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	<title>ICT in Education &#187; learning environment</title>
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	<description>Notes on the Masters in Education - Information and Communication Technologies in Learning (UoW 2007)</description>
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		<title>Thoughts on: Principles of Instructional Design (Gagne, Briggs &amp; Wagner 1992)</title>
		<link>http://elearningnews.edublogs.org/2007/09/30/thoughts-on-principles-of-instructional-design-gagne-briggs-wagner-1992/</link>
		<comments>http://elearningnews.edublogs.org/2007/09/30/thoughts-on-principles-of-instructional-design-gagne-briggs-wagner-1992/#comments</comments>
		<pubDate>Sun, 30 Sep 2007 12:40:56 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[913]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[behaviourism]]></category>
		<category><![CDATA[e-learning]]></category>
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		<category><![CDATA[learning environment]]></category>
		<category><![CDATA[prescriptive]]></category>

		<guid isPermaLink="false">http://elearningnews.edublogs.org/2007/09/30/thoughts-on-principles-of-instructional-design-gagne-briggs-wagner-1992/</guid>
		<description><![CDATA[     Gagne, R., Briggs, L., &#38; Wagner, W. (1992). Principles of Instructional      Design. Fort Worth: Harcourt Brace Javanovich. pp 185-204.
This is pretty well the first non-constructivism oriented reading I&#8217;ve had in this course so it&#8217;s been interesting to see the other side &#8211; as far as [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Verdana, Arial, Helvetica, sans-serif" size="-1">     Gagne, R., Briggs, L., &amp; Wagner, W. (1992). Principles of Instructional      Design. Fort Worth: Harcourt Brace Javanovich. pp 185-204.</font></p>
<p>This is pretty well the first non-constructivism oriented reading I&#8217;ve had in this course so it&#8217;s been interesting to see the other side &#8211; as far as I can tell, the differences between the behaviourist/cognitivist and constructivist approaches aren&#8217;t nearly as vast as is made out and most of them are cosmetic in nature, aside from the emphasis on discovery learning, socially created meaning and a stronger focus on activity.</p>
<p>The behaviourist approach also benefits from having a much more detailed strategy for designing individual classes and activities, with the &#8220;9 instructional events&#8221; offering a fair amount of structure.</p>
<p>I read this chapter with a particular project in mind, for Instructional Strategies and Authoring we have been given the task of creating a prescriptive learning environment (to complement the democratic one from before) which is meant to draw heavily from the 9 events.</p>
<p>I felt that this could be an appropriate area to focus the &#8220;training level&#8221; of the Exploring the EDC game on &#8211; a pre-game level that teaches users (particularly non-gamers) how to move in and view a 3D environment as well as interact with objects and solve basic puzzles. The instructions that I included at the start of the previous game that I made (a single text based image) weren&#8217;t adequate for most of the first-time users who tried it out.</p>
<p>The prescriptive approach/environment seems very much about setting up clear outcomes and providing step by step instructions (with feedback) that allow learners to develop the scaffolding knowledge needed to move to the scenario based activities in the Exploring the EDC game. (Actually, this might need a new name &#8211; I think it&#8217;s now the CEE)</p>
<p>Here are the pertinent points from the chapter as well as <font color="#008000">the ideas this triggered</font> and <font color="#ff0000">any other general ramblings that come to mind</font>.</p>
<p>&#8220;Planning a course of instruction makes use of the principles&#8230; :determining what the outcomes of instruction are to be, defining performance objectives and deciding upon a sequence for the topics and lessons that make up the course.&#8221;</p>
<p>&#8220;During a lesson there is progress from one moment to the next as a set of events acts upon and involves the student. This set of events is what is specifically meant by instruction&#8221;</p>
<p>&#8220;Whatever the medium, the essential nature of instruction is most clearly characterised as a set of communications&#8221;</p>
<p>&#8220;The events of instruction are designed to make it possible for learners to proceed from &#8220;where they are&#8221; to the achievement of the capability identified as the target objective&#8221;</p>
<p>&#8220;Mostly however, the events of instruction must be deliberately arranged by an instructional designer or teacher&#8221;<br />
<font color="#ff0000">This seems to be one of the biggest points of difference between the two approaches &#8211; one focusses on the activities of the teacher and the other on the learner &#8211; but they are both to the same end, learning.<br />
</font></p>
<p>&#8220;There is perhaps no better way to avoid the error of talking too much than to keep firmly in mind that communications during a lesson are to facilitate learning and that anything beyond this is mere chatter&#8221;</p>
<p>&#8220;The purpose of instruction, however it may be done, is to provide support to the processes of learning. It may, therefore, be expected that the kinds of events that constitute instruction should have a fairly precise relation to what is going on within the learner whenever learning is taking place&#8221;</p>
<p>&#8220;Each of the particular events that make up instruction functions to aid or otherwise support the acquisition and the retention of whatever is being learned. These functions of external events may be derived by consideration of the internal processing that makes up any single act of learning&#8221;</p>
<p><font color="#ff0000">This seems to be making the same point in two (slightly wordy) ways, which, funnily enough is one of the key strategies in the instructional events.  </font></p>
<p>Gagne&#8217;s approach is heavily tied to cognitive theories about the physical activies undertaken in the brain in the process of learning. This can be broken down (relatively simplistically perhaps) to:</p>
<ul>
<li>Stimulation (i.e information/input) is &#8220;briefly registered by sensory registers&#8221; (e.g you see/hear it)</li>
<li>&#8220;This information is then changed into a form that is recorded in the short-term memory, where prominent features of the initial stimulation are stored&#8221;</li>
<li>These items may be retained by being internally rehearsed</li>
<li>Meaning is added to the information (semantic encoding) and it is transferred to long-term memory</li>
<li>&#8220;When learner performance is called for, the stored information or skill must be searched for and retrieved&#8221;</li>
<li>&#8220;It may then be transformed into action, by way of a response generator&#8221;</li>
<li>&#8220;Retrieved information is recalled to working/short-term memory, where it may be combined with other incoming information to form new learned capabilities&#8221;</li>
<li>&#8220;Learner performance itself sets in motion a process that depends upon external feedback, involving the familiar process of reinforcement&#8221;</li>
</ul>
<p>From here, we pretty well move into the actual instructional events &#8211; just quickly, they are:</p>
<ol>
<li>Gaining attention</li>
<li>Informing the learner of the objective</li>
<li>Stimulating recall of prerequisite learning</li>
<li>Presenting the stimulus material</li>
<li>Providing learning guidance</li>
<li>Eliciting the performance</li>
<li>Providing feedback about performance correctness</li>
<li>Assessing the performance</li>
<li>Enhancing retention and transfer</li>
</ol>
<p><font color="#ff0000">I can see here how the constructivists take issue with the vibe of this approach, the language has an overly scientific feeling, as though learners are lab animals, but the principles in themselves seem sound when they are fleshed out.</font></p>
<p><strong>1. Gaining Attention</strong></p>
<p>&#8220;The initial event of gaining attention is one that supports the learning event of reception of the stimuli and the patterns of neural impulses they produce&#8221;</p>
<p>&#8220;Basic ways of commanding attention involve the use of stimulus change, as is often done in moving display signs or in the rapid cutting of scenes on a television screen. Beyond this, a fundamental and frequently used method of gaining attention is to appeal to the learner&#8217;s interests. A teacher may appeal to some particular student&#8217;s interests by means of a verbal question such as &#8216;Wouldn&#8217;t you like to know what makes a leaf fall from a tree?&#8217; &#8221;</p>
<p><font color="#339966">This made me think about having some kind of video &#8211; maybe in fast-forward &#8211; of a screen capture of navigating through either the EDC game or maybe through the obstacle course/puzzle section of the training game.  </font></p>
<p><strong>2.  Informing the learner of the objective</strong></p>
<p>&#8220;This&#8230; is presumed to set in motion of process of executive control by means of which the learner selects particular strategies appropriate to the learning task and its expected outcome&#8221;</p>
<p>&#8220;In some manner or other, the learner should know the kind of performance that will be used as an indicator that learning has, in fact, been accomplished&#8221;</p>
<p>&#8220;What kind of purposeful activity might the learner be engaged in once the multiple objectives of the lesson have been achieved?&#8221;</p>
<p><font color="#339966">Maybe (as mentioned) there is a final puzzle or series of actions to be achieved before the learner is able to access the EDC game &#8211; this of course raises the question of how to make the training level optional. There may be players who don&#8217;t need it or who have already completed it. This could be done by offering two initial doors for the player to choose from &#8211; however if they are already able to enter a door, they probably don&#8217;t need the training. </font></p>
<p><strong>3. Stimulating recall of prerequisite learning</strong></p>
<p>&#8220;Much of new learning (some might say all) is, after all, the combining of ideas&#8221;</p>
<p>&#8220;Component ideas (concepts, rules) must be previously learned if the new learning is to be successful.</p>
<p>&#8220;The recall of previously learned capabilities may be stimulated by asking a recognition or, better, a recall question&#8221;</p>
<p><font color="#339966">We could start with a look at navigation in 2D games &#8211; maybe even play some examples &#8211; Pong for up/down control, Breakout for left/right and move on to something like Pacman for 4 directional. Getting players used to the W,A,S,D controls is an early step &#8211; maybe after camera control with the mouse, maybe even before.  The idea of holding keys down to move is important.</p>
<p>Using the mouse to look around &#8211; need to get the concept across (not sure how) that it&#8217;s just like moving the cursor, only it&#8217;s not the cursor that moves, it&#8217;s the environment</font></p>
<p><em>Different kinds of learning outcomes for this event &#8211; by the nature of the capability to be learned</em></p>
<p><em>Intellectual skill &#8211; Essential for learner to retrieve to working memory prerequisite skills and concepts<br />
Cognitive strategy &#8211; Recall task strategies and relevant intellectual skills<br />
Verbal information -  recall familiar well organised bodies of knowledge related to the new learning<br />
Attitude &#8211; recall the situation adn the actions involved in personal choice.<br />
Motor skill &#8211; recall the executive subroutine and relevant part skills</em></p>
<p><strong>4. Presenting the stimulus model</strong></p>
<p>&#8220;The stimuli to be displayed (or communicated) to the learner are those involved in the performance that reflects the learning.&#8221;</p>
<p>&#8220;Stimulus presentation often emphasises features that determine selective perception. Thus, information presented in text may contain italics, bold print, underlining or other kinds of physical arrangements designed to facilitate perception of essential features. When pictures or diagrams are employed, important features of the concepts they display may be heavily outlined, circled or pointed to with arrows.&#8221;</p>
<p>&#8220;Stimulus presentation for the learning of concepts and rules requires the use of a variety of examples&#8221;</p>
<p><font color="#ff0000">The variety of examples approach rings particularly true here, it&#8217;s useful because it supports transfer of an idea to other contexts.  </font></p>
<p>&#8220;Retention and transfer are also likely to be enhanced by presenting problems stated in words, in diagrams and in combinations of the two over a period of time&#8221; <font color="#339966">What about video? </font></p>
<p><font color="#339966">More concepts to cover in the game &#8211; jump and jump forward.  (Not entirely sure why this was triggered by this &#8220;event&#8221; but it&#8217;s where I wrote it down. Text based or video instruction? (Players walk up to tv units to trigger videos &#8211; like in GTA schools)<br />
</font></p>
<p><em>Different kinds of learning outcomes for this event &#8211; by the nature of the capability to be learned</em></p>
<p><em>Intellectual skill &#8211; Display the statement of the rule or concept, with example giving emphasis to component concepts Cognitive strategy &#8211; Describe the task and the strategy, and show what the strategy accomplishes<br />
Verbal information &#8211; Display printed or verbal statements, emphasising distinctive features<br />
Attitude &#8211; Human model describes the general nature of the choice of personal action to be presented<br />
Motor skill &#8211; Display the situation existing at the beginning of the skill performance. Demonstrate executive subroutine </em></p>
<p><strong>5. Providing learning guidance</strong></p>
<p><font color="#ff0000">This gets into the cognitivist side of things a little more, very much about structuring the information</font></p>
<p>&#8220;&#8230;These communications and others like them may be said to have the function of learning guidance. Notice that they do not &#8220;tell the learner the answer&#8221;; rather, they suggest the line of thought which will presumably lead to the desired &#8220;combining&#8221; of subordinate concepts and rules to form the new to-be learned rule&#8221;</p>
<p>&#8220;The amount of learning guidance, that is, the number of questions and the degree to which they provide &#8220;direct or indirect prompts&#8221; will obviously vary with the kind of capability being learned&#8230; If what is to be learned is an arbitrary matter such as the name for an object new to the learner (say a pomegranate), there is obviously no sense in wasting time with indirect hinting or questioning in that hope that somehow the name will be &#8220;discovered&#8221;. In this case, just telling the student the answer is the correct for of guidance for learning. At the other end of the spectrum, however, are cases where less direct prompting is appropriate because this is a logical way to discover the answer and such discovery may lead to learning that is more permanent than that which results from being told the answer&#8221;</p>
<p>&#8220;Too much guidance may seem condescending to the quick learner, whereas too little can simply lead to frustration on the part of the slow learner&#8221;</p>
<p><em>Different kinds of learning outcomes for this event &#8211; by the nature of the capability to be learned</em></p>
<p><em>Intellectual skill &#8211; Present varied examples in varied contexts; also give elaborations to furnish clues for retrieval  Cognitive strategy &#8211; Describe the strategy and give one or more application examples<br />
Verbal information &#8211; Elaborate content by relating to larger bodies of knowledge, use mnemonics, images<br />
Motor skill &#8211; Continue practice with informative feedback</p>
<p></em><font color="#339966">WASD mnemonic?</font></p>
<p><strong>6. Eliciting the performance</strong></p>
<p>&#8220;We must now ask them to show that they know how to do it. We want them not only to convince us, but to convince themselves as well. Accordingly, the next event is a communication that in effect says &#8220;show me&#8221; or &#8220;do it&#8221;. Usually, this first performance following learning will use the same example (that is, the same stimulus material) with which the learners have been interacting all along. &#8221;</p>
<p><strong>7. Providing feedback</strong></p>
<p>&#8220;&#8230;as a minimum, there should be feedback concerning the correctness or degree of correctness of the learner&#8217;s performance&#8221;</p>
<p><font color="#339966">Forms of feedback in the game &#8211; aural, a square (or other object) changes colour, a door opens </font></p>
<p><strong>8. Assessing performance</strong></p>
<p>&#8220;The immediate indication that the desired learning has occurred is provided when the appropriate performance is elicited. This is, in effect, as assessment of learning outcome&#8221;</p>
<p>&#8220;When one sees the learner exhibit a single performance appropriate to the lesson objective, how does the observer or teacher tell that he or she has made a reliable observation?&#8221;</p>
<p><font color="#339966">In the puzzle/obstacle course section, needing to repeat several, increasingly complex steps (preferably involving a lava pit <img src='http://elearningnews.edublogs.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </font></p>
<p>&#8220;How is the teacher to be convinced that the performance exhibited by the learner is valid? This is a matter that requires two different decisions. The first is, does the performance in fact accurately reflect the objective?&#8230; The second judgement, which is no easier to make, is whether the performance has occurred under conditions that make the observation free of distortion? As an example, the conditions must be such that the student could not have &#8220;memorized the answer&#8221; or remembered it from a previous occasion. The teacher much be convinced, in other words, that the observation of performance reveals the learned capability in a genuine manner&#8221;</p>
<p><strong>9. Enhancing retention and retrieval</strong></p>
<p>&#8220;When information or knowledge is to be recalled, the existence of the meaningful context in which the material has been learned appears to offer the best assurance that the information can be reinstated&#8221;</p>
<p><font color="#339966">Maybe the training level should use similar decor to the game level? </font></p>
<p>&#8220;As for the assurance of transfer of learning, it appears that this can best be done by setting some variety of new tasks for the learner &#8211; tasks that require the application of what has been learned in situations that differ substantially from those used for the learning itself&#8221;</p>
<p><font color="#339966"> Or maybe it should use different decor. Have to think about that one. The tasks in the actual Exploring the EDC game will certainly offer the variety. </font></p>
<p>&#8220;Variety and novelty in problem-solving tasks are of particular relevance to the continued development of cognitive strategies. As has previously been mentioned, the strategies used in problem solving need to be developed by the systematic introduction of occasions for problem solving, interspersed with other instructions.&#8221;</p>
<p><font color="#ff0000">Interesting to see that constructivism doesn&#8217;t have the lock on higher level skill development, particularly in problem solving, that I&#8217;ve regularly read about. </font></p>
<p>Gagne (et al) wraps up by saying:</p>
<p>&#8220;In using the events of instruction for lesson planning, it is apparent that they must be organised in a flexible manner, which primary attention to the lesson&#8217;s objectives&#8221;</p>
<p>So it&#8217;s a relatively flexible system after all</p>
<p><font color="#339966">One final thought about the game itself, maybe as some kind of reward there could be an art gallery that they could explore </font></p>
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		<title>Thoughts on: Online learning communities: Investigating a design framework (Brook &amp; Oliver 2003)</title>
		<link>http://elearningnews.edublogs.org/2007/09/17/thoughts-on-online-learning-communities-investigating-a-design-framework-brook-oliver-2003/</link>
		<comments>http://elearningnews.edublogs.org/2007/09/17/thoughts-on-online-learning-communities-investigating-a-design-framework-brook-oliver-2003/#comments</comments>
		<pubDate>Mon, 17 Sep 2007 02:42:30 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[915]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[Social Web]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[democratic]]></category>
		<category><![CDATA[discussion]]></category>
		<category><![CDATA[learning environment]]></category>
		<category><![CDATA[network based learning]]></category>
		<category><![CDATA[strategies]]></category>

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		<description><![CDATA[Brook, C. and Oliver, R. (2003). Online learning communities: Investigating a design framework. Australian Journal of Educational Technology, 19(2), 139-160. http://www.ascilite.org.au/ajet/ajet19/brook.html
Begins with a quick overview of some of the benefits of collaboration and community interaction in learning:

increased motivation
promoting learning achievement
enhanced perception of (and satisfaction with) skill development
nurturing, socialisation &#38; support

&#8220;modern societies tending to develop more [...]]]></description>
			<content:encoded><![CDATA[<p><font size="-1">Brook, C. and Oliver, R. (2003). Online learning communities: Investigating a design framework. <em>Australian Journal of Educational Technology</em>, 19(2), 139-160. <a href="http://www.ascilite.org.au/ajet/ajet19/brook.html">http://www.ascilite.org.au/ajet/ajet19/brook.html</a></font></p>
<p>Begins with a quick overview of some of the benefits of collaboration and community interaction in learning:</p>
<ul>
<li>increased motivation</li>
<li>promoting learning achievement</li>
<li>enhanced perception of (and satisfaction with) skill development</li>
<li>nurturing, socialisation &amp; support</li>
</ul>
<p>&#8220;modern societies tending to develop more relational communities&#8230; or communities of the mind&#8221;</p>
<p>&#8220;a learning community is characterised by a willingness of members to share resources, accept and encourage new membership, regular communication, systematic problem solving and a preparedness to share success (Moore &amp; Brooks, 2000)&#8221;</p>
<p>&#8220;Potentially negative influences include the need for members to conform and the subsequent loss of individuality&#8230; and the potential to hoard knowledge and thus restrict innovation&#8230; Also noteworthy is the potential for community structures to exert pressure on some individuals to engage in nonconforming rather than conforming behaviours, resulting in dissidents and the formation of sub-communities..&#8221;</p>
<p>&#8220;Sense of community is based on an attachment relationship and this relationship is not based on the interactions with any one member of the community but instead with any member (Hill, 1996)&#8221;</p>
<p>&#8220;Sense of community has been defined as &#8216;a sense that members have a belonging, members matter to one another and to the group and a shared faith that member&#8217;s needs will be met through their commitment to be together&#8217;(McMillan &amp; Chavis, 1986p.9)</p>
<p>Strategies to support a good online community might include:</p>
<ul>
<li>a common symbol system</li>
<li>establishing a common purpose</li>
<li>facilitating frequent and easy meetings</li>
<li>developing a sense of place</li>
<li>being non-judgemental</li>
</ul>
<p>&#8220;Constructionism is seen as offering an important bridge between cognitive and sociocultural perspectives on cognitive development, by arguing that individual development cycles are enhanced by shared constructive activity in the social environment. Furthermore, social settings are enhanced by the cognitive development of the individual&#8221;</p>
<p>&#8220;It has been suggested that the social construction of knowledge in the online environment progresses through five sequential phases (Gunawardena, Lowe &amp; Anderson, 1997):</p>
<p><strong>Sharing and comparing of information:</strong><font size="-1"> statements of opinion and observation and corroborating examples provided by one or more participants characterise phase one</font></p>
<p><strong>The discovery of exploration of dissonance or inconsistency among ideas, concepts or statements:</strong> Phase two identifies and states areas of disagreement, and perhaps escalates conflict through reference to research or experience</p>
<p><strong>The negotiation of meaning: </strong>exploration of meaning and the identifying of areas of agreement characterise phase three</p>
<p><strong>Testing and modification of proposed synthesis or co-construction: </strong>phase four is characterised by testing the proposed synthesis against &#8216;received fact&#8217;; as shared by the participants and/or their culture</p>
<p><strong>Agreement statements and the application of newly constructed meaning: </strong>metacognitive statements by the participants, illustrating their understanding that their new knowledge or ways of thinking have changed, characterise phase five.</p>
<p>People may participate in communities because of the perceived benefits even if their nature is to avoid such interactions &#8211; teachers may need to emphasise the benefits in &#8217;selling&#8217; the community</p>
<p>&#8220;Factors that may influence community development include policies&#8230;, the discipline and education level of the course&#8230;, the instructor&#8230; and the students. At a process level, influencing factors include the purpose the community serves in the lives of its members.., support for communication&#8230;, the nature of meetings&#8230; and the gathering place&#8230;&#8221;</p>
<p><strong>Some ideas, tips and strategies: </strong></p>
<p>&#8220;It has been suggested that the role of the instructor is pivotal in the development of online learning communities&#8230; The manner in which this role is approached depends on the characteristics and beliefs of the instructor&#8230;, including educational philosophies&#8230;, perceptions of self as either connected of separate&#8230; and perceptions of their role. Other considerations include the instructor&#8217;s online experience, the nature of the social environment they develop and the manner in which they manage the learning environment&#8221;</p>
<p>&#8220;The nature of the cohort, including the number of participants, may also influence community development strategies. In asynchronous environments, groups size is recommended to be no larger than 25, while 10 is suggested for the synchronous environment&#8221;</p>
<p>&#8220;Groups that are dominated by individuals who perceive themselves as separate are likely to be characterised by competition, while those dominated by connected individuals are likely to be characterised by cooperation&#8221;</p>
<p>&#8220;Essential in the formation of all communities is the purpose that the community serves in the lives of its members&#8221;</p>
<p>&#8220;Purpose may reflect the manner in which student participation is encouraged. Suggestions include mandated participation through the allocation of grades&#8230;, providing an increase in intellectual resources through guest experts&#8230;, presenting a problem or disorienting dilemma&#8230; and linking activities to the <em>lived in world&#8230;  </em>The purpose and context may also be established through encouraging collaborative construction of knowledge&#8230;, facilitated through group work or projects&#8230; or by the instructor acting as an agent provocateur&#8221;</p>
<p>&#8220;An essential requirement for community development is regular and meaningful meetings&#8230; Communication may be encouraged through grading participation, based on the quantity or quality of communications&#8230;, requesting responses&#8230;, establishing a sense of positive outcome as a result of belonging&#8230; and encouraging members to pay their dues.&#8221;</p>
<p>&#8220;Setting an appropriate pace and schedule for participation that maintains active engagement, without dominating the learning experience, may provide further support&#8221;</p>
<p>&#8220;Strategies that promote connectedness include engendering the human elements of community&#8230; and establishing user profiles&#8230; Additional strategies include welcoming new members, sharing wisdom, resolving problems and sharing success&#8230;&#8221;</p>
<p><font color="#ff0000">I think that the user profiles part in particular is important &#8211; the more you know about someone the more interested you are in what they have to say. Questions might also be framed in such a way that learners are encouraged to relate them directly to their experiences, bringing personal anecdotes to the discussion. An initial face-to-face orientation session is also a useful idea as a way of creating connections &#8211; maybe voice or even video chat (even avatar based) could add something. &#8211; Maybe a chat session in second life?</font></p>
<p><font color="#000000">  &#8220;Supporting communication includes assisting students in becoming proficient with the technology&#8230;, developing text based communication skills&#8230; and instituting a sequencing of activities&#8230;&#8221;</font></p>
<p>&#8220;Due to the more independent nature of the online learning environment, there is a need to support students in managing their own learning experience including setting goals and prioritising tasks&#8230; It is also useful to provide weekly reminders&#8230; and clearly state roles and responsibilities&#8230;&#8221;</p>
<p>&#8220;Given the importance of non-verbal factors in communication&#8230;, which are to a large extent absent in text based environments&#8230;, helping students develop text based communication skills may also support community development&#8230;&#8221;</p>
<p><font color="#ff0000">The rather glaring alternative to this &#8211; or perhaps supplement &#8211; is to be less reliant on text for communication &#8211; again, audio, video, images and virtual world based communication  might help level the playing field a little here. I&#8217;d say that half of the fellow students in my class have English as a second language and while you get the gist of what they are saying in text, it may well come across more effectively in other ways.  </font></p>
<p>There&#8217;s a bit of other stuff about encouraging respect and trust with codes of conduct &#8211; I&#8217;d suggest that these be generated by the group and possibly even subject to regular review. It also talks about creating a greater sense of place by using welcoming messages (hmm maybe) and acknowledging individual contributions, making sure that trade in ideas and information is fair (some people will just lurk, it&#8217;s the nature of the boards) and avoiding anonymity and &#8220;electronic self&#8221;s</p>
<p>Quite a few interesting ideas which draw on a lot of research that has come before &#8211; I would have liked to have seen a few more specific strategies for encouraging contributions beyond the initial entry point but all in all, this is a useful piece of writing.</p>
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		<title>Exploring the EDC &#8211; a scenario based educational first person shooter (without the shooting)</title>
		<link>http://elearningnews.edublogs.org/2007/09/10/exploring-the-edc-a-scenario-based-educational-first-person-shooter-without-the-shooting/</link>
		<comments>http://elearningnews.edublogs.org/2007/09/10/exploring-the-edc-a-scenario-based-educational-first-person-shooter-without-the-shooting/#comments</comments>
		<pubDate>Mon, 10 Sep 2007 12:31:12 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[913]]></category>
		<category><![CDATA[collaboration]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[democratic]]></category>
		<category><![CDATA[education design]]></category>
		<category><![CDATA[games in education]]></category>
		<category><![CDATA[information landscape]]></category>
		<category><![CDATA[learning environment]]></category>
		<category><![CDATA[multimedia]]></category>
		<category><![CDATA[scenarios]]></category>
		<category><![CDATA[strategies]]></category>

		<guid isPermaLink="false">http://elearningnews.edublogs.org/2007/09/10/exploring-the-edc-a-scenario-based-educational-first-person-shooter-without-the-shooting/</guid>
		<description><![CDATA[This is the design statement for my latest foray into game based learning. I&#8217;ve used FPS Creator once more to create a democratic learning environment which creates a simulation of the Education Development Centre here. Learners can access scenario tasks in the course of find out about the multitude of awesome services and knowledge we [...]]]></description>
			<content:encoded><![CDATA[<p>This is the design statement for my latest foray into game based learning. I&#8217;ve used FPS Creator once more to create a democratic learning environment which creates a simulation of the Education Development Centre here. Learners can access scenario tasks in the course of find out about the multitude of awesome services and knowledge we can provide <img src='http://elearningnews.edublogs.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Check out my walkthrough to begin with.</p>
<p><code><object width="425" height="350"><param name="movie" value="http://www.youtube.com/v/0OQrFBXOzJA"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/0OQrFBXOzJA" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"></embed></object></code></p>
<p><font size="2">You can read the full paper from the attachment (I tried to paste it in directly but Wordpress didn&#8217;t like the tables and I&#8217;d prefer not to re-type them) </font><a href="http://elearningnews.edublogs.org/files/2007/09/913task2acolinsimpson.doc" title="Exploring the EDC - a scenario based learning simulation - Design Statement">Exploring the EDC &#8211; a scenario based learning simulation &#8211; Design Statement</a></p>
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		<title>Thoughts on: Designing an interactive multimedia treatment (Schwier &amp; Misanchuk 1993)</title>
		<link>http://elearningnews.edublogs.org/2007/09/08/thoughts-on-designing-an-interactive-multimedia-treatment-schwier-misanchuk-1993/</link>
		<comments>http://elearningnews.edublogs.org/2007/09/08/thoughts-on-designing-an-interactive-multimedia-treatment-schwier-misanchuk-1993/#comments</comments>
		<pubDate>Fri, 07 Sep 2007 14:04:09 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[913]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[e-learning]]></category>
		<category><![CDATA[education design]]></category>
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		<category><![CDATA[multimedia]]></category>
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		<guid isPermaLink="false">http://elearningnews.edublogs.org/2007/09/08/thoughts-on-designing-an-interactive-multimedia-treatment-schwier-misanchuk-1993/</guid>
		<description><![CDATA[Schwier,    R.A. and Misanchuk, E.R. (1993). Interactive Multimedia Instruction. Englewood    Cliffs, NJ: Educational Technology Publications. Chapter 9,    pp.155-192.
This is a fairly wordy section on a quite specific aspect of the process of designing interactive multimedia so I&#8217;m just going to scan for salient quotes. (I&#8217;m a [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Verdana, Arial, Helvetica, sans-serif" size="-1">Schwier,    R.A. and Misanchuk, E.R. (1993). Interactive Multimedia Instruction. Englewood    Cliffs, NJ: Educational Technology Publications. Chapter 9,    pp.155-192.</font></p>
<p>This is a fairly wordy section on a quite specific aspect of the process of designing interactive multimedia so I&#8217;m just going to scan for salient quotes. (I&#8217;m a little tired <img src='http://elearningnews.edublogs.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>&#8220;Given the capability of multimedia systems to house massive quantities of information and to construct complex delivery systems, it seems reasonable to encourage the development of instructional systems which contain mre than a single cognitive orientation. In this way, the designer can impose consistency between the cognitive orientation and different learning tasks, and also capitalise on the possibility of designing instruction which is compatible with learning styles and preferences&#8221;</p>
<p>I won&#8217;t quote it but there&#8217;s a pretty good summation of the differences between the behaviourist, cognitivist and constructivist philosophies and approaches in this chapter.</p>
<p>They then move on to look at options for specifying content.</p>
<p>&#8220;Many projects will result in a glut of information you need to organise. In fact, one can argue that instructional design is largely the process of organising rather than creating, opportunities for learning&#8221;</p>
<p>The Content Outline is a suggested approach, consisting of a set of objectives for the course, the content necessary to achieve them and the treatment that the the content might be given. (How it is presented)</p>
<p>From here, Design specifications are quite useful &#8211; simple things to ensure consistency across the multimedia product- These might be broken into technical standards, instructional formats and aesthetic considerations.</p>
<p>Technical standards could look at issues like:</p>
<ul>
<li>Writing style</li>
<li>Screen format (eg a single idea to a screen of text)</li>
<li>Grammar (eg no contractions to be used)</li>
<li>Numbering</li>
<li>Layout restrictions</li>
<li>Abbreviations</li>
</ul>
<p>Instructional formats could consider:</p>
<ul>
<li>Strategy (e.g scenarios with background reading)</li>
<li>Menu Organisation (advanced organisers)</li>
<li>Length of segments (time allocated to activities)</li>
<li>Reading level</li>
<li>Test-like events</li>
<li>feedback</li>
</ul>
<p>Aesthetic considerations:</p>
<ul>
<li>Screen text (font + size)</li>
<li>Color</li>
<li>Computer vs video</li>
<li>music</li>
<li>illustrations</li>
<li>visual cues</li>
</ul>
<p>From here, Misanchuk &amp; Schwier see the next step as setting up the framework for the content.</p>
<p>This takes five forms.</p>
<p><strong>Core instruction</strong>: introductory segments (what&#8217;s to come, objectives) + core instruction (the primary content) + summary segments (reinforcing key points)</p>
<p><strong>Complementary instruction: </strong> help segments (rephrasing or embellishing core instruction) + remedial segments (filling in scaffolding knowledge that should already be there) + additional information (enriching but not essential extra info). (<em>Complementary instruction shouldn&#8217;t appear by default but should be easily accessible <strong>if</strong> it is needed</em>)</p>
<p><strong>Management elements: </strong> quizzes, games, scenarios which offer feedback (or assessment)</p>
<p><strong>Navigation elements: </strong>easy access to all sections of content, global escape route, &#8220;you are here&#8221; type maps</p>
<p><strong>Interactive elements: </strong> immediacy of response, non-sequential access of information, adaptability, feedback, options, bi-directionality and interruptability (pause and escape options and context sensitive help)</p>
<p>&#8220;For interaction to be dynamic, it is necessary to build content for the varied directions the instruction may follow.This means developing a great deal of content which any particular learner may never see.&#8221;</p>
<p>From here, Schwier and Misanchuk move on to the matter of allowing learners to practice their new knowledge in the multimedia environment. They outline some generalised principles for this:</p>
<ul>
<li>practice during instruction should be varied, not constant</li>
<li>as familiarity with the learning task increases, so should the difficulty of practice increase</li>
<li>learners should be weaned from prompts as their facility with knowledge or skills increases</li>
<li>use practice often during the early stages of learning and gradually lengthen the space between practice sessions on a particular topic as instruction progresses</li>
<li>for some types of learning, practice should progress from accuracy to speed to automaticity</li>
<li>review segments can be used successfully in place of questions</li>
<li>feedback should identify the successful and the unsuccessful features of the interaction and describe why incorrect responses or omissions are insufficient</li>
<li>learners can benefit from memory or organisational strategies to make information more meaningful</li>
<li>practice events should require learners to use information and discover and derive new relationships in information</li>
<li>practice should be designed to motivate learners</li>
</ul>
<p><strong>Learner control: </strong></p>
<p>There are a range of areas that learners might control in a multimedia product:</p>
<ul>
<li> which content they access</li>
<li>the method it is presented in</li>
<li>whether they access supplementary material</li>
<li>the order they access the content</li>
<li>how much practice they undertake</li>
<li>level of difficulty of exercises undertaken</li>
</ul>
<p>They finish up the chapter by looking at some different studies on what happens when learners use multimedia products in groups &#8211; some show that retention is the same for singles as pairs but drops off with 3 or more in the group while other studies don&#8217;t. (But the 2 vs 3+ thing seems to make a certain amount of sense &#8211; hard to cram three people around a screen for one thing)</p>
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		<title>Thoughts on: Creating Motivating Interactive Learning environments (Hedberg &amp; Harper 1997)</title>
		<link>http://elearningnews.edublogs.org/2007/09/04/thoughts-on-creating-motivating-interactive-learning-environments-hedberg-harper-1997/</link>
		<comments>http://elearningnews.edublogs.org/2007/09/04/thoughts-on-creating-motivating-interactive-learning-environments-hedberg-harper-1997/#comments</comments>
		<pubDate>Mon, 03 Sep 2007 14:20:59 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[913]]></category>
		<category><![CDATA[General]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[democratic]]></category>
		<category><![CDATA[education design]]></category>
		<category><![CDATA[information landscape]]></category>
		<category><![CDATA[learning environment]]></category>
		<category><![CDATA[multimedia]]></category>

		<guid isPermaLink="false">http://elearningnews.edublogs.org/2007/09/04/thoughts-on-creating-motivating-interactive-learning-environments-hedberg-harper-1997/</guid>
		<description><![CDATA[Hedberg, J. and Harper, B. (1997) Creating Motivating Interactive Learning Environments. Keynote address at EDMEDIA, Calgary, Canada, 1997.
This paper repeats a lot of the points covered in the last two.
It still contains a few interesting points though so I&#8217;ll try to sum them up as succinctly as I can. (As it&#8217;s getting late and wading [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Hedberg, J. and Harper, B. (1997) Creating Motivating Interactive Learning Environments. Keynote address at EDMEDIA, Calgary, Canada, 1997.</strong></p>
<p>This paper repeats a lot of the points covered in the last two.</p>
<p>It still contains a few interesting points though so I&#8217;ll try to sum them up as succinctly as I can. (As it&#8217;s getting late and wading through this hard to read ode to constructivism has fried my mind a little)</p>
<p>In essence:</p>
<ul>
<li>learners use productivity tools to construct their own meaningful chunks of content that sum up the available information</li>
<li>In designing learning environments: 1. identify the information to be covered, how to structure it and what the target audience already knows about it 2. find a metaphor to shape the information structure 3. link the design ideas to an interaction structure</li>
</ul>
<p>This next bit is actually worth quoting (I think):</p>
<p>&#8221; Each interaction consists of a node point which forms the basis of the interaction, a set of options which provide links to other nodes or additional information attached to the current node. One of the links must relate to earlier travelled or preferred paths through the materials and each choice must inform the user about what is likely to occur as the result of a choice.</p>
<p>These can translate into the traditional concept of results (correct or incorrect) or performance support enhancement such as suggested hints <font color="#ff0000">(maybe you could have levels of hints?) <font color="#000000">or revision of the underlying concept/principle which might be employed to make the choice. </font></font></p>
<p>Depending on the instructional strategy chosen, another element might include the concept of duration, either time or the limit of options based up previous choices or paths taken.&#8221;</p>
<p>&#8220;The range and extent of user interaction with the data in the software increases as the user is given more freedom to navigate, access, determine the format of information representation and manipulate the data using cognitive and metacognitive tools&#8221;</p>
<p>You can have more than just text in the information presented.<font color="#ff0000">  </font></p>
<p>In interaction, &#8220;it is important that the user is required to think before a response is possible&#8221;</p>
<p>&#8220;Being able to store and report thoughts and impressions derived from media experiences by using the media itself (actual video/audio and pictures, not just text representations of the media) provides a more powerful means of &#8216;reformulating&#8217; (Schroeder &amp; Kenny, 1994, p 965)&#8221;</p>
<p>Simulations can be powerful tools &#8211; &#8220;which provides support for the solution to one of the embedded problems by mimicking a &#8220;real world process&#8221;"</p>
<p>Good idea to allow learners to share and compare the products that they create &#8211; particularly to compare them against the work of experts in the field &#8211; &#8220;learning can occur through the resolution of multiple responses to the same task&#8221;</p>
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		<title>Thoughts on: Exploration of information landscapes through networks (Harper &amp; Hedberg, 1995)</title>
		<link>http://elearningnews.edublogs.org/2007/09/01/thoughts-on-exploration-of-information-landscapes-through-networks-harper-hedberg-1995/</link>
		<comments>http://elearningnews.edublogs.org/2007/09/01/thoughts-on-exploration-of-information-landscapes-through-networks-harper-hedberg-1995/#comments</comments>
		<pubDate>Sat, 01 Sep 2007 07:16:59 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[913]]></category>
		<category><![CDATA[collaboration]]></category>
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		<guid isPermaLink="false">http://elearningnews.edublogs.org/2007/09/01/thoughts-on-exploration-of-information-landscapes-through-networks-harper-hedberg-1995/</guid>
		<description><![CDATA[     Harper, B. &#38; Hedberg, J. G. (1995). Exploration of Information Landscapes      Through Networks. In Connecting the systems: Australian Telecommunication      Networks &#38; Applications Conference. Sydney, Australia, 11-13 December      1995 (pp 141-149). Clayton, Vic.: Monash University.
This paper [...]]]></description>
			<content:encoded><![CDATA[<p><strong><font face="Verdana, Arial, Helvetica, sans-serif" size="-1">     Harper, B. &amp; Hedberg, J. G. (1995). Exploration of Information Landscapes      Through Networks. In Connecting the systems: Australian Telecommunication      Networks &amp; Applications Conference. Sydney, Australia, 11-13 December      1995 (pp 141-149). Clayton, Vic.: Monash University.</font></strong></p>
<p>This paper says much the same as the others:</p>
<ul>
<li>new technology offers new opportunities and requires new approaches</li>
<li>relevant authentic activities that draw on a pool of well organised data are important</li>
<li>learners construct their own knowledge from experiences and by socially negotiated meaning</li>
<li>provide a hierarchical set of problems to solve</li>
</ul>
<p>It does manage to make a few more points however &#8211; heavily focussed on good design practices for information landscapes.</p>
<p>There are four key factors to consider:</p>
<ol>
<li>interface design</li>
<li>navigation options</li>
<li>learning support for the user</li>
<li>instructional strategies to tie together underlying knowledge structures.</li>
</ol>
<p>Inert knowledge is &#8220;knowledge which can usually be recalled when people are explicitly asked to do so but which is not used spontaneously in problem solving even though it might be relevant.&#8221;</p>
<p>&#8220;Situated learning has, as its main idea, the notion that &#8220;the activity in which knowledge is developed and deployed&#8230; is an integral part of what is learned&#8221;(Brown, Collins &amp; Duguid, 1989, p32)&#8221;</p>
<p><em>&#8221; &#8220;Legitimate peripheral practice&#8221;&#8230; </em>refers to the engagement of a novice in a socially-based practice in which they can perform the same range of skills as an expert. Interactive multimedia provides an ideal structured environment which allows the novice to work with problems and learning situations which are some distance (peripheral) from the core of the expert&#8217;s world. As the novice begins to practice more as a full practitioner, the skills and shared experiences overlap more with those who are acknowledged as expert.&#8221;</p>
<p><font color="#ff0000"> This sounds like a good application of simulations and scenarios to me. </font></p>
<p>The design of the activities (how real &amp; relevant they are) is just as important as the aesthetics (fancy graphics etc) used in creating immersion.</p>
<p>&#8220;The use of systems which can be given a set of attributes and defined rules of relating can prove a great boon for working with a particular information landscape or microworld&#8230; The question is, therefore, can we place all ideas into a microworld of objects, attributes and relationships?&#8221;</p>
<p>&#8220;A second aspect of immersion is the conceptual congruence between user actions and their understanding of the concepts embodied in the learning context. Much educational software doesn&#8217;t link the response of the user to progress toward the goal&#8230; Within the interactive multimedia environment the action of the learner will lead to a conceptual understanding directly about the context in which they are learning&#8221;</p>
<p>&#8220;&#8230;there has to be a learning environment which intrinsically motivates the participant to work within the context&#8221;</p>
<p>Avoid the &#8220;pedestrian point and click strategy&#8221;</p>
<p>&#8220;Active participation in <em>Exploring the Nardoo</em> has been supported through the user &#8220;guides&#8221; that directly address and challenge the user from the initial entry to the package. This challenge to actively participate in problem-solving and investigation is based around a group of researchers, who advise users on problems to investigate and provide graded hints on how to investigate specific case-based problems&#8221;</p>
<p><strong>&#8220;Cognitive apprenticeships &#8211; </strong>using the terms modelling, coaching and fading to explain a sequence of activities beginning with the apprentice repeatedly observing the master who models the target process. This is followed by an attempt on the part of the learner to execute the process with guidance from the master (coaching) and finally a reduction in participation of the master (fading) as the apprentice demonstrates a grasp of the skill &#8220;</p>
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		<title>All about: Planning for neomillenial learning styles (Dede 2005)</title>
		<link>http://elearningnews.edublogs.org/2007/04/22/all-about-planning-for-neomillenial-learning-styles-dede-2005/</link>
		<comments>http://elearningnews.edublogs.org/2007/04/22/all-about-planning-for-neomillenial-learning-styles-dede-2005/#comments</comments>
		<pubDate>Sun, 22 Apr 2007 04:07:26 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[911]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[games in education]]></category>
		<category><![CDATA[information landscape]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[learning environment]]></category>
		<category><![CDATA[multimedia]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[video]]></category>

		<guid isPermaLink="false">http://elearningnews.edublogs.org/2007/04/22/all-about-planning-for-neomillenial-learning-styles-dede-2005/</guid>
		<description><![CDATA[Dede, C. (2005). Planning for neomillennial learning styles. Educause Quarterly, 28(1).
This article explores (in a slightly tech-evangelical but nonetheless interesting way) possible uses in education of emerging technologies including MUVEs (MultiUser Virtual Environments &#8211; ie Second Life), Wireless/Mobile devices and ongoing developments in online content.
It also looks at the way &#8220;neomillenials&#8221; &#8211; also referred to [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.educause.edu/apps/eq/eqm05/eqm0511.asp"><font face="verdana, arial, helvetica, sans-serif">Dede, C. (2005). Planning for neomillennial learning styles. Educause Quarterly, 28(1).</font></a></p>
<p>This article explores (in a slightly tech-evangelical but nonetheless interesting way) possible uses in education of emerging technologies including MUVEs (MultiUser Virtual Environments &#8211; ie Second Life), Wireless/Mobile devices and ongoing developments in online content.</p>
<p>It also looks at the way &#8220;neomillenials&#8221; &#8211; also referred to by some as digital natives &#8211; interact with current technology and ways that education may be able to (or indeed need t0) adapt to provide learners with more complete and satisfying learning experiences.</p>
<p><strong>Emerging learning styles:</strong></p>
<ul>
<li>Fluency in multiple media and in simulation-based virtual settings</li>
<li>Communal learning involving diverse, tacit, situated experience, with knowledge distributed across a community and a context as well as within an individual</li>
<li>A balance between experiential learning, guided mentoring and collective reflection</li>
<li>Expression through nonlinear, associational webs of representations</li>
<li>Co-design of learning experiences personalised to individual needs and preferences</li>
</ul>
<p><strong>Main points:</strong></p>
<ul>
<li>Internet is reshaping information gathering/learning styles &#8211; more seeking, sieving, synthesising than before.  <em><br />
</em></li>
<li>Digital media encourages multitasking (instant messaging, websurfing, emailing, listening to music while reading)</li>
<li>Too much multitasking might lead to cognitive overload</li>
<li>New emphasis on customised, personalised environments &#8211; learners wanting to shape their own courses, decide what they learn and need for universities to cater to this</li>
<li>Millenial students &#8211; those born after 1982</li>
<li>Emerging media types foster deeper psychological immersion &#8211; particularly 3D spaces but also &#8220;augmented reality&#8221; created by the expanding use of mobile devices and networks</li>
<li>Mobile Wireless devices (MWDs) can be used to access context specific information while out in the real world</li>
<li>Potential for networked MWDs to create connections between people with common interests</li>
<li>People have multifaceted identities &#8211; real world and online ones</li>
<li>Enhances access to information across space and time</li>
<li>Possible to create interactions in virtual space that are impossible in reality &#8211; eg dealing with a chemical spill in busy neighbourhood &#8211; scenario based learning</li>
<li>MMOGs growing in popularity (<em>apparently Second Life hasn&#8217;t quite hit the stands at the time of writing)</em></li>
<li>Use of virtual interactive environments, modelling museums, labs, historical simulations</li>
<li>Coming phenomena of ubiquitous computing &#8211; being networked everywhere</li>
<li>Encouraging non-linear communication &#8211; e.g. authoring a simulation and creating a webpage to express understanding rather than writing a paper)</li>
</ul>
<p><strong>Suggested implications of these changes:</strong></p>
<ul>
<li>need to redesign physical spaces &#8211; specialised spaces less necessary (e.g. library reading rooms)</li>
<li>places and objects will have more information attached to them</li>
<li>networked collaboration enhances accessibility</li>
<li>new forms of assessment required &#8211; beyond written papers &#8211; which incorporate greater peer based assessment</li>
<li>need for widespread wireless network infrastructure</li>
<li>move to more personalisable learning experiences</li>
<li>move towards more emphasis on knowledge sharing between students</li>
<li>more &#8220;real-world&#8221;context based case studies in assessment</li>
</ul>
<p><strong>My thoughts:</strong></p>
<p>Generally there are a lot of interesting ideas here and Dede is well aware that a number of the changes proposed would involve a significant reshaping of current educational practice and systems.</p>
<p>I often get the feeling when reading educational theory &#8211; particularly of a constructivist bent &#8211; that it is either somewhat divorced from chalkface reality (overly theoretical) or conceived with motivated post-graduate university students in mind, rather than secondary or early tertiary students.</p>
<p>In the VET context, we work with learners with more basic foundation skills in learning (adolescents fresh out of high school or workers reskilling themselves) and some of the principles about student directed learning and customised courses seem quite irrelevant to learners &#8211; and highly impractical for teachers.</p>
<p>I question the assumption that until now learners have only taken information from narrow channels such as a textbook or two or their teacher &#8211; this fails to give teachers any credit for ingenuity at all. Multimedia in one form or another has been used in classrooms for more than 100 years.</p>
<p>Information processing is definitely an important skill in this age &#8211; we have access to more of it than ever before. Neomillenials may well have more effective skills at processing this and this is something to consider in designing their learning &#8211; the dangers of cognitive overload should also be taken seriously as well though.</p>
<p>Do neomillenials really take in and comprehend all the information that they process or is it taken more superficially?<br />
Do people (we) have shorter attention spans now and what does this mean to learning?</p>
<p>I appreciate the business imperatives of providing more personalised and customised content as well &#8211; this is certainly going to be appealing to learners &#8211; however I question the assumption that learners always know what they don&#8217;t know and also what they need to know.</p>
<p>Research has indicated that learners don&#8217;t always get in right when deciding what they need to know and that more often than not they get it wrong when determining the best way to learn things that they want to know. Sometimes that topics that seem the least interesting to a learner are the most important in terms of actually being able to use a set of skills or knowledge.</p>
<p>When courses and curricula are designed by &#8220;experts&#8221;, these are people who are able to bring valuable experience to the process and know better the things that learners need to focus on. It might be worth allowing learners to shape the order in which content is presented but the body of the content is probably something that they should be prepared to accept as coming from someone who knows more. If you don&#8217;t enter higher education to know more than you currently know, why go there at all?</p>
<p>The matter of administering and assessing such systems (unless we are dealing with chunks of knowledge)  also seems to have been brushed aside but is a key consideration in making these changes actually happen. Teachers don&#8217;t want to do more work than they are already doing &#8211; often times they simply can&#8217;t &#8211; and will vote with their feet if a system is imposed on them.  (Such as one revolving around personalised learning packages)</p>
<p>How can employers make considered assessments of a qualification if it&#8217;s significantly different to everyone elses?<br />
Let&#8217;s not make learners too important in the process of figuring out what they have actually learnt &#8211; just because they feel as though they know enough about something doesn&#8217;t necessarily make it so. If a team of medical students successfully completes an operation, are we sure that each student can do it all?</p>
<p>Looking at education another way, if the knowledge of the world (the developed world at least) is at our fingertips, do we need to learn anything more than how to access it and understand it? (Of course, if the access to this info breaks, society could be in trouble)</p>
<p>Human adoption of technology systems that put people in contact with random strangers sharing common interests (in terms of mobile wireless devices) has been hyped for a few years now but really hasn&#8217;t taken off. People do make connections online more freely based on common interests &#8211; is this because it is a less threatening environment? I think that people are naturally cautious about strangers and prefer the online buffer.  This may differ in a learning environment &#8211; I&#8217;d like to hear some ideas for ways that this might work though.</p>
<p>Notions of access are very powerful and encouraging &#8211; current technological developments certainly offer great promise for involving more people in education who have been disadvantaged. We shouldn&#8217;t forget those who are technologically disadvantaged as well (The One Laptop Per Child scheme is encouraging here) as this is a key divide.</p>
<p>Simulations that go beyond what is possible or practical in reality are very encouraging &#8211; one of the things I regularly discuss with teachers is that if using technology doesn&#8217;t add something to a learning experience that wasn&#8217;t already there, why use it? The possibility of developing resources and simulations that mean you can do something new &#8211; such as a massive chemical spill in a big city &#8211; are tremendous.</p>
<p>I suspect that many of Dede&#8217;s suggestions for implementations (particularly large scale ones) are designed as ambit claims &#8211; things like getting rid of computer labs and reading rooms in libraries work on an assumption that 100% of learners want to go down this path. If we are going to talk about providing personalised learning, what about these people?<br />
This is more about provoking thought and discussion and is fair enough.</p>
<p>I read a comment recently (no idea where) which made the point that computers should simply be seen as another classroom resource and that we don&#8217;t talk about taking the students to the pencil lab. (Although isn&#8217;t that the Art room?). This is true, although I&#8217;d say that if pencils cost $1000 each, it might be a little different.</p>
<p>Personalisable learning &#8211; worth considering RSS feeds and related widgets, still not sure what personalised learning environments are or how they work but I guess this comes into the picture.</p>
<p>This article is definitely worth a read, I just wonder if it isn&#8217;t a little divorced from chalkface practice &#8211; or putting it more nicely, a little idealised.</p>
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		<title>All about: Behaviorism, cognitivism, constructivism: comparing critical features from an instructional design perspective (Ertmer &amp; Newby 1993)</title>
		<link>http://elearningnews.edublogs.org/2007/03/23/all-about-behaviorism-cognitivism-constructivism-comparing-critical-features-from-an-instructional-design-perspective-ertmer-newby-1993/</link>
		<comments>http://elearningnews.edublogs.org/2007/03/23/all-about-behaviorism-cognitivism-constructivism-comparing-critical-features-from-an-instructional-design-perspective-ertmer-newby-1993/#comments</comments>
		<pubDate>Thu, 22 Mar 2007 13:55:59 +0000</pubDate>
		<dc:creator>colinsimpson</dc:creator>
				<category><![CDATA[911]]></category>
		<category><![CDATA[behaviourism]]></category>
		<category><![CDATA[cognitivism]]></category>
		<category><![CDATA[constructivism]]></category>
		<category><![CDATA[directed instruction]]></category>
		<category><![CDATA[e-learning]]></category>
		<category><![CDATA[eLearning]]></category>
		<category><![CDATA[education design]]></category>
		<category><![CDATA[learning environment]]></category>
		<category><![CDATA[pedagogy]]></category>
		<category><![CDATA[prescriptive]]></category>
		<category><![CDATA[strategies]]></category>

		<guid isPermaLink="false">http://elearningnews.edublogs.org/2007/03/23/all-about-behaviorism-cognitivism-constructivism-comparing-critical-features-from-an-instructional-design-perspective-ertmer-newby-1993/</guid>
		<description><![CDATA[Ertmer,            P.A. &#38; Newby, T.J. (1993). Behaviorism, cognitivism, constructivism:            comparing critical features from an instructional design perspective.            Performance Improvement Quarterly, 6(4), 50-72. [...]]]></description>
			<content:encoded><![CDATA[<p><font face="Verdana" size="-1"><font face="Verdana, Arial, Helvetica, sans-serif" size="-1"><a href="http://uow.ico5.janison.com/ed/subjects/edgi911w/readings/ertmerp1.pdf" target="_blank">Ertmer,            P.A. &amp; Newby, T.J. (1993). Behaviorism, cognitivism, constructivism:            comparing critical features from an instructional design perspective.            <em>Performance Improvement Quarterly</em>, 6(4), 50-72.</a> (<a href="http://uow.ico5.janison.com/ed/subjects/edgi911w/readings/Ertmer&amp;Newby_abstract.doc" target="_blank">abstract</a>)</font></font></p>
<p><font face="Verdana" size="-1"><font face="Verdana" size="-1">This article discusses             behaviourism, cognitivism and constructivism from an adult learning/training             perspective.</font></font></p>
<p>Ok, so a few pages in and I&#8217;m already really appreciating the attitude towards learning taken by the authors. Their emphasis is squarely on how to take learning theories &#8211; behaviourism, cognitivism and constructivism &#8211; and translate them into concrete practical ideas and exercises for learning.</p>
<p>They&#8217;ve made it very clear that they see value in all of the theories and that the role of the instructional designer (I.D)  is to understand all of the theories and be able to identify which learning situations they are best suited for. This comes down to the types of learners, the types of teachers presenting the material, the material itself and the context in which it is to be presented.</p>
<p>Understanding the theories allows  the I.D to find the strategies and tactics in each for effective learning, know which ones to use, figure out how to integrate them into the learning environment and predict which will be most successful.</p>
<p>It offers a list of  7 questions that can be used to differentiate the theories.</p>
<ol>
<li>How does learning occur?</li>
<li>Which factors influence learning?</li>
<li>What is the role of memory?</li>
<li>How does transfer* occur?</li>
<li>What types of learning are best explained by this theory?</li>
<li>What basic assumptions/principles of this theory are relevant to instructional design?</li>
<li>How should instruction be structured to facilitate learning?</li>
</ol>
<p>*Transfer refers to the application of learned knowledge in new ways or situations, as well as to how prior learning affects new learning. (e.g. A student learns how to recognise/classify elms trees and then applies the same methods to maple trees)</p>
<p>Two opposing theories on the origin of knowledge &#8211; <strong>empiricism vs rationalism.  Empiricism</strong> posits that knowledge comes from sensory input and our experiences, which we mesh together to form more complex associations. Seems reasonable. The learning focus comes in controlling the environment to maximise the occurence of associations.</p>
<p><strong>Rationalism</strong> on the other hand says that learners discover what is already in their minds and knowledge is developed by reflection on what they already know in combination with the observations that trigger or reveal this knowledge. (This seems a little harder to grasp imho. The rationalist approach focuses on the best ways to structure new information so it is effectively encoded and sparks recall of related things that are already known. )</p>
<p><strong>Behaviourism</strong> &#8211; learning (knowledge) takes the form of a response to stimuli (eg teacher holds up a flash card that says 4 + 2 = and the student says 6) &#8211; the primary focus is how the association between the stimulus and response is made, strengthed and maintained. Responses followed by reinforcement are more likely to recur in the future.</p>
<p>Behaviourism seems more useful (to me) in fact based situations.  (As opposed to analytical / creative ones)</p>
<p>Hey, what do you know, the next question says much the same thing -</p>
<p>&#8220;These prescriptions have generally been proven reliable and effective in facilitating learning that includes discriminations (recalling facts), generalisations (defining and illustrating concepts), assocations (applying explanations), and chaining (automatically performing a specified procedure). However it is generally agreed the behavioural principles cannot adequately explain the acquisition of higher level skills or those that require a greater depth of processing (e.g., language development, problem solving, inference generating, critical thinking)(Schunk,1991)&#8221;</p>
<p>How Behaviourism is relevant to instructional design:</p>
<ul>
<li>An emphasis on producing observable and measurable outcomes 	in students [behavioural objectives, task analysis, 	criterion-reference assessment]</li>
<li>Pre-assessment of students to determine where instruction 	should begin [learner analysis]</li>
<li>Emphasis on mastering early steps before progressing to more 	complex levels of performance [sequencing of instructional 	presentation, mastery learning]</li>
<li>use of reinforcement to impact performance [tangible rewards, 	informative feedback]</li>
<li>Use of cues, shaping and practice to ensure a strong 	stimulus-response assocation [simple to complex sequencing of 	practice, use of prompts]</li>
</ul>
<p>Stimulus is about something that the learner needs to know – generally as a question or an instruction to complete a task, the response is the answer or the successful completion of the task. Cues can be presented to facilitate the learning needed to create the correct response – examples of the correct answer or way to do something and repetition and reinforcement lead to the correct response being provided without the learner needing to rely on cues.</p>
<p><strong>Cognitivism – </strong>this focusses more on more complex cognitive processes such as thinking, problem solving, language, concept formation and information processing.</p>
<p>It seems to be about equipping learners with effective learning strategies to process the information that they are given – as well as factoring in the students own beliefs and thought processes in interpreting/measuring how well they understand the knowledge.</p>
<p>Much more emphasis on connecting prior knowledge (which might not be exactly the same but close) to new knowledge – use of analogy to make new concepts seem familiar more quickly.</p>
<p>Sort of about identifying patterns which could be useful in problem solving by showing the learner what information they need to access to deal with a new situation that may resemble something they already know.</p>
<p>More about how to learn than how to teach.</p>
<p><em> &#8220;Knowledge acquisition is described as a mental activity that entails internal coding and structuring by the learner. The learner is viewed as a very active participant in the learning process&#8221; &#8211;  </em>I have to say here that this strikes me as the way that knowledge is acquired under any system &#8211; even behaviourism. This kind of statement assumes that in a behaviourist model (where it is implied that knowledge is simply branded onto the brain through sheer repetition) the learner doesn&#8217;t make any effort to apply their own meaning to the instruction/information being imparted and that they don&#8217;t relate it to other things that they have learnt.  This process may not be built into the learning experience by the teacher but I would be surprised if it didn&#8217;t happen in the learner regardless.</p>
<p><em>Cognitivism, like behaviourism, emphasises the role that environmental conditions play in facilitating learning. Instructional explanations, demonstrations, illustrative examples and matched non-examples are all considered to be instrumental in guiding student learning. Similarly, emphasis is placed on the role of practice with corrective feedback. </em></p>
<p><em>Cognitive theories contend that environmental &#8220;cues&#8221; and instructional components alone cannot account for all the learning that results from an instructional situation. Additional key elements include the way that learners attend to, code, transform, rehearse, store and retrieve information.  Learners&#8217; thoughts, beliefs, attitudes and values are also considered to be valuable in the learning process. </em></p>
<p><em>Learning results when information is stored in the memory in an organised, meaningful manner. Teachers/designers are responsible for assisting learners in organising that information in some optimal way. Designers use techniques such as advance organisers, analogies, hierarchical relationships and matrices to help learners relate new information to prior knowledge.  </em>- This seems to say that the brain is a big filing cabinet and it&#8217;s easier to find something when it&#8217;s organised alphabetically. If teachers present information in a way that is structured differently to the behaviourist approach of simply dealing with the facts, are they simply presenting more facts or are they facilitating greater understanding? I guess if it is able to create more meaning for the learner, then it will be more memorable.</p>
<p>Transfer in Cognitivism works in the same way as in Behaviourism &#8211; &#8220;<em>when a learner understands how to apply knowledge in different contexts, then transfer has occurred.&#8221; </em></p>
<p><em>&#8220;Specific instructional or real-world events will trigger particular responses but the learner must believe that the knowledge is useful in a given situation before he will activate it&#8221; &#8211; </em>This is just a matter of knowing what you know and why it is useful. It&#8217;s about being able to create associations with existing knowledge and new input.</p>
<p><em>Cognitive theories are usually considered more appropriate for explaining complex forms of learning (reasoning, problem-solving, information processing) than are those of a more behavioural perspective. </em></p>
<p><em>Two techniques used by both camps in achieving this effectiveness and efficiency of knowledge transfer are simplification and standardisation. That is, knowledge can be analysed, decomposed and simplified into basic building blocks. Knowledge transfer is expedited if irrelevant information is eliminated.  </em>Well duh.</p>
<p><em>Behaviourists would focus on the design of the environment to optimise that transfer while cognitivists would stress efficient processing strategies. </em></p>
<p>So essentially, cognitivists teach study skills or they present cues that are more psychologically oriented  to understanding. (Taking understanding to equal knowledge that a learner can ascribe personal meaning to)</p>
<p>The actions undertaken by the teacher or instructional designer seem to be the same (aside from the emphasis given to creating links to prior knowledge) , it&#8217;s mainly the language that has changed. Behaviourism revolves around the teacher, cognitivism revolves around the learner.</p>
<p>Both use feedback &#8211; B&#8217;s for &#8220;reinforcement&#8221;, C&#8217;s to &#8220;guide and support mental connections&#8221;.</p>
<p>Both use learner/task analysis &#8211; B&#8217;s to see what the learner already knows (and thus where to begin) and what &#8220;reinforcers should be most effective&#8221;. C&#8217;s to determine the learners predisposition to learning and how to design the most effective learning experience.</p>
<p>I guess the cognitivist approach in this case seems a more compassionate one however ultimately they both dumb down or ramp up the material depending on the learners capacities.</p>
<p><strong>Techiques in the Cognitivist approach</strong></p>
<ul>
<li><em>Emphasis on the active involvement of the learner in the learning process [learner control, metacognitive training (e.g. self-planning, monitoring and revising techniques)]</em></li>
<li><em>Use of hierarchical analyses to identify and illustrate prerequisite relationships [cognitive task analysis procedures]</em></li>
<li><em>Emphasis on structuring, organising and sequencing information to facilitate optimal processing [use of cognitive strategies such as outlining, summaries, synthesisers, advance organisers]</em></li>
<li><em>Creation of learning environments that allow and encourage students to make connections with previously learned material [ recall of prerequisite skills, use of relevant examples, analogies]</em></li>
</ul>
<p>Cognitivism seems to be more about making knowledge more meaningful by helping learners link it to existing knowledge. Learning needs to be more tailored to the learners needs and abilities. Use of analogies and metaphors is one cognitive strategy. <em>Other cognitive strategies include the use of framing, mnemonics, concept mapping, advance organisers and so forth. </em></p>
<p>If the teacher does the work in shaping the information so that it is more easily absorbed by the learner, the learner still seems like a fairly passive participant in this process, just a better taught one.</p>
<p>Let&#8217;s see if the Constructivist approach brings the learner into the process any more.</p>
<p><strong>Constructivism</strong></p>
<p>Knowledge &#8220;is a function of how the individual creates meaning from his or her experiences&#8221;</p>
<p>I&#8217;m not sure that I understand how knowledge can be a function &#8211; this implies a process rather than an outcome or something relatively concrete. Knowledge of something can evolve over time as contexts change but ultimately it seems like something that is fixed.</p>
<p>Most cognitive psychologists think of the mind as a reference tool to the real world; constructivists believe that the mind filters input from the world to produce it&#8217;s own unique reality.</p>
<p>Is this to suggest that cognitivists take a near solipsistic view of the world and assume that all knowledge is already held in the mind? My understanding of cognitivism from the earlier part of the article suggests nothing of the sort.<br />
The evolution of educational philosophies here seems at best to be that greater attention is paid to the (probably ever-present) ability of the learner to filter received information and process it.</p>
<p>I get the distinct impression that the people putting forward one theory/philosophy tend to misrepresent that which came before in an attempt to make the new seem more enlightened and progressive. (Or it could just be the authors of this article and/or the people that they are referencing).</p>
<p>Of course people apply their own experiences to data that they take in and of course they make links to other similar knowledge that they have in the course of giving it meaning, which is unavoidably personal. Encouraging and stimulating this is a sound method for encouraging learning but it&#8217;s hardly been invented in the last 20 years.</p>
<p>Constructivists do not share with cognitivists and behaviourists the belief that knowledge is mind-independent and can be &#8220;mapped&#8221; onto a learner. Constructivists do not deny the existence of the real world but contend that what we know of the world stems from our own interpretations of our experiences. Humans create meaning as opposed to acquiring it. Since there are many possible meanings to acquire from any experience, we cannot achieve a predetermined &#8220;correct&#8221;meaning.</p>
<p>Again, I&#8217;m not sure that this fairly represents the views of behaviourists or cognitivists at all. Cs and Bs from my reading focus on methods of delivering instruction, not the philosophical vagueries of whether something exists because one person has had a different experience of it to another.  A nutritionist sees a banana as a source of potassium, a creationist as evidence of God and a farmer as a source of income but none will deny that it is a piece of fruit.   (But maybe this is a difference between meaning and truth/facts &#8211; I think meaning shapes a view of truth but can&#8217;t change it and just because something thinks something is so, doesn&#8217;t mean it is.)</p>
<p>Knowledge emerges in contexts within which it is relevant.</p>
<p>Fair enough.</p>
<p>Constructivists argue that knowledge is situationally determined (Jonassen, 1991a) Just as the learning of new vocabulary words is enhanced by exposure and subsequent interaction with those words in context (as opposed to learning their meanings from a dictionary), likewise it is essential that content knowledge be embedded in the situation in which it is used.</p>
<p>Again, makes a lot of sense<br />
(I wonder if my work in the fact based, highly practically oriented VET sector is colouring my views on these philosophies to a degree.  Some of this particularly meta stuff seems interesting but irrelevant at times). This bit is good though.</p>
<p>Just as shades of meaning of given words are constantly changing a learner&#8217;s &#8220;current&#8221; understanding of a word, so too will concepts continually evolve with each new use.</p>
<p>Again, in the VET sector this seems a little overstated. Things seem a little more static here. I see what they mean though.</p>
<p>For this reason, it is critical that learning occur in realistic settings and that the selected learning tasks be relevant to the student&#8217;s lived experience.</p>
<p>The goal of instruction is not to ensure that students know particular facts but rather that they elaborate on and interpret information.</p>
<p>This type of learning serves a different purpose to that in a behavioural model.<br />
I&#8217;m finding that I&#8217;m quoting a lot more from this section of the article as it&#8217;s hard to summarise what the constructivists are about. Knowledge seems to be a dirty word though.</p>
<p>Representations of experiences are not formalised or structured into a single piece of declarative knowledge and then stored in the head. The emphasis is not on retrieving intact knowledge but on providing learners with the means to creat novel and situation-specific understandings by &#8220;assembling&#8221; prior knowledge from diverse sources appropriate to the problem at hand.</p>
<p>Isn&#8217;t this just association by another &#8211; ridiculously long &#8211; name? Taking a range of information that you have processed and added meaning to and applying it in a different situation. (After all, in any theory, you aren&#8217;t going to take prior knowledge from inappropriate sources, are you. )</p>
<p>I&#8217;m starting to actually appreciate heuristics now &#8211; any idea that you can&#8217;t express clearly in a handful of words is starting to feel like padding and technocrat-ese.</p>
<p>Constructivists emphasise the flexible use of pre-existing knowledge rather than the recall of pre-packaged schemas</p>
<p>Ok good, so it encourages problem solving &#8211; but doesn&#8217;t cognitivism<br />
The point seems to be that constructivism offers an approach which is more about context than any system before.</p>
<p>There is no need for the mere acquisition of fixed, abstract, self-contained concepts or details.  To be successful, meaningful and lasting, learning must include all three of these crucial factors : activity (practice), concept (knowledge) and culture (context). (Brown et al. 1989)</p>
<p>But I thought that &#8220;experiences are not&#8230; structured into a single piece of declarative knowledge and then stored in the head&#8221;?.  And doesn&#8217;t the behaviourist and cognitivist approach make use of activity(practice) in reinforcement?<br />
Context seems to be the big revelation of constructivism. (A worthwhile addition to the previous theories but not awe-inspiring).</p>
<p>Something else about the discussion of constructivism so far &#8211; I&#8217;m yet to see a single concrete example of how this is applied in the learning environment &#8211; but I&#8217;ll read on now.</p>
<p>Now I consider myself a good progressive lefty but the more I read about the underlying philosophy of constructivism, the more I am reminded of the words of Cartman, E (2001) &#8211; &#8220;It&#8217;s all a bunch of tree-hugging hippy crap&#8221;. There&#8217;s nothing new here that isn&#8217;t simple commonsense and there is a lot of touchy-feely-nobody -can-be-wrong-because-everyones-opinion-is-valid-but-come-assessment-time-this-is-out-the-window bullshit. (I like blogging, there is no way I could say this in an essay)</p>
<p>I&#8217;m also thinking of heuristics as I&#8217;m going here &#8211; my favourite so far is Constructivism is a bunch of tree hugging hippy crap.</p>
<p>Can you tell that it&#8217;s late and I&#8221;m getting tired &#8211; I&#8217;m sure that at the heart of the constructivist philosophy are some valuable and useful insights but the language surrounding it is horrendously obtuse, ideologically driven and seemingly irrelevant to the needs of actual learners.</p>
<p>The constructivist position assumes that transfer can be facilitated by involvement in authentic tasks anchored in meaningful contexts.</p>
<p>Yes, the context in which learning occurs adds to the learners ability to bring their other experiences to the fore in creating associations which help them to understand the things that they are being taught. (Oh, shouldn&#8217;t say taught, I think the point of constructivism is to remove teachers from the context entirely). This seems to be the only new thing so far.</p>
<p>Ooh, got another one &#8211; Hulk inspired this time. Constructivism make Col mad &#8211; Col smash.</p>
<p>Ok, this seems to be the crux of it all &#8211;  the goal of instruction is to accurately portray tasks, not to define the structure of learning required to achieve a task</p>
<p>&#8220;introductory knowledge acquisition is better supported by more objectivistic approaches (behavioural and/or cognitive) but suggests a transition to constructivistic approaches as learners acquire more knowledge which provides them with the conceptual power needed to deal with complex and ill-structured problems&#8221;</p>
<p>Ok, now we are getting somewhere. It&#8217;s more about working at a higher level , not learning about things but learning how to apply the things that you would already know in the course of doing a particular job &#8211; say working as an Instructional Designer.</p>
<p>&#8220;For example, a typical constructivist&#8217;s goal would not be to teach novice I.D. students straight facts about Instructional Design but to prepare students to use ID facts as an ID might use them. As such, performance objectives are not related so much to the content as they are to the processes of construction.&#8221;</p>
<p>Ok, so that sheds new light on that other article I was &#8211; uh &#8211; less flattering about. The Tse-Kian one. Still, the whole emphasis on the use of multimedia there seemed way off track and I stand by that.</p>
<p>&#8220;Some of the specific strategies utilised by constructivists include situating tasks in real world contexts, use of cognitive apprenticeships (modeling and coaching a student toward expert performance), presentation of multiple perspectives (collaborative learning to develop and share alternative views), social negotiation (debate, discussion, evidence-giving), use of examples as real &#8220;slices of life&#8221;, reflective awareness and providing considerable guidance on the use of constructive processes&#8221;</p>
<p>The following are several specific assumptions or principles from the constructivist position that have direct relevance for the I.D</p>
<ul>
<li>An emphasis on the identification of the context in which the skills will be learned and subsequently applied [anchoring learning in meaningful contexts]</li>
<li>An  emphasis on learner control and the capability of the learner to manipulate information [actively using what is learnt]</li>
<li>The need for information to be presented in a variety of different ways [revisiting content at different times, in rearranged contexts, for different purposes and from different conceptual perspectives]</li>
<li>Supporting the use of problem-solving skills that allow learners to go &#8220;beyond the information given&#8221; [developing pattern-recognition skills, presenting alternative ways of representing problems]</li>
<li>Assessment focused on the transfer of knowledge and skills [presenting new problems and situations that differ from the conditions of the initial instruction]</li>
</ul>
<p>Ok,this is all making a lot more sense now. I guess the problem with summing up peoples opinions about a new field that they are quite invested in is that they will tend to couch the discussion in far more ideological and evangelical terms than others.</p>
<p>As one moves along the behaviourist-cognitivist-constructivist continuum, the focus of instruction shifts from teaching to learning, form the passive transfer of facts and routines to the active application of ideas to problems.</p>
<p>Meaning is created by the learner: learning objectives are not pre-specified nor is instruction pre-designed.</p>
<p>Are you sure this isn&#8217;t just a high-falutin way for teachers to get out of delivering instruction? <img src='http://elearningnews.edublogs.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /><br />
All that said, I think teachers still have a strong responsibility to facilitate this learning by providing adequate and timely support and feedback.</p>
<p>Ah, just like it says here I guess</p>
<p>Here the task of the designer are two-fold: 1) to instruct the student on how to construct meaning, as well as how to effectively monitor, evaluate and update those constructions; and 2) to align and design experiences for the learner so that authentic, relevant contexts can be experienced.</p>
<p>Ok, so in a nutshell &#8211; this is probably closer to an actual, usable heuristic &#8211; constructivist learning is contextually problem based. It&#8217;s all about already having a base level of knowledge and being put in a real world situation with a job to do where you have to work out how to use what you know and how to learn what you don&#8217;t know but need to finish it.</p>
<p>Not so hard after all.</p>
<p>Overall then,</p>
<p>What might be most effective for novice learners encountering a complex body of knowledge for the first time, would not be effective, efficient or stimulating for a learner who is more familiar with the content. Typically, one does not teach facts the same way that concepts or problem-solving are taught; likewise one teaches differently depending on the proficiency level of the learners involved.<br />
(Holy crap &#8211; just did a quick word count &#8211; this weighs in at 3733 so far &#8211; no wonder it&#8217;s taken a while &#8211; I think I need to do this differently. Still, I feel like I&#8217;ve learnt a lot from this)</p>
<p>A behavioural approach can effectively facilitate mastery of the content of a profession (knowing what); cognitive strategies are useful in teaching problem-solving tactics where defined facts and rules are applied in unfamiliar situations (knowing how); and constructivist strategies are especially suited to dealing with ill-defined problems through reflection-in-action.</p>
<p>Well, why didn&#8217;t you say so in the first place.</p>
<p>Tasks requiring a low level of processing (eg basic paired associations, discriminations, rote memorisation) seem to be facilitated by&#8230; a behavioural outlook (eg stimulus-response, contiguity of feedback/response)</p>
<p>Tasks requiring an increased level of processing (eg classifications, rule or procedural executions) &#8230; have a stronger cognitive emphasis (eg schematic organisation, analogical reasoning, algorithmic problem solving)</p>
<p>Tasks demanding high levels of processing (eg heuristic problem solving, personal selection and monitoring of cognitive strategies) are frequently best learned with &#8230; the constructivist perspective (eg situated learning, cognitive apprenticeships, social negotiation)</p>
<p>The approach of cherry-picking the best strategies from the three, based on the complexity of the task and the knowledge level of the learners is known as &#8220;systematic eclecticism&#8221;</p>
<p>OK, that&#8217;s it.</p>
<p>Great article guys &#8211; some of the constructivism stuff drove me nuts but we got there in the end. (Maybe a few small case-studies might have been nice but that&#8217;s just me)</p>
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