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Learning Models and Technology Integration  Discrimination learning - developing the ability

to make appropriate (different) responses to a


Behaviorist Theory (BF Skinner) series of similar stimuli that differ in a
 Learning is an activity that occurs inside the systematic way. Interference is a condition
mind and be inferred only be observed where one piece of learning inhibits another.
behaviors Interference is thought to be one of the main
 Positive reinforcement (increases desired causes of forgetting.
behaviors with rewards)  Concept learning - developing the ability to
 Negative reinforcement (increases desired make a consistent response to different stimuli
behaviors by withholding rewards) that form a common class or category of some
 Punishment (decreases undesirable behaviors sort. It forms the basis of the ability to
with aversive stimuli) generalize, classify etc.
 Rule learning - involves being able to learn
Information-Processing Approach (Atkinson-Shiffrin) relationships between concepts and apply these
- Learning is encoding information into human relationships in different situations, including
memory, similar to the way a computer stores situations not previously encountered. It forms
information. the basis of the learning of general rules,
- Sensory registers, short-term (working) memory, procedures, etc.
and long-term memory  Problem solving - involves developing the
- Attention is necessary for encoding. ability to invent a complex rule, algorithm or
- Practice reinforces retention and aids recall. procedure for the purpose of solving one
particular problem, and then using the method
Cognitive-Behavioral Theory (R Gagne) to solve other problems of a similar nature
- Learning is shaped by providing optimal
instructional conditions. Systems Theory and Systematic Instructional Design
- Different kind of skills (concepts, rules, - An instructional system is designed by stating
problem-solving) require different learning goals and objectives, doing task analysis to set a
conditions. learning sequence, matching assessment and
- Learning is a building process; learners must instruction to objectives, creating materials, and
have the prerequisite skills for each new skill. field testing and revising materials.
1. Gain Attention - A complete learning system contains objectives,
2. Inform Learner of Objectives learning activities, and assessments.
3. Prior Learning Contributors to the Systems Approach
4. Present Content - Robert Mager – instructional objectives
5. Provide Guidance - Robert Glaser – criterion-referenced testing
6. Practice - Lee Cronbach and Michael Scriven – formative
7. Provide Feedback and summative assessments
8. Assess Performance - David Merrill – component display theory
9. Enhance Retention and Transfer to the Job - Charles Reigeluth – elaboration theory

Gagne’s Learning Hierarchy Social Activism Theory (John Dewey)


 Signal Learning - simplest form of - Learning is individual growth that comes about
learning (classical conditioning) through social experiences.
 Stimulus-response learning - based on the use - Growth is fostered through hands-on activities
of 'rewards' and 'punishments‘ (operant connected to real world issues and problems.
conditioning)
 Chaining - ability to connect two or more Social Cognitive Theory (Albert Bandura)
previously-learned stimulus-response bonds - Learning is an information processing activity
into a linked sequence (complex psychomotor resulting from interactions among behaviors,
skills) environment, and student factors.
 Verbal association - form of chaining in which - Student learn either through actions they take
the links between the items being connected (enactive learning) or through observing others
are verbal in nature (vicarious learning).
- Motivation to learn and persist at learning tasks - Video-based scenarios, simulations show
is shaped by students’ self-efficacy (belief in relevance of science and math skills.
their abilities to accomplish actions needed to - Hands-on production work (e.g. multimedia,
learn). web pages) gives students an active role in
learning.
Scaffolding Theory (Lev Vygotsky) Problem 2
- Learning is cognitive development shaped by Schools have limited budgets, must save money
individual differences and the influence of on consumables. Teachers are also in short supply in
culture. some subject areas. How can technology integration
- Adults (experts) and children (novices) perceive address this?
the world differently. The difference between Possible solution
them is the Zone of Proximal Development - Simulations allow repeated science experiments
(ZPD). at no additional cost.
- Adults support learning through scaffolding - Distance education can offer subjects for which
(helping children build on what they already schools lack teachers.
know). Problem 3
Students find repetitive tasks (handwriting,
Cognitive Development Theory (Jean Piaget) calculations) boring and tedious. Students lack motor
- Learning is cognitive growth through skills to show their designs. How can technology
neurological and social maturation. integration address this?
- Children go through stages of cognitive Possible solution
development (sensorimotor, pre-operational, - Word processing to make quick, easy revisions
concrete and formal operational) by interacting and corrections to written work.
with their environment. - Calculators and spreadsheets to do low-level
- When they confront unknowns, they experience calculations involved in math/science problem
disequilibrium: they respond with assimilation solving.
(fitting it into their views) or accommodation - Computer-assisted design (CAD) and drawing
(changing their views) software to try out and change designs.
- Virtual tours to see places the students could
Multiple Intelligences (Howard Gardner) not go physically.
- Learning is shaped by innate intelligences: Problem 4
linguistic, musical, logical-mathematical, spatial, Students need to learn modern methods of
bodily-kinesthetic, intrapersonal, interpersonal, communicating information; how to analyze the quality
and naturalist of visual presentations
Possible solution
Be part of the solution! - Do research reports as multimedia products or
For every problem, proposed a solution using technology integration. web pages.
You will be given 30 seconds to think and 30 seconds to act out your
solution. - Become media savvy by using information on
You can assign one member to explain the solution in 30 seconds. the Internet and video.
Your score will depend on the efficiency of the proposed solution (7
pts) and clarity of presentation (3 pts) Integrating Technological Tools
For each slide, identify the tool associated with the
Problem 1
brand or logo.
Due to past failures, at-risk students need more
Explain how teachers can use this in the teaching
than usual motivation. How can you motivate them
process and suggest a learning model that can be used
through technology integration?
alongside this tool.
Possible solution
- Visual and interactive qualities of the internet
and multimedia resources draw and hold
students’ attention.
- Drill and practice / tutorial materials give
student private environments for learning and
practice.
SMAR MODEL
The SMAR Model is a framework created by Dr. Gagne’s main contributions to learning instruction
Ruben Puentedura that categorizes four different were:
degrees of classroom technology integration. It was  5 learning capabilities
created to share common language across disciplines as  9 steps to successful learning
teachers strive to help students visualize complex
concepts. Gagne’s Taxonomy of Learning Outcomes
Intellectual Skills
Substitution Cognitive Strategy
Technology acts as a direct substitute, with no Verbal Information
functional change Attitude
Augmentation Motor Skills
Technology acts as a direct substitute, with
functional improvement Behaviorism Theory (B.F Skinner)
Modification - Burrhus Frederick Skinner
Technology allows for significant tasks redesign - Operant Conditioning
Redefinition - Stimulus-Response (S-R) pattern
Technology allows for the creation of new tasks,
previously inconceivable Reinforcement
 Positive Reinforcement
TPACK Model - Added to increase the response
- Punya Mishra and Matthew J. Koehler (2006)  Negative Reinforcement
- it is a technology integration framework that - Removed to increase the response
identifies the types of knowledge instructions
need to combine for successful edtech Reinforcement is different to punishment.
integration

Identified three primary forms of knowledge: High Possibility Classroom Model


1. Content Knowledge
2. Pedagogical Knowledge Why High Possibility Classroom Model?
3. Technological Knowledge • From research and analysis
• Classroom teachers’ practices in action or
TPACK or Technological, Pedagogical and Content Action Knowledge (AK)
Knowledge • What is possible to achieve using technology
- full understanding of how to use technology • More examples of teachers’ practices in
Technological Content Knowledge (TCK) technology integration
- set of skills which teachers develop to identify • Filling the gap in what is known about
the best technology to support students as they
learn content • Theory
Technological Pedagogical Knowledge (TPK) • Creativity
- set of skills which teachers develop to identify • Life Preparation
the best technology to support pedagogical • Contextual Accommodations
approach • Public Learning
Pedagogical Content Knowledge (PCK)
- Knowledge about the content and how to teach Theory
that specific content 1. Construction of learning
2. Purposeful teaching
Robert Gagne: Cognitive Behavioral Theory 3. Focused planning
Basic Principles of Gagne’s Theory 4. Enriched subject matter
• Involved with the U.S. Air force when he started 5. Promotion of reflective learning
thinking of his theory. 6. Shifts in conversations
• They called it “condition of learning” 7. Thinking and authentic student engagement
• Consisted of 3 main principles
Construction Learning Preparation
• more student-centered and less didactic 1. Operationalizing the real world
• personal student’s learning 2. Giving voice
• determine problem they want to explore 3. Ownership and responsibility
Purposeful Learning 4. Revelation of effectiveness in terms of self regulation
• linking it to what students do in classroom
Focused Planning Operationalizing the Real World
• repertoire of ways of working when students • Technology = Chalk board
use technology in classroom • There is no difference
Enriched Subject Matter Giving voice
• Knowledge or Discipline + Project-Based • Providing opportunities to students experiment
Approach technology
Reflective Learning Ownership and Responsibility
• think about learning because of personal access • Letting the students to step out from their
to technology comfort zone
Shifts in Conversations and Thinking Effectiveness
• more attention to the question they ask in • Important role for technology to support
classroom students in regulating what and how they learn • Global
Authentic Student Engagement citizen
• forming an invisible connection to the digital
world Contextual Accommodation
1. The personal and professional
Creativity 2. Changes to time
1. Boosting Creativity 3. Nurturing Community
2. Production 4. Defining the Games
3. Unleashing playful moments
4. Supporting Values The Personal and Professional
5. Differentiating learning • Teachers to embrace technology more
• Personal use has the potential to crossover to
Boosting Creativity professional use Changes to Time
• Tapping the student’s imagination • Schools dispense the short learning timeframe =
• Direct engagement with digital technology go with the flow
• Either in traditional or modern technology
Production Nurturing Community
• letting the students to produce as much as they • Online professional learning networks
can • Technology practice in meaningful ways
• activating original ideas from the students Defining the Game
Unleashing Playful Moments • Technology practice in meaningful ways
• play in their classroom
• walk in the shoes of learners
Supporting Values
• learning matter at school
• commenting on or celebrating what students
create
Differentiating Task
• work their own pace on a task – or on different
task Systems Theory and Systematic Instructional Design
Making Public Learning Learning Processing Theory
• Real audience Multiple Intelligences
• Interactive whiteboard
• Setting tasks for students that are completed
using simple applications
• But are consequences

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