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