.
(7) Talented students take little interest in it.
Self-Assessment
1. Fill in the blanks:
(i) Exponent of linear programming was ....................
(ii) .................... programming is that linear programming in which each student is in order, crossing
certain positions.
(iii) The linear programming .................... programming called.
(iv) Linear programming literally a straight line .................... is.
(v) Linear Programming in front of the students .................... material ameba post/share is presented.
26.4 Summary
• The linear programming is in which each student is in order, crossing certain positions.
• Under linear programming students of the teaching materials ameba post/share is presented. Then
have the student answers the question concerning him well understood. Students are given the
knowledge of being right or wrong answer.
• Linear programming literally a straight line programming, in which students from the fi rst position
to the last position runs like a straight line.
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