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Although born blind from cataracts, Jerome Bruner underwent surgery at the age of two
to receive sight.
Wikipedia
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11/4/2019 Jerome Bruner — Cognitive Learning - Interactive Designer's Cookbook - Medium
From his first psychological article on the effect of thymus extract on the sexual behavior
of female mice to serving on the Psychological Warfare Division of the Supreme
Headquarters Allied Expeditionary Force committee during WWII, Bruner dedicated
years of his life to teaching and most importantly research on cognitive psychology,
developmental psychology, educational psychology, language development, and
narrative construction of reality.
Theories:
Let’s look inside Bruner’s cookbook. Here are some of the main ingredients, followed by
some examples of interactive design.
Enactive Representation
This type of representation happens in the very young (birth to age 1). It involves
encoding action based information that is then stored into our memory. Examples are
muscle memory like that of shaking of a rattle. Children in this age group represent their
past events through motor responses. Infants will shake a rattle expecting the
accustomed sound. Actions on physical objects and the outcomes of the actions form the
enactive representation of learning.
Although the game has accustomed sounds there is no movement to indicate that the
sounds are related to the objects on the screen.
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https://www.youtube.com/watch?v=oEfZRgpXl2g
This app illustrates how an action of clicking a specific icon or animal gives a different
sound. The action is finger driven, and the buttons appears to be very “crisp” and
responsive. Although the same action is used, the tapping of the screen, the child will
understand that difference in the animal on each button based on the corresponding
sound.
Iconic Representation
This type of representation happens in children between 1–6 years old. Information in
this age group is stored visually in the form of images. When learning subjects it is easier
to develop strength in the subject when diagrams and illustrations are coupled with
verbal information. Models and pictures are what form the iconic representation of
learning.
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https://www.youtube.com/watch?v=70SRXDF6F-k
The laying of the pieces of the puzzle has too similar of a sound. Although the diagrams
of puzzles make it reasonable to solve, the sound for the correct placement and the
incorrect placement can get confusing.
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https://www.youtube.com/watch?v=NpGelEvNr38
Gears are used to represent models and diagrams. The verbal response here that
indicates success is the chime when correctly assembled gears pull the board for the next
level. The absence of this chime and illustration, the moving of the board, informs the
child that the assembly is incorrect.
Symbolic Representation
This type of representation happens in children between 7 years old and older. In this
stage of life information is stored in the form of code or symbols such as language. The
use of words and symbols are combined to describe experiences. Developing a capacity
to think in abstract terms forms the iconic representation of learning.
The Legend of Zelda: Breath of the Wild — NEW GAMEPLAY! 14 Minutes of…
of…
https://www.youtube.com/watch?v=ojsc6dg1sjE
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The spiral curriculum is when ideas are presented in repeated learning opportunities
over the course of time. These learning opportunities start simple then increase in
difficulty and are examined in relation to one another. Bruner believed that learning
information in a spiraling way helps children organize knowledge into a structure that’s
accessible and usable in different stages of life in addition to the presented learning
situation.
Dust: I am Bread
Although you are granted the buttons to move the toast the sensitivity of the game make
it nearly impossible for repetitive actions to work the same way they did before. Using
the same bottoms do not produce the same actions.
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https://www.youtube.com/watch?v=d-lU5YH5BFg
The movement of tap and dragging helps users understand that this is the way you move
things, whether your thinkroll, eggs, barrels, or accordion platforms.
In The Process of Education (1960) Bruner laid out the four basic parts of the process of
education: structure, readiness for learning, intuitive and analytical thinking, and
motives for learning.
Bruner believed that curriculum should foster the development of problem-solving skills
instead of memorizing facts through processes of inquiry and discovery and that learning
should begin with the direct manipulation of objects. Subject matter should be
represented in terms of the child’s way of viewing the world. He also believes that the
mastery of one skill should lead to the mastery of another powerful skill. He felt that
teaching by organizing concepts and learning by discovery.
Structure — when children and even adults grasp the structure of a subject, it enables
them to relate to other subjects that before seemed unrelated. In The Process of
Education, Bruner explained how elements of tropism in biology such as “… [the]
swarming of locusts where temperature determines the swarm density in which locusts
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are forced to ravel…” can enabled the learner to understand other phenomena. In other
words, understanding how a baby is formed in the womb can lead to understanding how
trees grow and how relationships work; a seed or relationship must be nurtured to grow
to produce more seeds or strengthen the bond.
Intuitive and Analytical Thinking — Bruner believes that we can all distinguish
between in articulate genius and articulate idiocy. There are things we understand and
things we don’t understand. This explains why some people are good in mathematical
subjects and others in literature.
Motives for Learning — Interest in the material one has to learn is the best was to
stimulate learning, rather than just getting a good grade or having competitive
advancement. Bruner felt that “… the motives for learning must be kept from going
passive… [and] they must be based as much as possible upon the arousal of interest in
what there it to be learned, and they must be kept broad and diverse in expression.
Although JumpStart Adventures game has structure to collect all of the items on the list
and demonstrates motives for learning by having a “follow the directions” gameplay
type, it does not provide readiness for learning or intuitive and analytical thinking.
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https://www.youtube.com/watch?v=HQ-kS_GeSOI
First, the picture needed did not contain 3 skulls. Secondly, there is a lack of difficulty
upon level advancement.
Assassin’s Creed 2’s structure is present by the historical setting and interaction with
historical figures.
https://www.youtube.com/watch?v=hnQZHBodpwk
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You learn about Leonardo De Vinci’s inventions like his tank and flying machine. In the
state of combat you have the ability to either flee or to fight everyone head on. This
proves one’s the amount of idiocy or genius depending on their skill level in playing such
a game. Completing each objective in each level helps you to complete the story which
makes each
Scaffolding describes the type of interaction that occurs within the Zone of Proximal
Development of Vygotsky. It means that the instructor, the one teaching the subject,
provides the support for those that are learning. An example used is riding a bike. The
instructor holds and pushes the bike as the learner pedals and steers.
https://www.youtube.com/watch?v=DYgu9ARqiyQ
Although Navi serves as a guide she mysteriously leaves Zelda’s side throughout the
game. She leaves in times where Zelda does not know what to do next. Her cues like,
“Hey Listen!”, are very annoying to the point you don’t even want her help even if you
are stuck; a type of unprofitable redundancy.
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Magic: Portal
https://www.youtube.com/watch?v=0P2dzIa6pZY
GLaDOS gives you the challenge and guides the player through the experiment. Her
voice gives you the indication that you’re on the right path.
One of Bruner’s biggest concepts was that culture and narrative play a huge role in how
you build knowledge. He expresses that “[t]he central concern [in learning] is not how
narrative as text is constructed, but rather how it operates as an instrument of mind in
the construction of reality.” With this in mind he constructs the ten features of narrative.
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achieves its emblematic status by its embeddedness in a story that is in some sense
generic.”
3. Intentional State Entailment — This narrative feature means that we must have a
sense of a character’s internal motivation. “This might not explain what happens in a
story — this might often be in conflict with the ‘intentional state’ of the character — but
rather, what we understand through the ‘intentional state’ are the reasons why a
character acts as they do.”
4. Hermeneutic Composability — This terms means that there exists text or a text’s
analogue that has a meaning someone is trying to extract. With these two meanings,
what’s meant and what the hearer believes is meant, implies that there is a different
between what’s expressed and what the expression might mean. A text can only exist in
the relation with the author’s intention. The author’s intention then must be ‘de-
cipherable.’
5. Canonicity and Breach — This is feature of narrative is the breaking point of making
the reader understand the significance of the events of the story such that they gain new
insight through the each new portion of the narrative.
6. Referentiality — This feature of narrative defines “[t]he relation between the things
described in fiction and their interaction with our own knowledge of a world external to
the narrative.”
7. Genericness — This feature refers to the different conventions of text types and how
they differ in acceptability. This means that there exists different forms of ‘reality’ in a
specific genre, that the narrative is willing to accept as real.
8. Normativeness — This feature expresses that there exists a construction in a tale that
is viewed as and accepted as culturally normal.
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10. Narrative Accrual — Expresses that the narrative read can somehow fit into a wider
context of other stories previously read. This connection or accrual helps us depict
different parts in other stories and what we believe should happen next.
Dust: Fallout 4
https://www.youtube.com/watch?v=A4n-BlEUuFU
The motive for doing all the things the character does doesn’t make sense in the terms
that he is able to do accomplish different tasks in a new world where he is a novice. You
go on the same quest repeatedly. Not enough referentiality, genericness, and variety in
the quest to provide narrative accrual.
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https://www.youtube.com/watch?v=N4ony2r0QFs
The Witcher 3 follows the story of Geralt of Rivia on his quest to find his adopted,
missing daughter Ciri. He wants to save her from supernatural beings who want to use
her magic to kill everyone. The story itself is based off of the books by Andrzej
Sapkowski and his influence of the stories came from Polish folklore. Point of views
alternate between him and his daughter’s forming different perspectives that are then
able to be pieced together to form Ciri’s trail. When you’re trying to find her his magic
helps him pick up pieces of where she’s been. Since they’re not in order when switching
to her perspective you get to experience her view of the pieces and clues her dad found
with his magic
With this analysis of Jerome Bruner’s work, one can see how bits and pieces of his
ingredients have been part of many types of interactive media.
Although his passing on June 5th of last year was a sad day for many who cherished
Bruner and his work, he left behind a vast legacy for many psychologists and cognitive
scientists. Of one of those psychologists is Howard Gardner, a developmental
psychologist famous for his Multiple Intelligence Theory.
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https://www.youtube.com/watch?v=WNhWCwRx4Bc
Gardner expresses his strong influence he developed from working with Jerome Bruner.
He expressed how “intellectual curiosity” was a strong force in their continuance in their
learning theories.
. . .
1. https://www.slideshare.net/sanjeevmehta52/jerome-bruner-learning-theory
2. https://www.simplypsychology.org/bruner.html
3. https://en.wikipedia.org/wiki/Jerome_Bruner
4. https://sheldonclark.files.wordpress.com/2011/07/jerome-bruner-teaching-
learning-and-the-spiral-curriculum2.pdf
5.
http://edci770.pbworks.com/w/file/fetch/45494576/Bruner_Processes_of_Education.
pdf
6. http://etd.lsu.edu/docs/available/etd-04132007-
101339/unrestricted/Burch_dis.pdf
7. http://www.ling.upenn.edu/~wlabov/L470/Bruner_1991.pdf
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8. https://www.enotes.com/homework-help/hi-text-narrative-construction-reality-
jerome-473225
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