FSU - Learning Theories and Strategies Guide
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Transcript of FSU - Learning Theories and Strategies Guide
This study guide is a companion to the Psychology of Learning for Instruction by Marcy P. Driscoll.
Foundational Definitions
Instructional psychologists are concerned with how best to enhance learning. They rely on the findings of psychological and instructional research to solve instructional problems and make decisions about instructional practice.
Instructional theory is identifying methods that will best provide the conditions under which learning goals will most likely be attained.
Instruction refers to the deliberate arrangement of learning conditions to promote attainment of some intended goal.
A theory is a set of hypotheses that apply to all instances of a particular phenomenon
Instructional strategy continuum (expository instruction at one end and discovery instruction at the other). Looking at the same issue from another perspective, there are three levels of guidance in instruction: Pure discovery - The student receives
representative problems to solve with minimal teacher guidance (Mayer, 2003).
Guided Discovery - The student receives problems to solve, but the teacher provides hints and directions about how to solve the problem to keep the student on track (Mayer, 2003).
Expository - all information is laid out in front of the learner. The final answer or rule is presented to the student
Four General Knowledge Categories Factual knowledge Conceptual knowledge Procedural knowledge Metacognitive knowledge
Behaviorism / Objectivism
Theorists: Bandura, Pavlov, Skinner, Thorndike
Views human mind as a black box of complex, poorly-understood mental processes that ultimately are manifested in outward behaviors
Learning happens when a correct response is demonstrated following the presentation of a specific environmental stimulus
Learning can be detected by observing an organism over a period of time
Emphasis is on observable and measurable behaviors
Instruction utilizes consequences and reinforcement of learned behaviors
Believes behavior is guided by purpose Cues are antecedents to behavior and set
the conditions for its occurrence Objectivism – knowledge comes about
through experience. Through empirical evidence. Knowledge is represented in a learners mind as an ever-closer approximation of the real world.
Embedded Theories
Pavlov's Classical Conditioning Skinner's Operant Conditioning Stimulus-Response Theory Thorndike's Laws and Connectionism Information Processing
Representations of the Learning Process
Stimulus-Response Reinforced Behavior Antecendent Behavior Consequence (ABC) Sequenced knowledge and skills presented
in logical limited steps
Goals of Instruction
Communicate or transfer behaviors representing knowledge and skills to the learner (does not consider mental processing)
Instruction is to elicit the desired response from the learner who is presented with a target stimulus
Learner must know how to execute the proper response as well as the conditions under which the response is made
Instructional Models
Computer-based instruction Contract learning Individualized instruction (e.g., Personalized
System of Instruction) Programmed instruction Information processing model Systems approach
Implications for Instructional Design
Behavioral objectives Dick & Carey instructional design model Performance-based assessment Systems models Events of Instruction
Instructional / Learning Strategies
Behaviorism Instructional cues to elicit correct response Practice paired with target stimuli Reinforcement for correct responses Building fluency (get responses closer and
closer to correct response) Multiple opportunities/trials (Drill and
practice) Discrimmination (recalling facts) Generalization (defining and illustrating
concepts) Associations (applying explanations) Chaining (automatically performing a
specified procedure)
> THEORY: Radical Behaviorism
Learner outcomes – observable behavior Role of the learner – active in the
environment, consequences that follow behavior determine whether it is repeated
Role of the instructor – identify learning goals. Determine contingencies of reinforcements, implement program of behavior change. Negotiate all of these with the learner’s input
Inputs or preconditions to learning – environmental conditions serve as discriminative stimuli, cueing which behavior is appropriate to perform
Process of learning – not specifically addressed in this theory. All learning is assumed to be explained in terms of observable behavior and environmental events surrounding its occurrence
> STRATEGY: Behavior Modification
Only observable events and behaviors are considered
Basic Concepts: Eliciting stimulus Response Positive reinforcer Negative reinforcer Target behavior Contingency Desensitization Counterconditioning Modeling
Phases:1. Specify a Target Behavior
Identify the desired behavior Precisely and explicitly describe the
behavior Determine how it can best be
observed and measured2. Establish a Baseline
Systematically observe the current behavior
Measure current behavior or competing behaviors
Assess antecedent conditions and reinforcing stimuli
3. Design the Contingencies Identify reinforcers (pos or neg)
that are appropriate to the target Determine how often
reinforcement will be provided Select other appropriate aspects of
the intervention, such environmental conditions, punishments, counterconditioning, desensitization, or modeling
4. Institute the Program (Intervention) Inform the learner of the conditions Structure the environment for
success where possible Reinforce the desired behavior Continue to measure and chart
behavior5. Evaluate the Program
Compare intervention phase data to baseline data
Use reversal to check for internalization of new behavior
Withdraw reinforcement, but continue to monitor during maintenance phase
Best Uses: In children’s classrooms to teach
socially desirable behavior To deal with workplace problems as
tardiness and poor work habits To increase the use of a new method or
procedure By groups and individuals to modify
their own behaviors By health-related areas for changing
behavior in adults (exercise, smoking cessation, alcohol/drug abstinence, weight-loss programs, stress reduction)
> STRATEGY: Behavior Modeling
Attempts to change behavior directly Components:
1. Prescribed Critical Steps/Behaviors Designer identifies critical
steps/behaviors that competent practitioners use
when they successfully carry out specific job tasks (can use Critical Incident Technique)
2. Credible Model The trainees are shown a video
model of the critical steps/behaviors being used effectively in a typical and realistic problem situation
3. Skill Practice Exercises Trainees repeatedly rehearse and
practice the critical steps/behaviors in realistic problem situations
4. Specific Feedback and Social Reinforcement As trainees are successful in using
the critical steps/behaviors, the instructor facilitates feedback from their peers that is specific and positively reinforcing
5. Transfer Strategies Transfer to the workplace is greatly
enhanced by progressively increasing the difficulty and reality of the skill practice exercise
6. On-the-job Reinforcement The supervisors of the trainees are
also trained in how to use the same skills, how to coach trainees, and how to reinforce their subordinates’ attempts to use the critical steps/behaviors
Best uses: Most effective, robust method currently
known for training people in interpersonal or “soft” skills
Enables trainees to learn to transfer and adjust their skills to the similar but different situation
Can be used for technical training When the following conditions are
present: an experienced instructor, a clear set of behavior skills to learn, repeated practice and feedback (social reinforcement) from other trainees, and on-the-job reinforcement by the trainees’ managers
Cognitivism / Pragmatism
Theorists: Anderson, Ausubel, Gardner, Gagne, Merrill, Normal, Novak, Reigeluth, Rummelhart
Learner is viewed as an information processor
Learning is a change of knowledge state Knowledge acquisition is described as a
mental activity that entails internal coding and structuring by the learner
Emphasis on structuring, organizing and sequencing information to facilitate optimal processing
Focus is on how learners remember, retrieve, and store information in memory
Examines the mental structure and processes related to learning
Learning is viewed as an active process that occurs within the learner and which can be influenced by the learner
The outcome of learning is not only dependent on what the teacher presents but also on what the learner does to process this information.
Basic Concepts: Recall vs. recognition Automaticity Encoding specificity Metacognition Rote vs. meaningful learning Cognitive structure Anchoring ideas Cognitive load Advance organizer vs. comparative
organizers Schema signals Transfer
Embedded Theories
Cognitive Information Processing (CIP) Component Display Theory Dual Coding Theory Elaboration Theory Gestalt Theory Mental Models Schema Theory Assimilation Theory Subsumption Theory
Representations of the Learning Process
Cognitivist Learning Perspective Information Processing Schema Mental Models
Goals of Instruction
Communicate or transfer knowledge in the most efficient, effective manner (mind-independent, can be mapped onto learners)
Focus of instruction is to create learning or change by encouraging the learner to use appropriate learning strategies
Learning results when information is stored in memory in an organized, meaningful way
Teachers/designers are responsible for assisting learners in organizing information in an optimal way so that it can be readily assimilated
Instructional Models
Collins & Stevens Inquiry Teaching Model Keller's ARCS Model of Motivation Merrill’s Component Display Model
Prescriptive Design Models
ADDIE (Analysis, Design, Development, Implementation, Evaluation)
ASSURE ARCS Criterion Referenced Instruction Dick and Carey Model 4C-ID Gagne’s Nine Events Instructional Systems Design (ISD) Organizational Elements Model (Systems
Theory) Rapid Prototyping
Implications for Instructional Design
Cognitive objectives Learning strategies Learning taxonomies (Gagné's intellectual
skills) Prerequisite skills Task analysis
Instructional / Learning Strategies
Information Processing Model Explanations Demonstrations Illustrative examples Gestalt Theory Matched non-examples Corrective feedback Outlining Mneumonics Dual-Coding Theory Chunking Information Repetition Concept Mapping Advanced Organizers Analogies Summaries Keller's ARCS Model of Motivation Interactivity Synthesis Schema Theory Metaphor Generative Learning Organizational strategies Elaboration Theory Links to prior knowledge
> THEORY: Cognitive Information Processing (CIP) Learner outcomes – declarative knowledge,
procedural knowledge, memory Role of the learner – attend to and process
incoming information, relating it to what is already in memory
Role of the instructor – organize information, direct attention, enhance encoding and retrieval, provide practice
opportunities, and help learners monitor their learning
Inputs or preconditions to learning – sensory information in the environment
Process of learning – processing information and storing it in memory (including processes of attention, pattern recognition, encoding, chunking, rehearsal, and retrieval)
Memory StagesStages
Properties Sensory Register
Short-term memory (short-
Long-term memory(long-
term store)
term store)
Capacity Large Small LargeCode Literal
copy of physical stimulus
Dual code verbal & visual
Episodic / Semantic
Permanence 0.5 seconds
20-30 seconds
Permanent
Source Environment
Environment and prior knowledge
Effective encoding from STS
Loss Decay Displacement or decay
Irretrievability
> THEORY: Meaningful Reception Learning
Learner outcomes – organized conceptual knowledge that involves understanding
Role of the learner – make connections between prior knowledge and to-be-learned information that results in elaborated cognitive structure
Role of the instructor – make materials meaningful to learner. Activate prior knowledge, and organize instruction to help them make meaningful connections to what they already know
Inputs or preconditions to learning – potentially meaningful materials, an orientation toward meaningful (as opposed to rote) learning, relevant prior knowledge
Process of learning – incorporating new information into cognitive structure by attaching it to anchoring ideas through
processes of subsumption, superordinate and combinatorial learning
> THEORY: Schema Theory
Learner outcomes – organized conceptual knowledge and mental models that can be used to interpret events and solve problems
Role of the learner – construct schemata and mental models (concept mapping)
Role of the instructor – activate learners existing schemata. Help learners develop and refine appropriate mental models, manage cognitive load, use thought demanding activities to facilitate understanding
Inputs or preconditions to learning – preexisting schemata that can be modified or reconstructed by analogy to account for new knowledge. Materials and problems that do not overload working memory
Process of learning – accretion, tuning, and restructuring of schemata. Automation of schemata
> STRATEGIES: Memory and Encoding
Basic Methods: Chunking Rehearsal, automaticity Imagery Self questioning Encoding specificity Elaboration in encoding
Mnemonics
Techniques that help us remember things like names, dates, lists, or numbers
Use existing knowledge and associations to organize or encode new verbal knowledge
Not a stand-alone design model, can easily be incorporated into most ISD models
Effective for rote memorization but require effort
Methods:1. Loci
Requires memorizing a set of locations, real or imaginary, to which one can attach associations
2. Pegwords Objects that are common enough
and distinct enough to form vivid images
To place these mental objects in order, the most common technique has them rhyme with numbers (1 is a bun, 2 is a shoe, 3 is a tree, etc.)
3. First Letters Acronym - group of initials that can
be pronounced as a word Acrostic - Learners can try to form a
sentence in which the first letter of each word is the same as the first letter of each item to be remembered
4. Rhymes and Alliteration5. Keyword
For learning foreign words - consists of an acoustic link and imagery link
6. Digit-Consonant (Phonetic) Generalized system for turning
numbers into words
Implementation:
1. Identify opportunities2. Select technique3. Create mnemonic4. Insert in lesson design5. Encourage rehearsal
Best Uses: For learning verbal information - things
that must be recalled
Advance Organizer
Very general ideas, concepts, relationships, or structures that combine and associate the material about to be learned
An instructor uses the advance organizer to arrange material in a lesson so the most general concepts are presented first
Must connect to the learner’s existing cognitive structure (to help bridge the gap between what the learner already knows and the new material being learned)
Must be at a higher level of abstraction than the new content itself
May be represented visually or verbally by a picture, diagram, story, chart, or oral description.
Must fit both the content and the learner
Components:1. Conduct a needs assessment to
determine existing knowledge of learners that is relevant to the new knowledge
2. Based on the results, select type of organizer Comparative organizer – if new
material resembles existing knowledge
Expository organizer – if material is unfamiliar to the learner
3. Present Advance Organizer Identify defining attributes Give examples Provide context
4. Present Learning Content Present material Use progressive differentiation Maintain attention Make organization explicit Make logical order of learning
material explicit5. Strengthen Cognitive Organization
Anchor the new learning material in the learner’s existing cognitive structure
Use integrative reconciliation Promote active reception learning Elicit critical approach in subject
matter
Best Uses: Verbal information and concepts Because it’s focused on learning
through presentation, ideal for training both groups and individuals, whether by live lecture, video or computer
Useful when introducing very new information or very large amounts of information
Useful in both technical training and “soft skills” training
Helpful for transition training to a new system, policy or procedure
Use this model to summarize steps required to perform a specific skill
>Gagne’s Theory of Instruction
Three components: A taxonomy of learning outcomes Conditions of learning Nine events of instruction
Schott and Driscoll believe designers must consider The learner The learning task (including desired
learning outcomes) The learning environment (learning
conditions and instructional methods) The frame of reference (or the context
in which learning is to occur)
Taxonomy of learning outcomes
Three types of knowledge (cognitive, affective, psychomotor): Cognitive domain (cognitive strategies,
intellectual skills, verbal information) Declarative knowledge Procedural knowledge Conditional knowledge - metacognitive knowledge that enables learners to determine when and how to apply declarative or procedural knowledge These forms of knowledge are undetectable in the learner purely by observation. Such knowledge must be inferred from some behavior that is observable Bloom's taxonomy of cognitive outcomes: Knowledge, comprehension, application, analysis, synthesis, evaluation
Categories of learning outcomes: (Verbal, intellectual, cognitive)
Affective domain (attitudes) Psychomotor domain (motor skills)
Learning outcomes according to Gagne Verbal
Declarative knowledge Intellectual skills
Equivalent of procedural knowledge Discriminations, Concrete concepts, Defined concepts, Rules, Higher order rules
Cognitive strategies Ways in which learners guide their own learning, thinking, acting, and feeling.
Attitudes Acquired internal states that influence the choice of personal action toward some class of things, persons, or events
Motor skills
Conditions for learning
Objectives categorized into type of learning outcome
Certain critical conditions can influence learning (p.367 of Driscoll)
> STRATEGY: Gagne’s Nine Events of Instruction
These events should satisfy or provide the necessary conditions for learning and serve as the basis for designing instruction and selecting appropriate media
Routine instructional steps that stimulate the various stages of the learning process
Gagné believes all lessons should include this sequence of events
Sequence of Instruction
1. Gaining attention (reception) Orient attention to incoming
information Accomplished through abrupt stimulus
change2. Informing learners of the objective
(expectancy) Tell learners what they will be able to
do after learning3. Stimulating recall of prior learning (retrieval
to working memory) As simple as reminding learners of what
they did prior (quick review) Reinstating the prereq knowledge or
skills through practice activity4. Presenting the stimulus (selective
perception) Present content and create flow or
connections, for encoding the information into meaningful chunks
5. Providing learning guidance (semantic encoding)
6. Eliciting performance (responding)7. Providing feedback (reinforcement)8. Assessing performance (retrieval &
reinforcement)9. Enhancing retention and transfer (retrieval
& generalization)
> STRATEGY: ARCS Model
A motivational theory
Not a stand-alone model, but rather a model designed to supplement models of instructional design
Attention and Relevance - ways to make instruction stimulating, to meet learner needs, and to build on the learner’s experiences
Confidence and Satisfaction - ways of creating positive expectancies of success and rewards with the amount and the quality of effort expended
Conditions & Strategies:A. Attention
Perceptual arousal Inquiry arousal Variability
R. Relevance Goal orientation Motive matching Familiarity
C. Confidence Learning Requirements Opportunities for Success Personal Responsibility
S. Satisfaction Intrinsic Reinforcement Extrinsic Rewards Equity
Four Phases of Implementation:1. Perform an Audience Analysis2. Develop Motivational Objectives3. Select Appropriate Strategies4. Design the Evaluation Mechanism
Best Uses: When motivation is lacking or low Key elements: Maintain a balance
between motivational strategies and
instructional strategies, maintain a balance among motivational strategies, match strategies to learner needs
> Bloom’s Taxonomy of Learning Domains
Domains: Cognitive (knowledge) Affective (attitude) Psychomotor (skills)
Bloom identified six levels within the cognitive domain, from the simple recall or recognition of facts, as the lowest level, through increasingly more complex and abstract mental levels, to the highest order which is classified as evaluation. A description of the six levels as well as verb examples that represent intellectual activity are listed here. The cognitive domain was revised in mid-nineties. The new taxonomy reflects a more active form of thinking.
Knowledge is defined as remembering of previously learned material. This may involve the recall of a wide range of material, from specific facts to complete theories, but all that is required is the bringing to mind of the appropriate information. Knowledge represents the lowest level of learning outcomes in the cognitive domain.
Verbs: arrange, define, duplicate, label, list, memorize, name, order, recognize, relate, recall, repeat, reproduce state.
Comprehension is defined as the ability to grasp the meaning of material. This may be
shown by translating material from one form to another (words to numbers), by interpreting material (explaining or summarizing), and by estimating future trends (predicting consequences or effects). These learning outcomes go one step beyond the simple remembering of material, and represent the lowest level of understanding.
Verbs: classify, describe, discuss, explain, express, identify, indicate, locate, recognize, report, restate, review, select, translate.
Application refers to the ability to use learned material in new and concrete situations. This may include the application of such things as rules, methods, concepts, principles, laws, and theories. Learning outcomes in this area require a higher level of understanding than those under comprehension.
Verbs: apply, choose, demonstrate, dramatize, employ, illustrate, interpret, operate, practice, schedule, sketch, solve, use, write.
Analysis refers to the ability to break down material into its component parts so that its organizational structure may be understood. This may include the identification of the parts, analysis of the relationships between parts, and recognition of the organizational principles involved. Learning outcomes here represent a higher intellectual level than comprehension and application because they require an understanding of both the content and the structural form of the material.
Verbs: analyze, appraise, calculate, categorize, compare, contrast, criticize, differentiate,
discriminate, distinguish, examine, experiment, question, test.
Synthesis refers to the ability to put parts together to form a new whole. This may involve the production of a unique communication (theme or speech), a plan of operations (research proposal), or a set of abstract relations (scheme for classifying information). Learning outcomes in this area stress creative behaviors, with major emphasis on the formulation of new patterns or structures.
Verbs: arrange, assemble, collect, compose, construct, create, design, develop, formulate, manage, organize, plan, prepare, propose, set up, write.
Evaluation is concerned with the ability to judge the value of material (statement, novel, poem, research report) for a given purpose. The judgments are to be based on definite criteria. These may be internal criteria(organization) or external criteria (relevance to the purpose) and the student may determine the criteria or be given them. Learning outcomes in this area are highest in the cognitive hierarchy because they contain elements of all the other categories, plus conscious value judgments based on clearly defined criteria.
Verbs: appraise, argue, assess, attach, choose compare, defend estimate, judge, predict, rate, core, select, support, value, evaluate.
Constructivism / Interpretivism
Theorists: Bradsford and the CTGV, Bruner, Dewey, Grabinger, Lave & Wenger, Papert, Piaget, Spiro, Vygotsky, Cunningham, Jonassen, Perkins
Learners build personal interpretation of the world based on experiences and interactions
knowledge is constructed through active exploration, observation, processing and interpretation
Learners need to build their own understanding of new ideas http://www.nasa.gov/audience/foreducators/nasaeclips/5eteachingmodels/index.html
Knowledge is embedded in the context in which it is used (authentic tasks in meaningful realistic settings)
Create novel and situation-specific understandings by "assembling" knowledge from diverse sources appropriate to the problem at hand (flexible use of knowledge)
Believes that there are many ways (multiple perspectives) of structuring the world and its entities
Believes that meaning is imposed by the individual rather than existing in the world independently
Learners construct knowledge as they try to make sense of their experiences
Constructivism theory is a psychological theory of knowledge (epistemology) that argues that humans construct knowledge and meaning from their experiences. Learners structure and restructure knowledge.
Embedded Theories
Situated Cognition Cognitive Flexibility Theory Generative Learning Theory Knowledge as Tools Social-Cultural Learning
Representations of the Learning Process
Inquiry-based Discovery learning
>Epistemology: Constructivism
Goals of Instruction
Primarily: Reasoning, critical thinking, understanding and use of knowledge, self-regulation, mindful reflection
Build personal interpretations of the world based on individual experiences and interactions (constantly open to change, cannot achieve a predetermined, "correct" meaning, knowledge emerges in relevant contexts)
Learning is an active process of constructing rather than acquiring knowledge
Instruction is a process of supporting knowledge construction rather than communicating knowledge
Do not structure learning for the task, but engage learner in the actual use of the tools in real world situations
Learning activities should be authentic and should center around the “problematic” or “puzzlement” as perceived by the learner
The focus is on the process not the product Role of teacher is a mentor not a “teller”
Encourage reflective thinking, higher-order learning skills
Encourage testing viability of ideas and seeking alternative views
Instructional Models
Action Learning Anchored Instruction Authentic Learning Case-Based Learning Cognitive Apprenticeship Cognitive Flexibility Hypertext Collaborative Learning Communities of Practice Computer-Supported Intentional Learning
Environments (CSILEs) Discovery Learning Distributed Learning Epistemic Games Generative learning Goal-Based Scenarios (GBSs) Inquiry-Based Learning Microworlds/Simulations/hypermedia MOOs and MUDs Problem-Based Learning (PBL) REALs Reciprocal Teaching Situated Learning WebQuest(s)
Constructivist Conditions for Learning
Checklist Complex, realistic, and relevant learning
environments Provide social negotiation as an integral
part of learning Learner control
Support multiple perspectives and the use of multiple modes of representation
Encourage ownership in learning Metacognition and nurturing self-
awareness of the knowledge construction process – the ability of learners to be aware of their own role in the knowledge construction process
Teachers as coaches Scaffolding/authentic
assessment/exploration/student directed goals
Constructivist Instructional Principles
Anchor all learning activities to a larger task or problem. This principle focuses on the relevance of a learning activity to the learner. The purpose of the learning activity or lesson must be relevant to the learner. Further, in order for the learning task to be successful, its purpose must be clear to the learner and accepted by the learner.
Designing an authentic task. Learning should occur in environments and under conditions that present the learner with the same type of cognitive challenges and demands as the authentic real-world environment. In other words, learning tasks should be authentic in their cognitive demands. This principle is similar to Design the task and the learning environment to reflect the complexity of the environment they should be able to function in at the end of learning.
Give the learner ownership of the process used to develop a solution. By having the learners set goals and regulate their learning they will become responsible for
their own learning. Further, the learner should be provided with ownership over the learning and problem solving without great restrictions. Apparently, it is believed that too much direction on an assignment will not engage the learner in authentic thinking and problem solving.
Design the learning environment to support and challenge the learner's thinking. Learning environments should be designed to promote immersion and engagement while supporting and also challenging a learner’s thinking. Instructors play a primary role by encouraging critical thinking and coaching.
Encourage testing ideas against alternative views and alternative contexts. Learning is a social condition and an active process, and knowledge is acquired through social interaction. Instructors should support the formation of social environments conducive to the learning task; thus, creating collaboration and supporting the construction of knowledge. Learning communities support the process of learning through the sharing of ideas.
Implications for Instructional Design
Authentic assessment methods Learning through exploration Problem-oriented activities "Rich" environments Visual formats and mental models
Instructional / Learning Strategies
Modeling Collaborative Learning
Computer-supported collaborative learning environments - Blogs, wikis, LMS&CMS, video sharing, virtual whiteboards and worlds. Provide problem scaffolding through virtual access to experts.
Coaching Scaffolding Fading Problem-Based Learning & goal-based
scenarios Authentic Learning REALs Anchored Instruction Cognitive Flexibility Hypertexts Object-based Learning Open software and course management
tools
Instructional goals Conditions of learning
Methods of instruction
Reasoning &Critical thinking
Complex, realistic, and relevant learning environments
Microworlds, problem-based learning
Retention, understanding, and use
Social negotiation Collaborative learning, bubble dialogue
Cognitive flexibility Multiple perspectives and multiple modes of learning
Hypermedia
Self-regulation Ownership in learning
Open-ended learning environments, collaborative learning, problem-based learning
Mindful reflection, epistemic flexibility
Self-awareness in knowledge construction
Bubble dialogue, role plays, debates, collaborative learning
Concerns with constructivism
Not all learners are capable or have the entry skills to pursue independent projects and open-ended learning environments.
> THEORY: Genetic Epistemology
Cognitive development theory presented by J. Piaget
Learner outcomes – physical knowledge, logical-mathematical knowledge, social knowledge
Role of the learner – actively manipulate objects. Experience cognitive conflict. Invent and reinvent knowledge through interaction with the world and people surrounding him or her
Role of the instructor – provide a rich learning environment that supports activity of the learner and encourages interactions with peers. Ask probing questions to make children aware of conflicts and inconsistencies in their thinking
Inputs or preconditions to learning – concrete materials to manipulate, cognitive conflicts to stimulate disequilibrium
Process of learning – development of cognitive structuring process through 4 stages (sensorimotor, pre-operational, concrete operational, formal operational) involving processes of assimilation, accommodation, and equilibriation. Global restructuring occurs through cognitive conflict
Alternative theories to Cognitive Development:
Neo-Pieagentian (Case) Computational Model (Klahr)
Componential Analysis (Sternberg) Framework Theory (Carey) Variability, Choice, and Change (Siegler)
> THEORY: Interactional Theories of Cognitive Development
Cognitive development theories put forward by Bruner and Vygotsky
Learner outcomes – thinking, conceptual knowledge, ability to use the tools of one’s culture, awareness of one’s own thinking
Role of the learner – interact with the instructor, peers, and sociocultural environment to solve problems
Role of the instructor – involve learners in a process of inquiry and problem solving (discovery and problem-solving learning). Ask medium-level questions to provoke cognitive conflict. Engage learners in socially organized labor activities relevant to their culture and learning partners appropriate for the desired goals of instruction
Inputs or preconditions to learning – a “well-prepared mind”, culturally relevant tools and prior knowledge
Process of learning – for burner, a progression through successively more sophisticated modes of thinking (enactive [tactile], iconic [images], and symbolic [symbols]). For Vygotsky, mediation to apprehend tools of the culture, internalization of socially-mediated understanding to become personal knowledge. For both, learning serves to pull development along
> THEORY: Situated Cognition (or Situated Learning)
Learning is situated; that is, as it normally occurs, learning is embedded within activity, context and culture
Usually unintentional rather than deliberate. Lave and Wenger (1991) call this a process of “legitimate peripheral participation.”
Knowledge needs to be presented in authentic contexts — settings and situations that would normally involve that knowledge.
Social interaction and collaboration are essential component — learners become involved in a “community of practice” which embodies certain beliefs and behaviors to be acquired (a joint enterprise, a shared repertoire, mutual engagement).
As the beginner or novice moves from the periphery of a community to its center, he or she becomes more active and engaged within the culture and eventually assumes the role of an expert.
Brown, Collins & Duguid (1989) emphasize the idea of cognitive apprenticeship: “Cognitive apprenticeship supports learning in a domain by enabling students to acquire, develop and use cognitive tools in authentic domain activity. Learning, both outside and inside school, advances through collaborative social interaction and the social construction of knowledge.”
Learner outcomes – ability to use the
concepts and tools of a community of practice. Contribute to invention of new tools and practices within the community
Role of the learner – participate increasingly in the activities of a community of practice
Role of the instructor – model appropriate practices as a “senior partner” in the learning enterprise. Nurture semiosis and promote reflexivity in learning. Help learners value participation in a community of practice
Inputs or preconditions to learning – materials and activities of the culture or community of practice
Process of learning – Semiosis, or sign activity (the process of interpreting and creating signs and sign systems); legitimate peripheral participation
>STRATEGY: Discovery Learning
Discovery learning is inquiry-based learning where learners are presented with problem solving situations where the learner draws on his or her own past experience and existing knowledge to discover facts and relationships and new truths to be learned
Discovery learning continuum
From guided discovery to pure discovery Pure Discovery - The student receives
representative problems to solve with minimal teacher guidance
Guided Discovery - The student receives problems to solve, but the teacher provides hints and directions about how to solve the problem to keep the student on track
>STRATEGY: Constructivism as a Strategy
Objectives:1. Anchor all learning activities to a larger
task2. Support the learner in developing
ownership of the task3. Design an authentic task4. Design the task to reflect the
complexity of the environment the learner will face
5. Support and challenge the learner’s thinking
6. Encourage testing ideas against alternative views and alternative contexts
7. Provide opportunity for reflection on the content learned and the learning process
Design Steps:1. Observation
Students make observations of authentic artifacts anchored in authentic situations
2. Interpretation Construction Students construct interpretations of observations and arguments for the validity of their interpretations
3. Contextualization Students access background and contextual materials of various sorts to aid interpretation and argumentation
4. Cognitive Apprenticeship Students serve as apprentices to teachers to master observation, interpretation, and contextualization
5. Collaboration Students collaborate in observation, interpretation, and contextualization
6. Multiple Interpretation Students gain cognitive flexibility by being exposed to multiple interpretations
7. Multiple Manifestations Students gain transferability by seeing multiple manifestations of the same interpretations
Best Uses: Best practices involve use of advanced
technologies – distance learning, distance collaboration projects, computer simulation environments, and hypermedia searches
It is possible to merge objectivist and constructivist theory in creating course
> STRATEGY: Adult Learning Principles
Andragogy - the art and science of helping adults learn
Pedagogy - the art and science of teaching children
Adults are active participants in their own learning
The role of the instructor is that of facilitator and resource
A learning contract can be part of the process
Basic Assumptions that Distinguish Adult Learners from Children:1. Need to Know
Children depend on the teacher’s direction; adults need to know why they need to learn something
2. Self-concept Children are naturally dependent; adults have a deep need to be self-directing
3. Experience Children’s experience is limited; adults’ broad experience is a valuable learning resources
4. Readiness to Learn Children’s readiness is more subject centered; adult’s readiness is more related to skills and knowledge needed to fulfill their roles in society
5. Orientation to Learning Children’s orientation is subject centered; adults are problem-centered
6. Motivation Children’s motivations are external; adults have some external motivators (pay, raises, promotions) but they respond more to internal motivators (job satisfaction, better quality of life)
Principles:1. Prepare the learner2. Set the climate3. Involve learners in mutual planning4. Involve learners in diagnosing their own
learning needs5. Involve learners in formulating their
own learning objectives6. Involve learners in designing learning
plans
7. Help learners carry out their learning plans
8. Involve learning in evaluating learning
>Definitions of terms
Microworlds are small but complete subsets of real environments that promote discovery and exploration. Different than simulations because they embody the simplest working model of a domain or system.
>Strategy: 5E
1. Engage – to peak interest2. Explore – involve learners3. Explain – learners communicate what they
have learned and figure out what it means4. Elaborate – use knowledge to continue to
explore5. Evaluate – determine how much learning
and understanding has taken place
Informal and Postmodernist Theories
Informal theories of education may attempt to break down the learning process in pursuit of practicality.
> Theory: Informal Learning
Learning in an informal setting outside of the classroom
Tools: Podcasts / netcasts / vidcasts Blogs Social networking RSS Wikis Search tools Widgets
Biological Basis for Learning
Cognitive competence depends partly on biological capacity and partly upon experience
A multimodal approach to instruction that includes activities that draw upon different sensory modes is optimal
Enriched environments and time for practice
Brain researchers stress cooperative interaction between the two hemispheres of the brain
Brain researchers stress cooperative interaction between the two hemispheres of the brain.
Learners having difficulty understanding instructional presentation in one mode may benefit from the same presentation in an alternative mode. Meaning can be conveyed differently in different modes can also be valuable for learning
>Model of the brain (Triune)
The brain stem Known as the “reptilian brain” “Subconscious” control over body &
“fight or flight” “Downshift” into this area of the brain
when responding to perceived life-threatening conditions, when this occurs learning cannot take place
The limbic system Related to emotions Has visual memory, language is limited
to yells, screams, and expletives Threats cause “downshift” but not
“blanking out” stage of brain stem The cerebral cortex
Information processor of brain Slowest of three levels Learners must be in this level for
learning to take place; thus, learning environment must be absent of threats
>Brain/Mind-Based Learning Theories
Multiple, complex, and concrete experiences are essential for meaningful learning and teaching
Principles The brain is a complex adaptive system The brain is a social brain The search for meaning is innate The search for meaning occurs through
patterning Emotions are critical to patterning Every brain simultaneously perceives
and creates parts and wholes Learning involves both focused
attention and peripheral perception Learning always involves conscious and
unconscious processes We have at least two ways of organizing
memory Learning is developmental Complex learning is enhanced by
challenge and inhibited by threat Every brain is uniquely organized
Seven stages to planning brain-based learning. They match fairly well with Gagne’s Nine Events.1. Pre-exposure2. Preparation – curiosity and excitement3. Initiation and acquisition – overwhelm
learner with information and give them time to figure it out
4. Elaboration – help learner refine and process information
5. Incubation and memory encoding6. Verification and confidence checking7. Celebration and interpretation
>Brain-Based Education
Melds many theories into one (a conglomerate) based on how the brain learns (neuroscience applied to teaching)
Primary principles
Uniqueness – every single brain is totally unique
Impact of threat or high stress can alter and impair learning and even kill brain cells
Information is stored and retrieved through multiple memory and neural pathways
All learning is mind-body – movement, foods, attentional cycles, drugs and chemicals all have powerful modulating effects on learning
The brain is a complex and adaptive system – effective change involves the entire complex system
Patterns and programs drive our understanding – intelligence is the ability to elicit and to construct useful patterns
The brain is meaning-driven – meaning is more important to the brain than information.
Learning is often rich and non-conscious – we process both parts and wholes simultaneously and are affected a great deal by peripheral influences.
The brain develops better in concert with other brains – intelligence is valued in the context of the society in which we live.
The brain develops with various stages of readiness.
Enrichment – the brain can grow new connections at any age. Complex, challenging experiences with feedback are best. Cognitive skills develop better with music and motor skills.
Primary strategies:
Orchestrated immersion & rich simulating environments make a subject matter a part of their world
Creating relaxed alertness reduces stress and create a peak learning state
Active processing – get learner activated and involved in learning
Group learning and conversation Flexibility, novelty, and variation Active/passive places where students
can go for reflection and retreat away from others
Humanist (Confluent Education)
>Theory: Humanism
Theorists: Maslow, Rogers, Knowles
Humanism is a paradigm/philosophy/pedagogical approach that believes learning is viewed as a personal act to fulfill one’s potential
Focuses on the human freedom, dignity, and potential
A central assumption of humanism is that people act with intentionality and values
This is in contrast to the behaviorist notion of operant conditioning (which argues that all behavior is the result of the application of consequences) and the cognitive psychologist belief that the discovering knowledge or constructing meaning is central to learning
A primary purpose of humanism could be described as the development of self-actualized, autonomous people
Self-actualization, teacher as facilitator, affect Learning is student centered and
personalized, and the educator’s role is that of a facilitator. Affective and cognitive needs are key, and the goal is to develop self-actualized people in a cooperative, supportive environment
>Maslow’s Hierarchy of Needs
A theory of motivation
In a 1943 paper called A Theory of Human Motivation, Maslow presented the idea that human actions are directed toward goal attainment
Maslow’s Hierarchy of Needs has often been represented in a hierarchical pyramid with five levels. The four levels (lower-order needs) are considered physiological needs, while the top level is considered growth needs
The lower level needs need to be satisfied before higher-order needs can influence behavior Self-actualization (highest) – morality,
creativity, problem solving, etc Esteem – includes confidence, self-
esteem, achievement, respect, etc Belongingness – includes love,
friendship, intimacy, family, etc Safety – includes security of
environment, employment, resources, health, property, etc.
Physiological (lowest) – includes air, food, water, sex, sleep, other factors towards homeostasis, etc
>Theory: Experiential Learning
A four-stage cyclical theory of learning, Kolb’s experiential learning theory is a holistic perspective that combines experience, perception, cognition, and behavior. concrete experience (or “DO”) reflective observation (or “OBSERVE”) abstract conceptualization (or “THINK”) active experimentation (or “PLAN”)
Four learning styles which correspond to these stages: assimilators, who learn better when
presented with sound logical theories to consider
convergers, who learn better when provided with practical applications of concepts and theories
accommodators, who learn better when provided with “hands-on” experiences
divergers, who learn better when allowed to observe and collect a wide range of information
Goals and preconditions
Experiential learning addresses the needs and wants of the learner. A learner that is motivated to achieve a specific goal will be more likely to learn than an individual assigned to read for a grade.
Principles
1.Significant learning takes place when the subject matter is relevant to the personal interests of the student
2.Learning which is threatening to the self (e.g., new attitudes or perspectives) are more easily assimilated when external threats are at a minimum
3.Learning proceeds faster when the threat to the self is low
4.Self-initiated learning is the most lasting and pervasive.
Condition of learning
1. Setting a positive climate for learning2. Clarifying the purposes of the learner(s)3. Organizing and making available learning resources,4. Balancing intellectual and emotional components of learning5. Sharing feelings and thoughts with learners but not dominating
Role of facilitator
To Rogers, experiential learning is equivalent to personal change and growth. Rogers feels that all human beings have a natural propensity to learn; the role of the teacher is to facilitate such learning
Instructional strategies
1. The student participates completely in the learning process and has control over its nature and direction2. Learning is primarily based upon direct confrontation with practical, social, personal or research problems3. Self-evaluation is the principal method of assessing progress or success. Rogers also emphasizes the importance of learning to learn and an openness to change.
Assessment method
Student engages in self-assessment. The teacher provides guidance as needed.
Cooperative learning
A cooperative group has a sense of individual accountability that means that all students need to know the material or spell well for the whole group to be successful
Putting students into groups does not necessarily gain a cooperative relationship; it has to be structured and managed by the teacher or professor
Conditions of cooperative learning (elements of positive cooperative learning
Clearly perceived positive interdependence Considerable promotive (face-to-face)
interaction Clearly perceived individual accountability
and personal responsibility to achieve the group’s goals
Frequent use of the relevant interpersonal and small-group skills
Frequent and regular group processing of current functioning to improve the group’s future effectiveness
Learning Styles
Every human has a mixture of learning styles and preferences
Whether or not learning personalities and preferences can be categorized as learning styles is highly debatable and so far
unproven. There are more important issues to consider than unproven individual learning styles
Learning styles are generally considered to be situational and based partly on individuals’ past experiences with different styles of learning and on their physiological makeup (neural and otherwise)
> Theory: Multiple Intelligences Theory
Seven intelligences are noted, but Garder has stated that the theory of multiple intelligences is not limited to the original seven. Other suggested intelligences are naturalist (natural environment), spiritual/existential, and moral (ethics, humanity, value of life)
Learners have preferred learning styles, as well as their behavioral and working styles, and natural strengths
A person’s strength is also a learning channel. A person’s weakness is not a good learning channel
Developing a person's strengths will increase their response to the learning experience, which helps them to develop their weaknesses as well as their strengths
Intelligence types and capabilities:1. Linguistic – words and language2. Logical/mathematical – logic and
numbers3. Musical – music, sound, rhythm4. Bodily/kinesthetic – body movement
control5. Visual/spatial – images and space
6. Interpersonal – other people’s feelings7. Intrapersonal – self awareness
> Model: VAK (VARK or VACT)
Model and accompanying tests to understand and explain people’s preferred ways of learning
Good companion to the Multiple Intelligences Theory
Refers to visual-auditory-kinesthetic, but other common terms are visual-auditory-tactile/kinesthetic or visual-auditory-physical
Does not overlay the multiple intelligences theory, rather provides a different perspective
According to the model, most people possess a dominant preferred learning style, though some are mixed and some are balanced
VARK learning styles Visual (V) learners prefer to read/write
(R), see, follow, and look Auditory/aural (A ) learners prefer to
listen, ask, call, verbally explain, and discuss
Kinesthetic/physical/tactile (K) learners like to have a go, do, try, play, imagine, test-drive, demonstrate, and follow
Multimodal are individuals with multiple preferences
VARK questionnaire Active learners learn best by doing Sensing and intuitive learners prefer
discovering possibilities and relationships
Sequential learners tend to gain understanding in linear steps
Meyers-Briggs Type Indicator "MBTI" Introverts tend to prefer to focus on
inward thoughts and feelings Extroverts tend to prefer to talk aloud
and discuss with others Eight ways of knowing
Verbal/linguistic Logical mathematical Visual/spatial Bodily kinesthetic Musical/rhythmic Naturalist Interpersonal Intrapersonal Multiple intelligences
Connectivism
Unlike other learning theories that are primarily concerned with the actual process of learning connectivism is concerned with the value of what is being learned
A need to evaluate the worthiness of learning something
Competence is derived from forming connections Stronger connections and more well
developed networks equate to greater competence
Weaker connections and less well developed networks equate to lesser competence
Decisions are based on rapidly altering foundations
Principles of connectivism
Learning and knowledge rests in diversity of opinions
Learning is a process of connecting specialized nodes or information sources
Learning may reside in non-human appliances
Capacity to know more is more critical than what is currently known
Nurturing and maintaining connections is needed to facilitate continual learning
Ability to see connections between fields, ideas, and concepts is a core skill.
Currency (accurate, up-to-date knowledge) is the intent of all connectivist learning activities
Decision-making is itself a learning process. Choosing what to learn and the meaning of incoming information is seen through the lens of a shifting reality. While there is a right answer now, it may be wrong tomorrow due to alterations in the information climate affecting the decision
Conscious Competence Learning Matrix
Four primary stages:
Competence Incompetence
Cons
ciou
s
Learner achieves 'conscious competence' in a skill when they can perform it reliably at will.The person will need to concentrate and think in order to perform the skill.The person can perform the skill without assistance.The person will not reliably perform the skill unless thinking about it - the skill is not yet 'second nature' or 'automatic'.The person should be able to demonstrate the skill to another, but is unlikely to be able to teach it well to another person.The person should ideally continue to practice the new skill, and if appropriate commit to becoming 'unconsciously competent' at the new skill.Practice is the single most effective way to move from stage 3 to 4.
The person becomes aware of the existence and relevance of the skill.The person is therefore also aware of their deficiency in this area, ideally by attempting or trying to use the skill.The person realizes that by improving their skill or ability in this area their effectiveness will improve.Ideally the person has a measure of the extent of their deficiency in the relevant skill, and a measure of what level of skill is required for their own competence.The person ideally makes a commitment to learn and practice the new skill, and to move to the 'conscious competence' stage.
Unc
onsc
ious
The skill becomes so practiced that it enters the unconscious parts of the brain - it becomes 'second nature'.Common examples are driving, sports activities, typing, manual dexterity tasks, listening and communicating.It becomes possible for certain skills to be performed while doing something else, for example, knitting while reading a book.The person might now be able to teach others in the skill concerned, although after some time of being unconsciously competent the person might actually have difficulty in explaining exactly how they do it - the skill has become largely instinctual.This arguably gives rise to the need for long-standing unconscious competence to be checked periodically against new standards.
The person is not aware of the existence or relevance of the skill area.The person is not aware that they have a particular deficiency in the area concerned.The person might deny the relevance or usefulness of the new skill.The person must become conscious of their incompetence before development of the new skill or learning can begin.The aim of the trainee or learner and the trainer or teacher is to move the person into the 'conscious competence' stage, by demonstrating the skill or ability and the benefit that it will bring to the person's effectiveness.
Possible fifth stage: ‘Conscious competence of unconscious competence', which describes a person's ability to recognize and develop unconscious incompetence in others
SOURCES:
(2009). Cognitive apprenticeship. Retrieved from: http://web.cortland.edu/frieda/ID/IDtheories/7.html
(2009). Index of learning theories and models. Retrieved from http://www.learning-theories.com
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(2009). Learning theories and instructional strategies matrix. Retrieved from http://www.elizabethstps.vic.edu.au/learningtheoriesmatrix.htm
(2009). Learning theories and strategies. Retrieved from: http://www.ksquareddesign.com/kim/media/pdf/KimKelly-JobAid.pdf
Chapman, A. (2009). Howard garder’s multiple intelligences. Retrieved from: http://www.businessballs.com
Dabbagh, N. (date retrieved). The Instructional Design Knowledge Base. Retrieved month, day, year from Nada Dabbagh's Homepage, George Mason University,
Instructional Technology Program. Website: http://classweb.gmu.edu/ndabbagh/Resources/IDKB/index.htm
Driscoll, Marcy P. (2005). Psychology of Learning for Instruction. Boston: Pearson.
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Medsker, Karen L., and Holdsworth, Kristina M. (2001). Models and Strategies for Training Design. Silver Spring: ISPI.
Siemens, G. (2005). Connectivism: A learning theory for the digital age. Retrieved from: http://www.elearnspace.org/Articles/connectivism.htm
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Retrieved from http://repository.ubn.ru.nl/bitstream/2066/32079/1/32079_drugmemo.pdf
Aspect Behaviourist Cognitivist Humanist Social and situational
Learning theorists Thorndike, Pavlov, Watson, Guthrie, Hull, Tolman, Skinner
Koffka, Kohler, Lewin, Piaget, Ausubel, Bruner, Gagne
Maslow, Rogers Bandura, Lave and Wenger, Salomon
View of the learning process
Change in behaviour Internal mental process (including insight, information processing, memory, perception
A personal act to fulfil potential.
Interaction /observation in social contexts. Movement from the periphery to the centre of a community of practice
Locus of learning Stimuli in external environment
Internal cognitive structuring
Affective and cognitive needs
Learning is in relationship between people and environment.
Purpose in education
Produce behavioural change in desired direction
Develop capacity and skills to learn better
Become self-actualized, autonomous
Full participation in communities of practice and utilization of resources
Educator's role Arranges environment to elicit desired response
Structures content of learning activity
Facilitates development of the whole person
Works to establish communities of practice in which conversation and participation can occur.
Manifestations in adult learning
Behavioural objectives
Competency -based education
Skill development and training
Cognitive development
Intelligence, learning and memory as function of age
Learning how to learn
AndragogySelf-directed learning
Socialization
Social participation
Associationalism
Conversation