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EDF 6284 – Do Video Games Affect Learning?

Tuesday, October 10th, 2017

Video games are one of the most publicized (and controversial) technologies introduced into the classroom in recent years. You may or may not be aware but some people are adamant that video games will revolutionize and reshape the classroom like no previous advancement. But there are also many who do not agree.


Before we begin our readings and discussion on this topic, we need to ‘level the playing field’ a bit. For those of you who have taken EME 6465 – Interactive Learning Environments, you have discussed some of this material before. There is a bit of overlap between that course and this. Those who have been introduced to this topic before may be at a different place than the rest of you. Also, in order to provide you some of the foundational content from that course (in which we discussed the converse argument… do video games provide instructional models and techniques that we can use in a regular non-game playing situation? To get at some of those materials, click the tab below on Gamification of Learning. For those of you who have taken or are taking EME 6465, this is optional reading.

Adding Instructional Value to Games'The Games Show'Optional Review: Adding Game Play Strategies to Instructional Settings

In order to tap into this debate, we offer you a few links:


It may be that too few have taken the time to actually evaluate games for instructional value. To give you some insights on this argument we provide a few more readings. A review of the literature reveals that very few have figured out what it is about games that work to be sure that all the teaching elements are there. We do have some insight to this, as we have been doing research in the area. In a review we completed recently, we discovered a few areas that games seem to be lacking.

The following are a four articles we published on the subject (CLICK the ‘PLUS SIGN’ TO OPEN).

In the first article we developed the rationale behind a rubric to review the educational soundness of games.

1-Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games (pdf)

Direct Link (in case document does not open): http://rkenny.org/6507/RETAIN-ertd.pdf

[pdf http://rkenny.org/6507/RETAIN-ertd.pdf 800 600]

The second article is a yet to be published article that reviews a few more models to increase the instructional value of games.

2- Pedagogy-driven design of Serious Games (pdf)

Direct Link (in case document does not open): http://rkenny.org/shared_media/seriousgames_and_pedagogy.pdf

[pdf http://rkenny.org/shared_media/seriousgames_and_pedagogy.pdf 800 600]

In the third and fourth articles we discuss video games from the perspective as to why teachers have sometimes been shown to be reluctant to adopt games in the classroom.

The first of these was published last year:

3- Factors Affecting Adoption of Video Games in the Classroom (pdf)

Direct Link (in case document does not open): http://rkenny.org/6507/jillr.pdf

[pdf http://rkenny.org/6507/jillr.pdf 800 600 ]

the fourth one was published this year:

4- Relationship between Cognitive Style & Pre-service Teachers’ Preconceived Notions about Adopting Console Video Games (pdf)

Direct Link (in case document does not open): http://rkenny.org/6507/PerceptualCognition-gamebased.pdf

[pdf http://rkenny.org/6507/PerceptualCognition-gamebased.pdf 800 600]


Take a look at this short presentation on the benefits and tactics to integrate games into learning environments. It does apply some of the elements of gamification into the process:

[pdf http://rkenny.org/shared_media/gameshow.pdf 800 600]

What is Gamification*?

Proponents of game design are fully aware (sometimes in a fanatical way) about the ways in which games promote learning (if not content… at least gameplay mechanics).
That is why you do not see too many manuals out on how to play specific games. By their nature, those nicely designed games create learning situations where player/learners are naturally motivated to learn. That’s just it!!! If only we could all innately ‘know’ how to create learning situations where all our students are happy to engage. It is all about the interface and interaction… So, if it is true that good game design automatically implies good learning, then it follows that we should be able to extract valuable information on learning/interaction design to be useful for our classrooms… thus, the concept of GAMIFICATION.

The concept of gamification is found in its obvious root: –a game.

Salen and Zimmerman define a game as:

“a system in which players engage in an artificial conflict (i.e. challenge), defined by rules, that results in a quantifiable outcome.”

If you read the articles above you should see the common themes that relate to the teaching and motivation masters (rules (events) and challenge (the ‘C’ in the ARCS Motivation Model).

Koster, in his seminal work The Theory of Fun also adds the words ‘interactivity’ and ‘feedback’, which lead to an emotional reaction (a la Brenda Laurel’s ideas on suspending one’s disbelief), and a conceptualization of an abstract version of a larger system (i.e., Computers as Theatre).

Most people believe that the definition of a game rests on the concept of ‘fun’. But we should now begin to realize that it is much larger than that.

Let’s see if Wikipedia can be of any help to us (note the underlined words and their relationship to the concept of ‘interactivity’ we are building here):

Gamification is the use of game design techniques, game thinking and game mechanics to enhance non-game contexts. Typically gamification applies to non-game applications and processes, in order to encourage people to adopt them, or to influence how they are used. Gamification works by making technology more engaging, by encouraging users to engage in desired behaviors, by showing a path to mastery and autonomy, by helping to solve problems and not being a distraction, and by taking advantage of humans’ psychological predisposition to engage in gaming

Accordingly, Kapp* arrives at his definition (click on the spoiler to read a definition for each term):

Gamification is using game-based

mechanics,
The mechanics of playing a game include levels, earning badges, point systems, scores, and time constraints

aesthetics,
User interface and the look and feel of the experience
and
game thinking
thinking about everyday experiences and converting them into an activity that has the elements of competition, cooperation, exploration, and storytelling.

to engage people,
motivate action,
A process that energizes and gives direction or meaning to behavior.

promote learning, and
solve problems.
The cooperative nature of games can focus on more than one person to solve a problem… the competitive nature encourages many to do their best to accomplish a goal.

What Gamification is not

While games and gamification share many of the following concepts, gamification is NOT any one of these alone taken singularly:

  • Badges, Points or Rewards – These are important but one of the lesser useful elements of games. Gamification focuses more on engagement, storytelling, visualization of characters, and problem-solving.
  • Trivialization of Learning – If they indeed are designed to properly teach academic content (see the RETAIN Model in the Review section) then they certainly do not cheapen the experience or dilute it. Fun does not mean trivial or not important or authentic.
  • New – Games (especially war games ) have been around since the 7th century.
  • Perfect for every situation – this goes without saying?
  • Easy to create – ditto?
  • Easily understandable and universally adopted by teachers – Ditto again, if you have read the above articles about making games educational. (Again, the review module delves deeper into this).

* Source: Kapp, K.M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco: Pfeiffer.

For more information on this topic, you can review the remainder of the module on gamification from EME 6465



Do This!

dothis
Part OnePart Two
This is one time during the term that you are asked to do something in order to write your reflection. Take the Rubric from the RETAIN Model and evaluate one video game that you think could be utilized in a classroom (either K-12 or an adult training center). You do not actually have to play the game but need to become familiar enough with it to be able to fill out the rubric. You may study its gameplay using a review on the Internet or interview a person who is familiar with the selected game. Then post your reactions in the Drop Box set up on Canvas. Identify and describe the game in a short review as to how it stacks up against the rubric OR what you believe is necessary to be able to incorporate it into a lesson unit. Include a link if you have one.
Using all the articles, post your responses to the following questions in the Drop Box set up on Canvas.

  • Do you think video games have a place in the classroom? Why?/Why not?
  • Do you play video games regularly? Why? Why not? What impact does your playing/not playing have on your decision to use them in your classroom?
  • What is your take on the idea that teachers do not use games because they themselves are not as likely to play games as their peers who take on other professions?
  • Do you think Marc Prensky has it right or is his concept based too much on anecdotal data?


EDF 6284 – Motivation and Learning

Tuesday, October 10th, 2017

In this lesson, we will examine motives, motivation, and some related theoretical perspectives.

Then, we’ll look at how motivation affects, and is affected by, learning.

Motivation

Some “Why” questions: Why do you go to class each day? Why did Cain kill Abel? Why do students study for hours (sometimes even days) to pass examinations (and don’t say, “to pass examinations”)? Why do professors teach students, and why do they test students? Why did you pick out those shoes or those pants to wear today?

Each of these questions has an answer…there is some motive for engaging in those behaviors.  We may define a motive (or motivation) as a need, want, interest, or desire that propels someone (or an organism) in a certain direction .

This motivating mechanism can be called many things–a habit, a belief, a desire, an instinct, a need, an interest, a compulsion, or a drive–but no matter what its label, it is this motivation that prompts us to take action. Indeed, the motivation comes from the verb “to move.”

Some introductory psychology texts define motivation as the study of goal-directed behavior. With this definition in mind, here is a question for you to consider:

Are humans the only type of living organism that can be ‘motivated’?

This is one of the points we will be covering in our discussion board.

Five (5) Theoretical Perspectives

Instinct TheorySociobiologyDrive TheoryIncentive TheoryMaslow's Need Hierarchy

Many of theories of motivation are similar, except for the amount of emphasis they place on either biology or environment recall the old discussions about IQ. Is it DNA or your upbringing?

Most theories include some level of both (some nature, some nurture). However, instinct theory is the only theory that I know about that completely emphasizes biology.

Instinct Theory states that motivation is the result of biological, genetic programming. Thus, all beings within a species are programmed for the same motivations.

 At the heart of this perspective, is the motivation to survive  – i.e., we are all biologically programmed to survive. And, all of our behaviors and motivations stem from biological programming (i.e., we all seek pleasure and avoid pain) Thus, are actions are instincts.

Which learning theory is at least partially based on this conceptualization of motivation…. quick .. quick.. what is the first thing that pops into your mind???? Ok, all you ‘Pavlovians’ out there… Yes!!!! BEHAVIORISM!!!!!! Ding ding ding.. that’s the inner voice in us… you all must be salivating right now!!!! (sorry for the pun)

Ok, back to work….

A human mother, unlike most other species, will stay awake with a crying infant all night long trying to provide comfort. Why? Instinct theory suggests that she is programmed to behave in this manner — it is not due to learning or conditioning, not to being raised properly or poorly, not to having strong female role models or weak role models, or anything else, other that pure biology… ok so I just contradicted myself here….. but it goes deeper than that…

This perspective is very much the sort that was offered recently in the controversial article that stated that parents don’t matter that much in the development of their children.

William McDougal (1908), an influential theorist, viewed instincts as behavior patterns that are:

  • unlearned
  • uniform in expression
  • universal in a species

For example, within a species of birds, all the members may build identical nests and work in the same ways. This is true even for those birds of that species born and raised in captivity and isolation, and thus could not have learned the appropriate nest building behavior from other, experienced role model birds.

So now we are approaching what I coined: ‘inspitivism theory’.. that kids learn IN SPITE of our efforts!!

McDougal carried it a step further by stating that humans are the same and have instincts for behaviors such as: parenting, submission, jealousy, mating, and more.

There are problems with this thinking

Sorry but we are not off the hook here. We probably actually need to teach kids in spite of (sorry for the pun) our instincts otherwise:

  • theorists have never been able to agree on a list of instincts; Many instincts are NOT universal and seem to be more dependent on individual differences (for example, jealousy. Not all humans exhibit the same jealously levels, behaviors, etc.).
  • instinct theory has a more biological emphasis for specific motives and not all (like aggression and sex). But, there is still a strong instinct perspective in the study of animals (ethology).

This is the study of genetic and evolutionary bases of behavior in all organisms, including humans. This view spawned from instinct theory, but it is not purely an instinct theory.

 Sociobiology states that natural selection favors social behaviors that maximize reproductive success . Thus, the primary motivating force for living organisms (including humans) is to pass on our genes from one generation to the next.

It sounds like a stretch but this in many ways is the thought process behind Bandura’s Social Learning Theory

This theory, inspired by Charles Darwin, argues that in the last 15 million years the human species has evolved socially as well as physically. Through the process of natural selection, individuals who were even slightly predisposed to engage in adaptive social behaviors were the “fittest” and tended to survive longer and to be more successful in passing their genes along to future generations. Over countless generations, this selection process weeded out individuals who lacked these predispositions and those who possessed them prospered. Even though these tendencies may not enhance our fitness in today’s world, eons spent in harsher environments have left us genetically predisposed to perform certain social behaviors when situational cues call forth ancient instincts.

Instinct theory argued that people try to survive, and that any quality that increases survival will eventually become genetically based. However, sociobiology has changed this view slightly by arguing that the organism’s fundamental goal is not mere survival, or even the survival of its offspring. Rather, the fittest individual is the one that succeeds in passing the maximum number of genes on to the next generation. Why, for example, do animals go to all the trouble of breeding and raising offspring?

Because having children is an extremely effective means of ensuring the survival of one’s genes in a future generation. Caring for offspring may seem self-sacrificing, but these actions are prompted by the gene’s selfish tendency to seek survival at all costs. Even if the parent perishes protecting its young, its genes will continue to flourish in its offspring. To Darwin, the fittest animal is the one that can survive longest. To Hamilton, the fittest animal is the one that maximizes the survival of its genes in future generations.

Is the need to create a social system that teaches our young new (and proper) behaviors be based on the need to survive? So in this macro level we are looking at the motivation to set up socialized (i.e., ‘socially based’) teaching ‘institutions”.

This perspective explain motives such as competition, aggression, sexual activity, and dominance. (in other words, using your ‘red pen’ as a teacher/instructor to cause your students to avoid pain and seek pleasure?)

This is also the basis for some of the thinking on ‘opposites attract” and others, and we even have gotten to the point of observing that human computer interfaces (HCI) can emulate these preferences in the exact same way. If you do not believe me, seek out Reeves and Nast’s seminal work: The Media Equation.. go ahead.. Google it… OR you can learn all about it in Interactive Learning Environments (EME6465).

Is this the ultimate in selfishness?

This perspective may seem selfish, but it can also explain seemingly altruistic behaviors:

  • A Blackbird will risk death to signal the flock that a hawk (a predator) is nearby. In so doing, the Blackbird increases its chance of getting killed, but also increases the chances of the other Blackbirds surviving and, therefore, increasing the odds that more genes will be passed on.
  • An organism will risk its own life to keep the possibility of passing on familial genes alive. Others of the same genetic strain will survive and keep the gene pool going even if that particular bird does not.

In short, while this may be a selfish perspective, it does have the potential to produce remarkably unselfish behavior.
So… what about the idea that folks love to ‘share’ things on Facebook, You Tube.. what about open source software and freeware etc?

 A Drive is an internal state of tension that motivates an organism to engage in activities that should (hopefully) reduce this tension. 

Most organisms seem to try and maintain Homeostasis — a state of physiological equilibrium.

Wow!!!! What a set up for Piaget!!!! I couldn’t have said it better myself.. oh, that’s right, I just did!!!!

For example, we have a homeostatic temperature of 98.6 degrees (F). If this temperature begins to waiver enough you have a number of possible autonomic responses: if temperature increases, you perspire. If temperature decreases, you shiver.

So, when you experience a drive, you are motivated to reduce this state of tension and pursue actions that will lead to a drive reduction (reduce the state of tension). By the way, this is also the basis for story and transformation in the story invention construct….just my ‘commercial’ for the narrative based curriculum.

For Example – hunger leads to physical discomfort (internal tension – drive), which leads to the motivation to get food, which leads to eating, which leads to a reduction in physical tension (drive reduction), which finally leads to the restoration of equilibrium. (Again seems like an off-shoot of the old seek pleasure avoid pain thing)

Some Problems

  • homeostasis seems irrelevant/contra-indicative to some human motives – “thirst for knowledge”…(what the heck is that?) No Child Left Behind anyone? Ok, I digress….
  • motivation may exist without a drive arousal. For example, humans do not eat only when they are hungry. Don’t believe me? Ever go out for a nice dinner, eat enough to be full, but then still decide to have that great chocolate desert anyway? I thought so.

So does this all say that we sometimes learn simply because we are bored or ‘conditioned’ to learn? What DOES it say?

 An incentive may be defined as an external goal that has the capacity to motivate behavior . This does not mean that it will always motivate behavior, only that it can.

Now, we get to a situation in which we can see a difference with previous theories:

Drive theory acts by an internal state pushing you in a specific direction. However, incentive theory acts when an external stimulus pulls you in a certain direction.

(Internal versus external motivation!!!! we may have hit on something great here!!!!)

This is directly related to Skinner. Here we can see a move away from biological influence toward the environment and its influence on behavior. You attend class not because you were biologically programmed to become a student, but rather, because there is something external that is rewarding to you. Is it the grade you seek? Is it the desire to avoid going into the job market? Is it the desire to obtain a better job with a degree than possible without one? Regardless which it is, the idea is that the motivation is something external, not internal.

This Humanistic perspective is a blend of biological and social needs and is a sweeping overview of human motivation. Because Maslow believed that all needs vary in strength, he arranged them in a pyramidal form to indicate which have more strength. The most basic needs (like shelter and food) are vital to daily survival, and are at the bottom, while needs that are less important to staying alive are higher on the pyramid:

We may define the Need Hierarchy as –  a systematic arrangement of needs according to priority , which assumes that basic needs must be met before less basic needs are aroused. Thus, like stage theories, we must meet one need before we move on to the next.
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Levels:

Physiological – these include the need for food, water, and other vital components of life. If these needs are not met, the organism can’t survive. Thus, these are the most basic and important.

Safety and security – these needs refer more to the long term survival than day to day needs. Humans tend to seek out order and have a desire to live in a world that is not filled with chaos and danger. As a result, they seek out stable lives with careers, homes, insurance, etc.

‘Belongingness’ and love – after obtaining a safe environment to live and establishing some long term plans, people seek out love and affection from family members, friends, and lovers.

Esteem – at this level, people become concerned with self-esteem which may be based on achievements that they earn, recognition from others for jobs they do, etc.

Cognitive – needs at this level are based on acquiring knowledge and understanding of the world, people, behavior, etc. If you are in college to learn (not simply to get a degree) then you are attempting to fulfill your cognitive needs.

Aesthetic – aesthetic needs include beauty and order in life. Getting your life in order may provide a sense of comfort that people often lack. In addition, spending time finding and observing beauty in the world becomes an option and a desire as people do not have to struggle and fight to stay alive. Remember the episode of Star Trek: The Next Generation in which people from our century who had been frozen are found and thawed? These people could not understand that money was no longer important, that starvation had been abolished on Earth, and that people now had the opportunity and will to better themselves through learning about art, music, etc. Picard was preaching the aesthetic level of Maslow’s hierarchy.

Self-actualization – this is the highest and most difficult level to reach. In fact, according to Maslow, very few people actually reach this level. Self-actualization is the need to fulfill one’s own potential. As Maslow stated, “What a man can be, he must be.” Interestingly, Maslow indicated that people will be frustrated if they can’t pursue their true loves and talents. For example, if a person has a talent for painting, but they become a doctor, they will be forever frustrated because the need for self-actualization will be hindered.

ARCS Motivational Model (a model, not a theory!)

Ok so now that we have a basic understanding of Motivation, where do we go from here? Well, we cannot leave this subject without looking at a couple ideas about motivation and learning. But the first thing I have to remind you is that  MOTIVATION IS A NECESSARY BUT INSUFFICIENT CONDITION FOR LEARNING. 

I say this with all seriousness.. some folks simply leave it at that.. but you cannot.. that is why we need to talk about John Keller… who is he? none other than the guy who invented the ARCS model:

The ARCS Model revolves around setting up the basic tenants of motivating students using four principles:

  1. Gaining their attention
  2. Making the learning relevant (to both the audience and previous learning
  3. Issuing some type of challenge
  4. Providing a pathway to success

There is simply so much out there on this model, I a not going to attempt to replicate it here.. so the best way to do this is to provide you come links:

Intrinsic vs Extrinsic Motivation (a ‘new’ hierarchy of motivation)

So what is this all about?
Wikipedia actually is a good read on this

But they are not the only one:
This one actually relates the two to Maslow

This one provides an unique perspective

Digging a Little Deeper

Here are a couple links and readings to help you dig further into this topic:

Below is a rough draft of a paper (errors and all) I put together recently on the subject of SDT as an explanation as to why videos games may be effective in the classroom.

[pdf http://rkenny.org/6284/motivationpaper_draft.pdf 800 600]

Do This!

dothis
With all this newly found knowledge we need to satisfy that urge (motivation??). You have to express yourself and to see what others have to say.. so,

  • Write down a few ah-ha! moments you had.. what about motivation did you NOT know before and now think are substantive ideas?
    1. Did you find anything that you think is a lot of hooey? (great word!)Why? why not?
    2. What do you think you can do with all of this? How will it affect your final project? How do you plan on incorporating motivation into it? Which theory?

EDF 6284 – Learning Theory and Instructional Design

Tuesday, September 26th, 2017
Let’s  Add Some Context to this Lesson

We realize that much of this lesson deals with topics that you may or may not have been exposed to in EDF 6215 Learning Principles. Admittedly, there is some overlap. For you the focus for reviewing this lesson, should be to see how you can apply the learning theories to instructional design.

Having said that…. you are all probably asking this burning question:

What does learning theory have to do with Instructional Design?

The answer is not all that complex really…

Shiffman (1995) stated that providing a solid foundation in learning theory during Instructional Systems Design (ISD) training is essential because it permeates all dimensions of ISD.

Depending on the learners, the content and circumstance, different learning theories may apply at different times. As an instructional designer, you   must understand the strengths and weaknesses of each theory to optimize their use in an appropriate instructional design strategy . The so-called ‘recipes’ that are contained in various ID theories may have value as theory are associated with their corresponding theoretical basis.

Last, theories are useful because  they open our eyes to other possibilities and ways of seeing the world use in an appropriate instructional design strategy . The best design decisions are most certainly based on our knowledge of learning theories.

Ok, so.. you have answered that one pretty easily.. now what?

The real confusion surrounds the fact that the  theories are not all mutually exclusive … nor are they clear cut.  So, we have to take a stab at simplifying it…

The following review has been adapted from the wonderful work of Brenda Mergel, written over 15 years ago as a graduate student in the Educational Communications and Technology program at the University of Saskatchewan. Thanks to this wonderful stuff, we do not have to purchase a textbook…

Introduction/Problem Statement

The introduction and subsequent “sorting out” of the various learning theories and associated instructional design strategies can be somewhat confusing.  For example:

  • Why does it seem so difficult to differentiate between the three basic theories of learning?
  • Why do the names of many theorists appear to be connected to more than one theory?
  • Why do the terms and instructional strategies of each theory appear to overlap?

There are myriads of articles in the literature and Internet sites that deal with learning theory and ID.making it very difficult to know when and where to draw the line.

So we begin with what are known as the  three basic categories under which most theories fall:

  1. behaviorism
  2. cognitivism
  3. constructivism.

To be honest, besides behaviorism, cognitivism and constructivism one could also discuss such additional topics as connoisseurship, semiotics, and contextualism, (in fact we will be doing just that throughout the term). But,  unless we turn this whole semester into a discussion about learning theory, it is probably a better course of action to stick to the basics.. so here goes…. the following discussions are grouped by context. Click each tabs after you feel you you have digested the previous section

Theories vs Models

What is a theory?

A theory provides a general explanation for observations made over time.
A theory explains and predicts behavior.
A theory can never be established beyond all doubt.
A theory may be modified.
Theories seldom have to be thrown out completely if thoroughly tested but sometimes a theory may be widely accepted for a long time and later disproved.

What is a model?

A model is a mental picture that helps us understand something we cannot see or experience directly. (In fact the concept of a ‘model’ (as opposed to a ‘rule’) is the centerpiece of its own emerging theory (see Chaos Theory). You may be interested in learning more about this concept….

Behaviorism, Cognitivism and Constructivism – The Basics

Click the spoiler to view the definition

<---- Behaviorism
Based on observable changes in behavior. Behaviorism focuses on a new behavoral pattern being repeated until it becomes automatic.

<---- Cognitivism
Based on the thought process behind the behavior. Changes in behavior are observed, and used as indicators as to what is happening inside the learner’s mind.

<---- Constructivism
Based on the premise that we all construct our own perspective of the world, through individual experiences and schema. Constructivism focuses on preparing the learner to problem solve in ambiguous situations.

These three are the prevalent theories being taught in most universities today:

BehaviorismCognitivismConstructivism

Behaviorism, as a learning theory, can be traced back to Aristotle, whose essay “Memory” focused on associations being made between events such as lightning and thunder. Other philosophers that followed Aristotle’s thoughts are Hobbes , Hume, Brown, Bain, and Ebbinghause.

The theory of behaviorism concentrates on the study of overt behaviors that can be observed and measured. It views the mind as a “black box” in the sense that response to stimulus can be observed quantitatively, totally ignoring the possibility of thought processes occurring in the mind. Some key players in the development of the behaviorist theory were Pavlov, Watson, Thorndike and Skinner.

Let’s Look at some Behaviorists:

Pavlov (1849 – 1936)

For most people, the name “Pavlov” rings a bell (sorry for the pun). This Russian physiologist is best known for his work in classical conditioning or stimulus substitution. Pavlov’s most famous experiment involved food, a dog and a bell.

  • Before conditioning, ringing the bell caused no response from the dog. Placing food in front of the dog initiated salivation.
  • During conditioning, the bell was rung a few seconds before the dog was presented with food.
  • After conditioning, the ringing of the bell alone produced salivation.

Other Observations Made by Pavlov

  • Stimulus Generalization: Once the dog has learned to salivate at the sound of the bell, it will salivate at other similar sounds.
  • Extinction: If you stop pairing the bell with the food, salivation will eventually cease in response to the bell.
  • Spontaneous Recovery: Extinguished responses can be “recovered” after an elapsed time, but will soon extinguish again if the dog is not presented with food.
  • Discrimination: The dog could learn to discriminate between similar bells (stimuli) and discern which bell would result in the presentation of food and which would not.
  • Higher-Order Conditioning: Once the dog has been conditioned to associate the bell with food, another unconditioned stimulus, such as a light may be flashed at the same time that the bell is rung. Eventually the dog will salivate at the flash of the light without the sound of the bell.

Ok ok the big question is .. did the dog have a name? (sorry I am a bit  ADHD (lol))

Thorndike (1874 – 1949)

Edward Thorndike researched animal behavior before becoming interested in human psychology. He set out to apply “the methods of exact science” to educational problems by emphasizing “accurate quantitative treatment of information”. “Anything that exists, exists in a certain quantity and can be measured” (Johcich). His theory, Connectionism, stated that learning was the formation of a connection between stimulus and response.

  • The “law of effect” stated that when a connection between a stimulus and response is positively rewarded it will be strengthened and when it is negatively rewarded it will be weakened. Thorndike later revised this “law” when he found that negative reward, (punishment) did not necessarily weaken bonds, and that some seemingly pleasurable consequences do not necessarily motivate performance.
  • The “law of exercise” held that the more an S-R (stimulus response) bond is practiced the stronger it will become. As with the law of effect, the law of exercise also had to be updated when Thorndike found that practice without feedback does not necessarily enhance performance.
  • The “law of readiness” : because of the structure of the nervous system, certain conduction units, in a given situation, are more predisposed to conduct than others.

Thorndike’s laws were based on the stimulus-response hypothesis. He believed that a neural bond would be established between the stimulus and response when the response was positive. Learning takes place when the bonds are formed into patterns of behavior.

Watson (1878 – 1958)

John B. Watson was the first American psychologist to use Pavlov’s ideas.  Watson is credited with coining the term “behaviorism”.  Like Thorndike, he was originally involved in animal research, but later became involved in the study of human behavior.

Watson believed that humans are born with a few reflexes and the emotional reactions of love and rage. All other behavior is established through stimulus-response associations through conditioning.

Skinner (1904 – 1990)

Like Pavlov, Watson and Thorndike, Skinner believed in the stimulus-response pattern of conditioned behavior. His theory dealt with changes in observable behavior, ignoring the possibility of any processes occurring in the mind. Skinner’s 1948 book, Walden Two , is about a utopian society based on operand conditioning. He also wrote, Science and Human Behavior, (1953)  in which he pointed out how the principles of operand conditioning function in social institutions such as government, law, religion, economics and education.

Skinner’s work differs from that of his predecessors (classical conditioning), in that he studied operand behavior (voluntary behaviors used in operating on the environment).

Skinner’s Operand Conditioning Mechanisms

  • Positive Reinforcement or reward: Responses that are rewarded are likely to be repeated. (Good grades reinforce careful study.)
  • Negative Reinforcement: Responses that allow escape from painful or undesirable situations are likely to be repeated. (Being excused from writing a final because of good term work.)
  • Extinction or Non-Reinforcement: Responses that are not reinforced are not likely to be repeated. (Ignoring student misbehavior should extinguish that behavior.)
  • Punishment: Responses that bring painful or undesirable consequences will be suppressed, but may reappear if reinforcement contingencies change. (Penalizing late students by withdrawing privileges should stop their lateness.)

…the mind is like a computer…

As early as the 1920’s people began to find limitations in the behaviorist approach to understanding learning. Edward Tolman found that rats used in an experiment appeared to have a mental map of the maze he was using. When he closed off a certain portion of the maze, the rats did not bother to try a certain path because they “knew” that it led to the blocked path. Visually, the rats could not see that the path would result in failure, yet they chose to take a longer route that they knew would be successful.

In addition, Behaviorists were unable to explain certain social behaviors. For example, children do not imitate all behavior that has been reinforced. Furthermore, they may model new behavior days or weeks after their first initial observation without having been reinforced for the behavior. Because of these observations, Bandura and Walters departed from the traditional operand conditioning explanation that the child must perform and receive reinforcement before being able to learn. They stated in their 1963 book, Social Learning and Personality Development, that an individual could model behavior by observing the behavior of another person. This theory lead to Bandura’s Social Cognitive Theory.

What is Cognitivism?

“Cognitive theorists recognize that much learning involves associations established through contiguity and repetition. They also acknowledge the importance of reinforcement, although they stress its role in providing feedback about the correctness of responses over its role as a motivator. However, even while accepting such behavioristic concepts, cognitive theorists view learning as involving the acquisition or reorganization of the cognitive structures through which humans process and store information.” (Good and Brophy, 1990, pp. 187).

As with behaviorism, cognitive psychology can be traced back to the ancient Greeks, Plato and Aristotle. The cognitive revolution became evident in American psychology during the 1950’s. One of the major players in the development of cognitivism is Jean Piaget, who developed the major aspects of his theory as early as the 1920’s. Piaget’s ideas did not impact North America until the 1960’s after Miller and Jermone Bruner founded the Harvard Center for Cognitive studies.

Key Concepts of Cognitive Theory

  • Schema – An internal knowledge structure. New information is compared to existing cognitive structures called “schema”. Schema may be combined, extended or altered to accommodate new information.
  • Three-Stage Information Processing Model– input first enters a sensory register, then is processed in short-term memory, and then is transferred to long-term memory for storage and retrieval.
    • Sensory Register – receives input from senses which lasts from less than a second to four seconds and then disappears through decay or replacement. Much of the information never reaches short term memory but all information is monitored at some level and acted upon if necessary.
    • Short-Term Memory (STM) – sensory input that is important or interesting is transferred from the sensory register to the STM. Memory can be retained here for up to 20 seconds or more if rehearsed repeatedly. Short-term memory can hold up to 7 plus or minus 2 items. STM capacity can be increased if material is chunked into meaningful parts.
    • Long-Term Memory and Storage (LTM) – stores information from STM for long term use. Long-term memory has unlimited capacity. Some materials are “forced” into LTM by rote memorization and over learning. Deeper levels of processing such as generating linkages between old and new information are much better for successful retention of material.
  • Meaningful Effects – Meaningful information is easier to learn and remember. (see Cofer).  If a learner links relatively meaningless information with prior schema it will be easier to retain. (see Wittrock, Marks, & Doctorow)
  • Serial Position Effects – It is easier to remember items from the beginning or end of a list rather than those in the middle of the list, unless that item is distinctly different.
  • Practice Effects – Practicing or rehearsing improves retention especially when it is distributed practice. By distributing practices the learner associates the material with many different contexts rather than the one context afforded by mass practice.
  • Transfer Effects – The effects of prior learning on learning new tasks or material.
  • Interference Effects – Occurs when prior learning interferes with the learning of new material.
  • Organization Effects – When a learner categorizes input such as a grocery list, it is easier to remember.
  • Levels of Processing Effects – Words may be processed at a low-level sensory analysis of their physical characteristics to high-level semantic analysis of their meaning. (see Craik and Lockhart).  The more deeply a word is process the easier it will be to remember.
  • State Dependent Effects – If learning takes place within a certain context it will be easier to remember within that context rather than in a new context.
  • Mnemonic Effects – Mnemonics are strategies used by learners to organize relatively meaningless input into more meaningful images or semantic contexts. For example, the notes of a musical scale can be remembered by the rhyme: Every Good Boy Does Fine.
  • Schema Effects – If information does not fit a person’s schema it may be more difficult for them to remember and what they remember or how they conceive of it may also be affected by their prior schema.
  • Advance OrganizersAusebel – advance organizers prepare the learner for the material they are about to learn. They are not simply outlines of the material, but are material that will enable the student to make sense out of the lesson.

Bartlett pioneered what became the constructivist approach.  Constructivists believe that “learners construct their own reality or at least interpret it based upon their perceptions of experiences, so an individual’s knowledge is a function of one’s prior experiences, mental structures, and beliefs that are used to interpret objects and events.” “What someone knows is grounded in perception of the physical and social experiences which are comprehended by the mind.” .

If each person has their own view about reality, then how can we as a society communicate and/or coexist? Jonassen, addressing this issue in his article Thinking Technology: Toward a Constructivist Design Model, makes the following comments:

  • “Perhaps the most common misconception of constructivism is the inference that we each therefore construct a unique reality, that reality is only in the mind of the knower, which will doubtlessly lead to intellectual anarchy.”
  • “A reasonable response to that criticism is the Gibsonian perspective that contends that there exists a physical world that is subject to physical laws that we all know in pretty much the same way because those physical laws are perceivable by humans in pretty much the same way.”
  • “Constructivists also believe that much of reality is shared through a process of social negotiation…”

If one searches through the many philosophical and psychological theories of the past, the threads of constructivism may be found in the writing of such people as Bruner, Ulrick, Neiser, Goodman, Kant, Kuhn, Dewey and Habermas. The most profound influence was Jean Piaget‘s work which was interpreted and extended by von Glasserfield.

Realistic vs. Radical Construction

  • Realistic constructivism – cognition is the process by which learners eventually construct mental structures that correspond to or match external structures located in the environment.
  • Radical constructivism – cognition serves to organize the learners experiential world rather than to discover ontological reality

The Assumptions of Constructivism – Merrill

  • knowledge is constructed from experience
  • learning is a personal interpretation of the world
  • learning is an active process in which meaning is developed on the basis of experience
  • conceptual growth comes from the negotiation of meaning, the sharing of multiple perspectives and the changing of our internal representations through collaborative learning
  • learning should be situated in realistic settings; testing should be integrated with the task and not a separate activity

So, are you good and confused yet? Well,  you should be!!!!!

It is really difficult to pin down what theory a certain theorist belongs to. Just when you think you have it all categorized… a name you originally thought was in the behavioral category shows up in a constructivism article!!!

This problem is often the result of theorists and their ideas that evolve over time  (I mean they are just THEORIES after all!!!) Here is a good example:

Davidson (1998)  includes the following example in an article she wrote:

“Considered by most to be representative of  behaviorist learning paradigm, Robert Gagne’s theory of learning and events of instruction have evolved progressively to approach a more cognitive theory. His discussion of relating present information and past knowledge (event #3) and the inclusion of learning transfer (event#9) are indicative of this shift toward constructivism.”


The following series of discussions cover the relationship between theories and Instructional Design (ID)

Behaviorism and IDCognitivism and IDConstructivism and ID

Behavioral Objectives:

A behavioral objective states learning objectives in “specified, quantifiable, terminal behaviors”.  Behavioral objectives can be summed up using the mnemonic device ABCD:

Example: After having completed the unit the student will be able to answer correctly 90% of the questions on the post-test.

  • A – Audience – the student
  • B – Behavior – answer correctly
  • C – Condition – after having completed the unit, on a post test
  • D – Degree – 90% correct

To develop behavioral objectives a learning task must be broken down through analysis into specific measurable tasks. The learning success may be measured by tests developed to measure each objective.

Taxonomic Analysis of Learning Behaviors

  • Bloom’s Taxonomy of Learning – In 1956 Bloom and his colleagues began development of a taxonomy in the cognitive, attitudinal (affect) and psycho-motor domains. Many people are familiar with Bloom’s Cognitive taxonomy:
    • knowledge
    • comprehension
    • application
    • analysis
    • synthesis
    • evaluation

    of course this has been added to and adjusted over time, but this still remains the seminal structure that we still follow today…. these have also been translated to the affect and the psycho-motor domains

  • Gagne’s Taxonomy of Learning – Robert Gagne developed his taxonomy of learning in 1972. Gagne’s taxonomy was comprised of five categories:
    • verbal information
    • intellectual skill
    • cognitive strategy
    • attitude
    • motor skill

    Mastery Learning

    Mastery learning was originally developed by Morrison in the 1930s. His formula for mastery was “Pretest, teach, test the result, adapt procedure, teach and test again to the point of actual learning.” (Morrison, 1931, in Saettler, 1990). Mastery learning assumes that all students can master the materials presented in the lesson. Bloom further developed Morrison’s plan, but mastery learning is more effective for the lower levels of learning on Bloom’s taxonomy, and not appropriate for higher level learning (Saettler, 1990).

    By the late 1960’s most K-12 teachers were writing and using behavioral objectives. There were, of course, people who questioned the breaking down of subject material into small parts, believing that it would lead away from an understanding of the “whole”.

    Accountability Movement

    A movement known as scientific management of industry arose in the early 1900s in response to political and economic factors of that time. Franklin Bobbitt proposed utilization of this system in education stressing that the standards and direction of education should stem from the consumer – society.  (WOW ! does this sound familiar??????)

    Bobbitt’s ideas exemplified the idea of accountability, competency-based education and performance-based education, which because of similar economic and political factors, experienced a revival in America during the late 1960s and 1970s (back to the future!!!!!).

    Teaching  Machines 

    Although the elder Sophists, Comenius, Herbart and Montessori used the concept of programmed instruction in their repertoire, B.F. Skinner is the most current and probably best known advocate of teaching machines and programmed learning. Contributors to this movement include the following:

    • Pressey – introduced a multiple-choice machine at the 1925 American Psychological Association meeting.
    • Peterson – a former student of Pressey’s who developed “chemosheets” in which the learner checked their answers with a chemical-dipped swab.
    • W.W.II – devises called “phase checks”, constructed in the 1940s and 1950s, taught and tested such skills and disassembly-assembly of equipment.
    • Crowder – designed a branched style of programming for the US Air force in the 1950s to train troubleshooters to find malfunctions in electronic equipment.
    • Skinner – based on operand conditioning Skinner’s teaching machine required the learner to complete or answer a question and then receive feedback on the correctness of the response. Skinner demonstrated his machine in 1954.

    Other concepts:

    • Programmed instruction
    • CAI (Computer Assisted Instruction
    • Program for Learning
    • Systems Approach – yes,.. the dawn of ISD Instructional Systems design still being used in the military… but think about it.. in the psych

Although cognitive psychology emerged in the late 1950s and began to take over as the dominant theory of learning, it wasn’t until the late 1970s that cognitive science began to have its influence on instructional design. Cognitive science began a shift from behavioristic practices which emphasized external behavior, to a concern with the internal mental processes of the mind and how they could be utilized in promoting effective learning.

The design models that had been developed in the behaviorist tradition were not simply tossed out, but instead the task analysis andlearner analysis parts of the models were embellished. The new models addressed component processes of learning such as knowledge coding and representation, information storage and retrieval as well as the incorporation and integration of new knowledge with previous information.

Cognitivism and Behaviorism are both governed by an objective view of the nature of knowledge and what it means to know something, so the transition from behavioral instructional design principles to those of a cognitive style was not entirely difficult.

The goal of instruction remained the communication or transfer of knowledge to learners in the most efficient, effective manner possible (Bednar et al., in Anglin, 1995). For example, the breaking down of a task into small steps works for a behaviorist who is trying to find the most efficient and fail proof method of shaping a learner’s behavior. The cognitive scientist would analyze a task, break it down into smaller steps or chunks and use that information to develop instruction that moves from simple to complex building on prior schema.

The influence of cognitive science in instructional design is evidenced by the use of advance organizers, mnemonic devices, metaphors, chunking into meaningful parts and the careful organization of instructional materials from simple to complex.

Computer-Based Instruction

Computers process information in a similar fashion to how cognitive scientists believe humans process information: receive, store and retrieve. This analogy makes the possibility of programming a computer to “think” like a person conceivable, i.e.. artificial intelligence.

Artificial intelligence involve the computer working to supply appropriate responses to student input from the computer’s data base. A trouble-shooting programs is one example of these programs. Below is a list of some programs and their intended use:

  • SCHOLAR – teaches facts about South American geography in a Socratic method
  • PUFF – diagnoses medical patients for possible pulmonary disorders
  • MYCIN – diagnoses blood infections and prescribes possible treatment
  • DENDRAL – enables a chemist to make an accurate guess about the molecular structure of an unknown compound
  • META-DENDRAL – makes up its own molecular fragmentation rules in an attempt to explain sets of basic data
  • GUIDION – a derivative of the MYCIN program that gave a student information about a case and compared their diagnosis with what MYCIN would suggest
  • SOPIE – helps engineers troubleshoot electronic equipment problems
  • BUGGY – allows teachers to diagnose causes for student mathematical errors
  • LOGO – designed to help children learn to program a computer
  • Davis’ math programs for the PLATO system – to encourage mathematical development through discovery

The shift of instructional design from behaviorism to cognitivism was not as dramatic as the move into constructivism appears to be, since behaviorism and cognitivism are both objective in nature.

Behaviorism and cognitivism both support the practice of analyzing a task and breaking it down into manageable chunks, establishing objectives, and measuring performance based on those objectives. Constructivism, on the other hand, promotes a more open-ended learning experience where the methods and results of learning are not easily measured and may not be the same for each learner.

While behaviorism and constructivism are very different theoretical perspectives, cognitivism shares some similarities with constructivism. An example of their compatibility is the fact that they share the analogy of comparing the processes of the mind to that of a computer.

Other examples of the link between cognitive theory and constructivism are:

Despite these similarities between cognitivism and constructivism, the objective side of cognitivism supported the use of models (rather than rules) to be used in the systems approach of instructional design. Constructivism is not compatible with the present systems approach to instructional design, as Jonassen points out :

“The conundrum that constructivism poses for instructional designers, however, is that if each individual is responsible for knowledge construction, how can we as designers determine and insure a common set of outcomes for leaning, as we have been taught to do?” (Jonasson) In the same article, Jonassen lists the following implications of constructivism for instructional design:

“…purposeful knowledge construction may be facilitated by learning environments which:

  • Provide multiple representations of reality – avoid oversimplification of instruction by by representing the natural complexity of the world
  • Present authentic tasks – contextualize
  • Provide real-world, case-based learning environments, rather than predetermined instructional sequences
  • Foster reflective practice
  • Enable context- and content-dependent knowledge construction
  • Support collaborative construction of knowledge through social negotiation, not competition among learners for recognition
“Although we believe that constructivism is not a prescriptive theory of instruction, it should be possible to provide more explicit guidelines on how to design learning environments that foster constructivist learning”

Constructivism and Instructional Media

The technological advances of the 1980s and 1990s have enabled designers to move toward a more constructivist approach to design of instruction. One of the most useful tools for the constructivist designer is hypertext and hypermedia because it allows for a branched design rather than a linear format of instruction. Hyperlinks allow for learner control which is crucial to constructivist learning; however, there is some concerns over the novice learner becoming “lost” in a sea of hypermedia.

To address this concern, Jonassen and McAlleese (Jonnassen & McAlleese, [On-line]) note that each phase of knowledge acquisition requires different types of learning and that initial knowledge acquisition is perhaps best served by classical instruction with predetermined learning outcomes, sequenced instructional interaction and criterion-referenced evaluation while the more advanced second phase of knowledge acquisition is more suited to a constructivist environment.

If a novice learner is unable to establish an “anchor” in a hypermedia environment they may wander aimlessly through hypermedia becoming completely disoriented. Reigeluth and Chung suggest a prescriptive system which advocates increased learner control. In this method, students have some background knowledge and have been given some instruction in developing their own metacognitive strategies and have some way to return along the path they have taken, should they become “lost”. (Davidson, 1998)

Most literature on constructivist design suggests that learners should not simply be let loose in a hypermedia or hypertext environment, but that a mix of old and new (objective and constructive) instruction/learning design be implemented.  In other words, perhaps an eclectic approach is best.

Not everyone agrees with this approach however…  many are impassioned by the constructivist approach almost militant about it….


Which Model is Best???

What is the difference between the learning theories in terms of the practice of instructional design?

Is one approach more easily achieved than another?

To address this, one may consider that cognitive theory is the dominant theory in instructional design and many of the instructional strategies advocated and utilized by behaviorists are also used by cognitivists, but for different reasons. For example, behaviorists assess learners to determine a starting point for instruction, while cognitivists look at the learner to determine their predisposition to learning.

With this in mind, the practice of instructional design can be viewed from a behaviorist/cognitivist approach as opposed to a constructivist approach.

  • When designing from a behaviorist/cognitivist stance, the designer analyzes the situation and sets a goal.
  • Individual tasks are broken down and learning objectives are developed.
  • Evaluation consists of determining whether the criteria for the objectives has been met.
So Where does ADDIE Fit into all of This?
ADDIE is another story really. Some refer to it as a model (which is not totally incorrect). But we prefer to describe it as a ‘framework’ or checklist that under lies all theories and models. You can evaluate the various theories/models in terms of ADDIE because this framework encompasses the critical elements. In short while ADDIE does contain analysis design development and implementation phases, we could actually see ADDIE in each of them. Did we analyze the learner/situation? Did we write the design document based on those assumptions/discoveries? Does our development plan take all of these into consideration? … Kind of a dual purpose. Hopefully, this is not too confusing .. the point is to simply call ADDIE a model does not give it its full due…

In this approach the designer decides what is important for the learner to know and attempts to transfer that knowledge to the learner. The learning package is somewhat of a closed system, since although it may allow for some branching and remediation, the learner is still confined to the designer’s “world”.

To design from a constructivist approach requires that the designer produce a product that is much more descriptive and facilitative in nature than prescriptive. The content is not pre-specified, direction is determined by the learner and assessment is much more subjective because it does not depend on specific quantitative criteria, but rather the process and self-evaluation of the learner.

The standard pencil-and-paper tests of mastery learning are not used in constructive design; instead, evaluation is based on notes, reflections, early drafts, final products and journals.

(ok now the secret is out.. this course is at least approaching the constructivist point of view.. sorry all you behaviorist out there!)

Because of the divergent, subjective nature of constructive learning, it is easier for a designer to work from the systems, and thus the objective approach to instructional design. That is not to say that classical instructional design techniques are better than constructive design, but it is easier, less time consuming and most likely less expensive to design within a “closed system” rather than an “open” one.

Perhaps there is some truth in the statement that “Constructivism is a ‘learning theory’, more than a ‘teaching approach’.

Jonnassen in Manifesto for a Constructive Approach to Technology in Higher Education  identifies the following types of learning and matched them with what he believes to be appropriate learning theory approaches.

  • Introductory Learning – learners have very little directly transferable prior knowledge about a skill or content area. They are at the initial stages of schema assembly and integration. At this stage classical instructional design is most suitable because it is predetermined, constrained, sequential and criterion-referenced. The learner can develop some anchors for further exploration.
  • Advanced Knowledge Acquisition – follows introductory knowledge and precedes expert knowledge. At this point constructivist approaches may be introduced.
  • Expertise is the final stage of knowledge acquisition. In this stage the learner is able to make intelligent decisions within the learning environment. A constructivist approach would work well in this case.

Reigeluth’s Elaboration Theory organizes instruction in increasing order of complexity and moves from prerequisite learning to learner control may work in the eclectic approach to instructional design, since the learner can be introduced to the main concepts of a course and then move on to more of a self directed study that is meaningful to them and their particular context.

Do This!

dothis

In order to make sense of all of this, we need to contextualize your decision process by answering in your mind, the following questions:

  1.  How does learning occur?
  2. Which factors influence learning?
  3. What is the role of memory?
  4. How does transfer occur?
  5. What types of learning are best explained in the theory?These questions then cascade down to the designer:
  6. What are the basic assumptions are relevant to the design of my instruction?
  7. How should the instruction be structured to facilitate learning?

Write a short white paper that helps you crystallize your thinking. In it think about your final project (a unit of instruction)…  attempt to identify up to three theories upon which you will base your instruction (the Tip data base (the link is below) is the best source) …

Answer the above questions to justify the structure of your unit. In other words your unit must be theory based… this assignment is practice (or a way to get good feedback, if you have your final unit all figured out already)

Now,  it is understood that you may not have your final project figured out yet. So, to do this activity, you will need to create a hypothetical one just for practice.

In the paper describe the unit, a summary of the goals and objectives, then select at least three learning theories from the TIP Data Base and identify your rationale for picking them and how they relate to the principles of the lesson and how they will be applied.   Being concise is the real problem here.. because I am asking you to be as concise as possible.. maybe think it out BEFORE you write anything…

Post your paper on the Drop Box

Less is more here…

Here is the link to the TIP Data Base

EDF 6284 – Introduction to Curriculum

Wednesday, August 23rd, 2017

What is ‘Curriculum’?

According to Wikipedia:

Curriculum theory is the theory of the development and enactment of curriculum. Within the broad field of curriculum studies, it is both a historical analysis of curriculum and a way of viewing current educational curriculum and policy decisions. There are many different views of curriculum theory including those of Herbert Kliebard and Michael Stephen Schiro, among others.
Kliebard takes a more historical approach to examining the forces at work that shape the American curriculum, as he describes those forces between 1893 and 1958. Schiro takes a more philosophical approach as he examines the curriculum ideologies (or philosophies) that have influenced American curriculum thought and practice between ca 1890-2007. Kliebard discusses four curriculum groups that he calls humanist (or mental disciplinarians), social efficiency, developmentalist (or child study), and social meliorists. Schiro labels the philosophies of these groups the scholar academic ideology, social efficiency ideology, learner-centered ideology, and social reconstruction ideology.

One of the common criticisms of curriculum theory in the broader sense is that it puts more emphasis on mental discipline and ‘educating’ rather than learning. “Mental disciplinarians” and Humanists believe in all students’ abilities to develop mental reasoning and that education was not intended for social reform in itself but for the systematic development of reasoning power. Good reasoning power would lead to the betterment of society. Harris described the subjects to be taught as the “five windows” into the soul of the student: “grammar, literature and art, mathematics, geography, and history” and prescribed it in that order to be taught (Kliebard,2004, p. 15). Some critics view this group as having too much emphasis on the “classics” as determined by the dominant groups in a society (and particularly in history by the Committee of Five and Committee of Ten in the late 19th century). In today’s society this group is may be seen as having a cultural bias toward the upper class, as well as, the Caucasian majority in the United States.

Here are a few links to readings on Curriculum and its implications:

What is the Difference Between Curriculum Design and Instructional Design?

The following design was offered as a part of his reflection on these readings:

ciid

While there is a generally accepted answer to this question, it is not always accepted by everyone as being the only answer. In graduate level programs you can earn a degree in Instructional Design/Systems and/or one in Curriculum and Instruction. It is the latter degree program that creates much of the overlap.

At FGCU the C&I Degree includes considerable work in learning theory and applied research but it is mainly geared towards teaching methods and related content aimed at Certified K-12 teachers. In other words: “teaching in the content areas”. Generally, it focuses on state mandated programs (that is why the degree is an M.Ed. (masters of education)). Whereas the Instructional Design/Technology program at FGCU also covers business and industry and other governmental agencies and covers content not necessarily centering on K-12 (and is why this program now offers only the M.A. (Masters of Arts) degree). As far as the actual content of the different courses is concerned, the following MAY be of use to you in making the differentiation for yourself:

Even after reading all of this you may not be any clearer as to the differences. This is because many programs simply combine the two and/or define their degrees to suit local needs. What you Will find, however, is that when looking for a job, often the actual degree program you have listed on your transcripts does make a difference as to which you qualify for technically. Note the following categories on the Jobs pages from the Chronicle of Higher Learning… some of the jobs listed are posted in both places, most are not:

jobs

So, in short, there is no one answer to the question and is up to the definer to make sure theirs is communicated correctly.

Do This!

dothis

After reviewing the readings and cogitating on all of this for a while, write down a few notes about what you have learned about curriculum and at least three new ideas or a-ha! moments you had about curriculum (what you did not know before and/or had a misconception about). If you were asked to describe the differences between the C&I and the Instructional Technology programs what would you say?

Post these notes in the Drop Box One short paragraph for each.

EDF 6284 – The Difference Between Business & Industry and K-12

Wednesday, August 23rd, 2017

Overview of Instructional Technology

Instructional Design Technology (also referred to as Instructional Systems Design (ISD) is a relatively new field (maybe only two decades old), which considers the ways in which adults learn and then designs and develops tools to advance learning. The appropriate learning theory behind adult learning is called androgeny. These tools may be digital or paper-based. Instructional design technology professionals work in a variety of settings and industries, including pre-K-12 schools, colleges and universities, as well as businesses, corporations and governmental agencies. Working in the field doesn’t require you to be a teacher, although teachers do learn the discipline to enhance or advance careers.

Bachelor’s degree programs in instructional design technology are rare. Master’s, post-master’s and doctoral degree programs, as well as post-baccalaureate certification programs, are more commonly offered.

Certificate Programs

Certificate programs in instructional design technology are frequently geared towards individuals who are certified and licensed teachers and take approximately one year to complete. You might find the core coursework varies since some programs provide specialization tracks, such as distance learning, educational technology or training development. Most programs should offer you foundational courses in instructional design and interactive media in learning.

Master’s Programs

Master’s programs and post-master’s programs are typically open to anyone with a bachelor’s degree, either in education or another discipline. These programs may grant either a Master of Arts (M.A.) or Educational Specialist (Ed.S.) degree, and many of these programs are offered online. Graduate programs can vary in length, and some programs require you to complete your curriculum within five years. Common courses cover topics such as tools for learning, web-based technology, instructional course authoring and interactive technology. In addition to required coursework, you are expected to complete a thesis project.

Some interesting links

Here are a few inks to help you understand this dichotomy:

ADDIE and K-12

Most of those who have been in either an Instructional Technology or a Curriculum & Instruction program have been learning the ins and outs of ADDIE and ASSURE from A to Z. (In case you hadn’t figured this out, that is why we reviewed it last week). Some of you may have been questioning whether either or both of these models have any relevance to your own situation, especially if you teach in the K-12 environment.

Truth be told, NONE of what we are teaching and preaching in these courses fits all situations. I mean, constructivism, as valuable a tool that it is, does not work in all situations… especially with beginners and those being introduced to a topic for the first time.

Even LECTURES have a place in teaching…. the trick is to know WHEN they are appropriate…

As this is a course in Instructional Design, we should spend at least some time with this.. thinking about learning theories and instructional delivery systems and be making some determinations as to their effectiveness in their specific situations… that is exactly the plan for this course.

Because we have to look at ADDIE, ASSURE, Gagne, ARCS, etc., one should not complete their Masters Degree program without reading and digesting Clemente and Martin’s seminal treatise on why ADDIE may NOT be appropriate for K-12. Very few of you have ever even heard of this article, even though is was written over 20 years ago.

That’s what makes the article intriguing… the fact that it was written that long ago.


Do This!

dothis

We need to discuss the basic fundamental difference between K-12 and business training models. The primary difference, from an organizational point of view is that in business, often instruction is supported by two individuals: 1-the instructional designer (ID) who designs the course and writes the ‘script’ and 2-the platform person (i.e., instructor) who teaches/’says’ the course.
 
Most often, the ID and instructor are one and the same… this might not be true for smaller companies… but look at the case with Full Sail, for example, the courses are ‘managed’ by course directors and assistant directors, and ‘taught’ by lab techs… so they add a third person to the fray…. A K-12 teacher, on the other hand, is faced with designing, developing, implementing, AND teaching a course is faced with time constraints. serious ones to boot… which leads us to the discussion topic for this cycle.

First, read the article below that was published 30 years ago and whose authors make the argument that Instructional Systems Design (ADDIE in particular) may not be relevant in the K-12 environment. Spend some time thinking about it and how it relates to your current situation. Then post your arguments as to whether you agree or disagree with the authors’ premise in the Drop Box .

Martin Clemente Article

Here’s the citation:

Martin, B. & Clemente R. (1990). Instructional systems design and public schools. Educational Technology Research and Development, 38(2), 61-75, DOI: 10.1007/BF02298270

EDF 6284 – Course Introduction

Monday, May 8th, 2017

Welcome to EDF 6284 – Instructional Design. This is a short introduction we put together to help you get acquainted with the workings of this course. This course looks at how you can better organize yourself as a teacher/instructor or course designer can do to create better lessons. It does not cover how to select WHAT to teach but rather HOW to teach.

We truly hope you enjoy this course. It is a lot of work but a lot of fun at the same time. Stay tuned for some entertaining reading/viewing.

Let’s review some things to help you become familiar with what we are about to be doing:

  • This course is organized in lesson cycles. While this seems a bit rapid, we have divided topics into focusing questions (one to two per week) to help keep things moving. The first cycle is dedicated to helping you understand the ‘domain’ of the instructional designer, definitions, a places to go for resources and information.
  • This brings up another point: While the learning cycles are set, this does not mean we won’t be introducing new things as we go long. This means that we expect you to log into Canvas regularly… two to three times each week. Do not lose sight of the fact that the assumption is that you will be spending up to nine hours a week outside the class. This depends on the nature of the task. For example, after a log-in, you might only check the course Announcements and email and spend a total of 5 minutes online in the course. Or, after a log-in, you might decide to work extensively on various course assignments and spend 50 minutes online in the course.
  • Canvas is the front end /portal for the content of this course. While all materials are found on this site, you can reach everything you need through Canvas.
  • Your Final, Culminating Activity (see link below) is a lesson set you will be designing that integrates the principles provided throughout this course. You will need to provide the content, plus a design document that explains how and why you made the decisions you did with regards to content delivery, content itself and the goals and objectives as well as a description of the audience it will be delivered to.
  • Since this is an graduate level, practice-based course, with the exception of the mid-term check-up self test, there are no exams. All graded activities are based on readings, discussions, reflections, and your culminating activity. The first Wiki assignment is intended to provide you with information for your classmates so you can feel free to contact them should you need help. I am hoping a buddy system will develop so you all do not feel isolated in any way.
  • Please note that there is no text for this course. But there are several readings that we provide and others that you will need to dig into on your own.
  • So first thing first.. take a look at the syllabus and schedule. The begin with this cycle’s readings and post your reflections. Next time, we will randomly assign you to a randomly selected group of other’s posts for you to begin a discussion about their comments in anticipation of some lively discussions.

Review the final culminating project for this course to give you an idea as to where we are heading

Do This!

Once you have read this page and reviewed the Syllabus, please go to Canvas and confirm on the survey provided to earn the completion points in your grade book

EDF 6284 – Introduction to the ID ‘Domain’ (Why Are We Here Anyway?)

Monday, May 8th, 2017

Goals and Scope and Sequence


Definitions & Distinguishing Characteristics

Just what is ‘instructional design’ and what is the job function of a instructional designer?

the following is ‘borrowed’ from Wikipedia (parentheses are ours):

Instructional Design (also called Instructional Systems Design (ISD)) is the practice of maximizing the effectiveness, efficiency and appeal of instruction and other learning experiences. The process consists broadly of determining the current state and needs of the learner (analysis), defining the end goal of instruction (design), and creating some “intervention” to assist in the transition (development).
Ideally the process is informed by pedagogically (process of teaching) and (also) andragogically –adult learning– tested theories of learning and may take place in student-only, teacher-led or community-based settings (can you think of any others? like games etc?).

The outcome of this instruction may be directly observable and scientifically measured or completely hidden and assumed (implement). There are many instructional design models but many are based on the ADDIE model (see even the Internet is ‘pushing’ one design methodology over others… ADDIE is one but not the only one) with the five phases: 1) analysis, 2) design, 3) development, 4) implementation, and 5) evaluation. As a field, instructional design is historically and traditionally rooted in cognitive and behavioral psychology (so I guess we need to look at these fields, also!!).

What does a instructional designer do?

Ok, ok, now that we have that covered I guess we all can go home, no?

Oh, so, you want some more information do you? .. like what? how about what does an instructional designer do?

Oh, and someone else out there wants to know how much an instructional designer makes .

Those of you who teach in K-12 classrooms want to know who/where is your instructional designer? lol. We are sorry to have to tell you to go look in the mirror! Yep.. many business have to folks on an instructional team.. the designer and the so-called ‘platform’ person.. the one who stands up in front of the students to say (sorry, I mean teach) the lesson.. in K-12 we all know this kind of support staff does not exist… This topic will come up again and we will have the chance to reflection on it and discuss it further.

So, why are we covering Instructional Design (ID)? Over the course of the semester we will be covering several design models that are quite easy to implement and should work for you. We also are going to be covering an article written by folks over 20 years ago who asked the same question and offered some insights.

Definitions

In the meantime, we need to provide you some links to places you can go to get a overview of the ID ‘domain’
(by the way….This is why we do not need a textbook for this course: About 7,450,000 results come up on Google for the term “Instructional Design”!!!!)

So, NOW can we all go home?

Not so fast!!!! We have “just a couple” of other things to think about here…..

Like:

What is the difference between Curriculum Design and Instructional Design? Well there is not one place you can really go for a simple answer, so here’s my take on it…

Curriculum Design discovers and reviews ‘what’ to teach … Instructional Design covers ‘how’ to teach

Not quite all that simple but enough for now… and NO!! we are “not there yet” a few more miles to go….

Ok, another question…

How does Instructional Design differ for e-Learning?

Here’s another….

Are there some basic ID Models we can study and just where can I find a good place to review them?

And…

Is there a place you can go to find a great set of resources? Well, how about 310 of them!!!

So now that we have covered ‘everything we need to know about ID‘ what else do we have to do this term? with all this reading you are now an expert, no?

Well if you can answer the following list of questions, maybe so….

  1. What is curriculum design .. really?
  2. What about Instructional Message Design?
  3. Does ID/ISD really belong in K-12?.. hold that thought…no we really have not covered this issue yet
  4. What about eLearning? How does virtual differ from f2f from hybrid? or from f2f? What are the considerations?
  5. What role does learning theory play? why are there so many dad-gum models anyway
  6. What do you know about motivation? What role does it play in all of this? (intrinsic vs extrinsic)
  7. What about Self Determination Theory?
  8. What role does media/technology play?and how do you assess/evaluate technology media (vis a vis McLuhan)
  9. and what about cognitive load? and other cognitive and behavioral factors?
  10. How do you teach the affective domain?
  11. What about Change Theory and what role does it play?
  12. How do you choose an Instructional Delivery Methodology?

Well, that make about 12 major considerations… so, if we take one each week and ‘drill down’ that would take us thru the semester right up to about Easter… leaving us a couple of weeks to work out our summary reflections… and finalize your lesson activity….

guess what? we now have now just about built our inquiry based curriculum for the term!

Now we have figured out the ‘what’ (i.e, we have ‘designed our curriculum), the next task at hand its to discuss the ‘how’ (our design for instruction)…

so here goes…

We are actually going to use the ADDIE/Rapid Prototyping Approach… we have just figured out the”A” (Analysis) and “D” (Design).. now we have to “D”evelop, “I”mplement, and “E”valuate..

Do This!

dothis

By the way, that brings up a interesting point.. what the heck is the difference between ADDIE and ASSURE Models anyway? That is this week’s reflection assignment.. scrounge around on the Internet or the library (what’s that? haven’t been inside one for years you say? .. it’s that big building on campus with the name ‘Library’ over the door on the south side of campus)… or wherever books, Kindles, and Nooks are sold ..

figure out what the differences are between these two and report back using the Drop Box .

EDF 6284 – Change/Diffusion Theory and Learning

Tuesday, November 4th, 2014

This Lesson is about Change Theory and its relationship to Learning and Instruction

While this lesson focuses on Media Literacy, you are presented with a good summary of what Change Theory is and how it relates to instruction


Below are a few theorists’ view on how learning actually takes place through (the inherent need to) change:

Driscoll

Driscoll (2000) defines learning as “a persisting change in human performance or performance potential…[which] must come about as a result of the learner’s experience and interaction with the world” (p.11).

Notice the link between learning and change. That is why you may hear me on my soapbox about how narrative structure (that includes the concept of transformation/change in the main character, cause and effect, and judgments) makes for a good construct upon which you can build an effective learning strategy.

Driscoll’s definition encompasses many of the attributes commonly associated with behaviorism, cognitivism, and constructivism – namely, learning as a lasting changed state (emotional, mental, physiological (i.e. skills)) brought about as a result of experiences and interactions with content or other people.

Lewin

Kurt Lewin is another person who espoused the concept of linking learning with a change in state. Given the relationship of Diffusion Theory as applied to social systems, Lewin’s principles of social psychology relate very well. Lewin’s basic change model of unfreezing, changing, and refreezing may be a solid theoretical foundation upon which change theory can be built. The key, of course, is to see that human change, whether at the individual or group level, is a profound psychological dynamic process that involves painful unlearning without loss of ego identity and difficult relearning as one cognitively attempted to restructure one’s thoughts, perceptions, feelings, and attitudes.

 [Sidebar: Note the correlation between change theory and motivation theories we discussed previously 
Unfreezing is a concept that entered the change literature very early on and highlighted an observation that the[ stability of human behavior was based on “quasi- stationary equilibria” supported by a large force field of driving and restraining forces.

For change to occur, this force field has to be altered under complex psychological conditions because, as is often noted, just adding a driving force toward change often produces an immediate counter-force to maintain the equilibrium. (Thus, the explanation of Piaget’s disequilibrium, as well as the ‘disruption’ to harmony as explained by those who espouse narrative epistemology. This observation led to the important insight that the equilibrium could more easily be moved if one could remove restraining forces since there were usually already driving forces in the system.

Unfortunately, restraining forces are harder to get at because they are often personal psychological defenses or group norms embedded in the organizational or community culture.

All forms of learning and change start with some form of dissatisfaction or frustration generated by data that disconfirm our expectations or hopes. Whether we are talking about adaptation to some new environmental circumstances that thwart the satisfaction of some need, or whether we are talking about genuinely creative and generative learning of the kind Peter Senge focuses on, some disequilibrium based on disconfirming information is a prerequisite (Senge, 1990). Disconfirmation, whatever its source, functions as a primary driving force in the quasi-stationary equilibrium.

Disconfirming information is not enough, however, because we can ignore the information, dismiss it as irrelevant, blame the undesired outcome on others or fate, or, as is most common, simply deny its validity. In order to become motivated to change, we must accept the information and connect it to something we care about. The disconfirmation must arouse what we can call survival anxiety” or the feeling that if we do not change we will fail to meet our needs or fail to achieve some goals or ideals that we have set for ourselves (i.e., “survival guilt”).

In order to feel survival anxiety or guilt, we must accept the disconfirming data as valid and relevant (ARCS?). What typically prevents us from doing so, what causes us to react defensively, is a second kind of anxiety which we can call “learning anxiety,” or the feeling that if we allow ourselves to enter a learning or change process, if we admit to ourselves and others that something is wrong or imperfect, we will lose our effectiveness, our self-esteem and maybe even our identity (remove the fear of being wrong). Most humans need to assume that they are doing their best at all times, and it may be a real loss of face to accept and even “embrace” errors (Michael, 1973, 1993). Adapting poorly or failing to meet our creative potential often looks more desirable than risking failure and loss of self-esteem in the learning process.

Learning anxiety is the fundamental restraining force which can go up in direct proportion to the amount of disconfirmation, leading to the maintenance of the equilibrium by defensive avoidance of the disconfirming information. It is the dealing with learning anxiety, then, that is the key to producing change, and Lewin understood this better than anyone. His involving of workers on the pajama assembly line, his helping the housewives groups to identify their fear of being seen as less “good” in the community if they used the new proposed meats and his helping them to evolve new norms, was a direct attempt to deal with learning anxiety. This process can be conceptualized in its own right as creating for the learner some degree of “psychological safety.”

Mezirow

His “Transformative Dimensions of Learning, explored some of the processes by which people can free themselves from ‘oppressive ideologies, habits of perception, and psychological distractions’. He spent considerable time drawing on psycho-analytical, behavioristic and humanistic theories.

Freire

Paolo Freire’s work: “Pedagogy of the Oppressed” is a classic account of his position that learning erupts from one’s dissatisfaction with their current state. He also followed this up with another tome on Learning to Question. A pedagogy of liberation in which he gives an account of learning through problem-posing. His work is strongly connected with the ideas about informal learning.

Correlation of Change Theory to Motivation

This should be rather obvious. All of these conceptualizers confirm the idea that, unless sufficient psychological safety is created, the disconfirming information will be denied or in other ways defended against, no survival anxiety will be felt, and, consequently, no change will take place. The key to effective change management, then, becomes the ability to balance the amount of threat produced by disconfirming data with enough psychological safety to allow the change target to accept the information, feel the survival anxiety, and become motivated to change.

By what means does a motivated learner learn something new when we are dealing with thought processes, feelings, values, and attitudes? Fundamentally it is a process of “cognitive restructuring,” which has been labeled by many others as frame braking or re-framing.

It occurs by taking in new information that has one or more of the following impacts:

  • semantic redefinition–we learn that words can mean something different from what we had assumed;
  • cognitive broadening–we learn that a given concept can be much more broadly interpreted than what we had assumed; and
  • new standards of judgment or evaluation

The new information that makes any or all of these processes possible comes into us by one of two fundamental mechanisms:

  1. learning through positive or defensive identification with some available positive or negative role model, or
  2. learning through a trial and error process based on scanning the environment for new concepts (Schein, 1968).(Is this “Social Learning” and “learning through pattern recognition“?)

A learner or change target can be highly motivated to learn something, yet have no role models nor initial feeling for where the answer or solution might lie. The learner then searches or scans by reading, traveling, talking to people, hiring consultants, entering therapy, going back to school, etc. to expose him or herself to a variety of new information that might reveal a solution to the problem. Alternatively, when the learner finally feels psychologically safe, he or she may experience spontaneously an insight that spells out the solution. Change agents such as process consultants or non-directive therapists count on such insights because of the assumption that the best and most stable solution will be one that the learner has invented for him or herself.

Once some cognitive redefinition has taken place, the new mental categories are tested with new behavior which leads to a period of trial and error and either reinforces the new categories or starts a new cycle of disconfirmation and search.

Maslow discussed all of this in his book: “Towards a Psychology of Being”. He argued for the significance of self-actualization. His theory of motivation moves from low to high level needs (physiological, safety, love and’ belongingness’, self-esteem, self-actualization).

Disequilibriation (see Piaget) and disambiguation as they relate to System/Social Change

Having a ‘theory in use’ is not good enough, by itself. The people involved must also be pushed to go on the next level, to make their theory of action explicit

On a larger scale… and considering things like Action research… one must wonder, if theories of action do not include the harder questions – ‘Under what conditions will continuous improvement happen?’ and, correspondingly, ‘How do we change cultures?’ … if we do not investigate this level, then all theories of change are bound to fail.

So, we have a ‘standards-based’ system-wide reform that sounds like it should work. The potential for failure is that the strategy lacks a focus on standards, rather than one that delves into questioning what needs to change in instructional practice and, equally important, what it will take to bring about these changes in classrooms across the districts.

In short, the major change needed is a change in the culture… to create a ‘culture of learning’

Social Entrepreneurship

Here’s another concept to tackle: social entrepreneurship. Ok, so, again, I borrow form Wikipedia, but it does do a pretty good job summarizing it all up:

“Social entrepreneurship is the work of social entrepreneurs. A social entrepreneur recognizes a social problem and uses entrepreneurial principles to organize, create and manage a venture to achieve social change (a social venture). While a business entrepreneur typically measures performance in profit and return, a social entrepreneur focuses on creating social capital. Thus, the main aim of social entrepreneurship is to further social and environmental goals. Social entrepreneurs are most commonly associated with the voluntary and not-for-profit sectors,[1] but this need not preclude making a profit. Social entrepreneurship practiced with a world view or international context is called international social entrepreneurship”.

The terms social entrepreneur and social entrepreneurship was first promoted in the 1970s and later in the 1980s and 90s by Bill Drayton the founder of Ashoka and others such as Charles Leadbeater. From the 1950s to the 1990s, Michael Young was a leading promoter of social enterprise because of his role in creating more than sixty new organizations worldwide, including a series of Schools for Social Entrepreneurs in the UK. Another British social entrepreneur is Lord Mawson who created the renowned Bromley by Bow Centre in East London. He recorded these experiences in his book “The Social Entrepreneur: Making Communities Work“. The National Center for Social Entrepreneurs was founded in 1985 by Judson Bemis and Robert M. Price.

Although the terms are relatively new, social entrepreneurs and social entrepreneurship can be found throughout history. A list of a few historically noteworthy people whose work exemplifies classic “social entrepreneurship” might include Florence Nightingale (founder of the first nursing school and developer of modern nursing practices), Robert Owen (founder of the cooperative movement), and Vinoba Bhave (founder of India’s Land Gift Movement). During the nineteenth and twentieth centuries some of the most successful social entrepreneurs successfully straddled the civic, governmental, and business worlds – promoting ideas that were taken up by mainstream public services in welfare, schools, and health care.

The concept of social entrepreneurship is simple (although not the easiest to implement): create opportunity zones to empower impoverished individuals by teaching them how to ‘monetize’ their knowledge. Locally, we have been working with AFCAAM in the Dunbar area through our Digital YoUth camps where we teach students how to produce media for purposes of creating a business entity in which these students will be marketing their services to the local community. The idea is to create a revenue stream and build resumes in order for them to find employment (or create businesses) .. kind of like a ‘self-help’ stimulus plan.

Now, I know this is a lot more of a reach than what you might have first thought when looking at this topic in an Instructional Design course.. but it follows that if teaching and learning is all about change, your instructional plan must include a ‘mission’ statement that includes thoughts on what is it that you are attempting to change in your students? is it attitudes?, knowledge that is to be acquired? psycho-motor training? or a much larger change.. social change!.. these are important considerations when designing any instruction.

Key ‘Takeaways’:

  • Learning is very similar to change/diffusion in that what we are attempting to do is get students to change behavior and/or change their way of thinking about things. There are many parallels between organizational change management and learning management.
  • If the best way to initiate change in an organization is to get individuals involved in a real project, then it follows that to get students to accept the changes you are presenting them with is to do the same thing… change attitudes/behaviors and motivate through authentic learning activities.
  • One of the most powerful sources of motivation to work through all the frustrations involved in managing change is to require regular progress reports “teammates” and faculty. Implementing peer evaluation of these projects is a powerful motivator… even more so than grades sometimes.
  • A motivator won’t go anywhere unless other conditions inspire one to mobilize (a la Mezirow, Piaget, and Freire).

These ‘conditions’ include:

  1. a common moral purpose/mission
  2. the capacity to change
  3. applying the proper resources, and
  4. peer and leadership support

It is the combination of the above elements that makes the motivational difference.

This can even relate to non-classroom situations, such as school counseling, Safe Coordinators, etc. who are helping youths ‘change’ their outlook by helping them to focus on doing the right thing… making good choices, etc.. what is known in K-12 settings as dispositions.

Kenny/Wirth Article on Effective Teaching

This article highlights some application of these concepts.. The article presents ideas on the kinds of practices one can introduce in instruction that elicit changes in the students you are attempting to reach.
[pdf http://rkenny.org/6284/Kenny.pdf 800 600]

Here is a link to the actual publication at the journal.

Do This!

dothis

Let’s do something interesting:

This topic involves a whole lot more than you might have thought about when beginning… and the idea of using the classroom to foster social change may sound a bit political.. but be assured that is not the intent here.. especially for those whose interests involve business and industry training and not the K-12 classroom.

Perhaps the best way for you to take away something valuable is to design a short module in which you highlight the change process:

  • In a few short sentences, describe the course/class/module/unit in terms of the kind(s) of change you are interested in bringing about in your students…
  • Describe your learners (age; PreK-12?; Business/Industry?) Anything you can tell me as a reviewer that will help place the lesson in context.
  • How you would go about motivating the learners in terms of the desired change(s)? Is it attitudinal (dispositions), psycho-motor? cognitive? How would you measure your success in this regard?

    HINT: Look specifically in the motivational concepts listed under “What you should take from this” section. Describe your efforts to motivate your learners according to these basic questions… while these were written in terms of social change, they apply to the basics of all training/lesson designs.

  • Post your ideas and concepts in the Drop Box set up on Canvas.