How People Learn

Behaviorism

Classical Conditioning

Stimulus acquires capacity to evoke a response

Learning is reflexive

Learning is associative

Learning is automatic

GOMS Model

Treats a human like an information processor and seeks to predict skilled user behavior

What is the user's goal?

What operators can he/she use?

What methods can he/she use?

What are the selection rules?

Operant Conditioning

Learning process through which the strength of a behavior is modified by reinforcement or punishment

Reinforced behavior prevails

Punished behavior ceases

Psychological Behaviourism

A person’s psychology can be explained through observable behavior

A person's psychology includes their personality

A person's psychology includes their learning

A person's psychology includes their emotions

Social Learning Theory

People learn from other people

...through Observation

...through Imitation

...through Modeling

Cognitivism

Attribution Theory

Seeks to explain the world and determine causes

Behavior observed

Intentionality determined

Attribution

Cognitive Load Theory

Focuses on working memory during instruction

Intrinsic Load (cannot change)

Extrinsic Load (seek to minimize)

Germane Load (seek to maximize)

Elaboration Theory

Optimizes the achievement of learning goals by organizing content from simple to complex

Expertise Theory

Development of talents across different fields

Functional Context Theory

Primarily used to educate adults in business and
the military

Works best when teachers know their students

Students' personal experiences are relevant

Contextualizing an activity is important

Gestalt Theory

Asserts that learning takes place through comprehension in of content in its entirety

Proximity

Similarity

Continuity

Closure

Symmetry & Order

Figure/Ground

Common Fate

Information Processing Theory

The mind works like a computer

Sensory Memory

Working Memory

Long-term Memory

Metacognition

'Thinking about your own thinking'

Knowledge of Cognition

Regulation of Cognition

Situated Cognition

Knowledge is embedded in the situation including...

Activity

Context

Culture

Stages of Cognitive Development

Looks at the stages of development in children

Sensorimotor (0 - 2 years)

Preoperational (2 - 4 years)

Concrete (7 - 11 years)

Formal (11 - 15 years)

Constructivism

Anchored Instruction

Uses 'anchor material' to create a shared experience to begin further learning

Experience should be short, only to introduce

Experience should be engaging, to evoke thinking, discussion and construction

Experience should be understandable - otherwise very little would happen hereafter!

Cognitive Apprenticeship

Brings tacit processes into the open, so that others can learn from them and build on them

Modeling

Coaching

Scaffolding

Articulation

Reflection

Exploration

Communal Constructivism

There is currently no expert knowledge or research to underpin knowledge in an area

Communities of Practice

Groups whose members share a passion and interact regularly to do it better

There must be a domain (field)

There must be a community (group)

There must be a practice (action)

Connectivism

Internet technologies have created new opportunities for people to learn and share information across the World Wide Web and among themselves

Radical Constructivism

Learners have no way of knowing what that reality might be

Emphasis on the experiences of the learner

Learner differences are important

Highlights the importance of uncertainty

Relational Constructivism

Relational consequence of radical constructivism

Learners cannot overcome their limited conditions of reception

Highlights learner perceptions

Social Constructivism

Addresses the collaborative and social dimensions of learning

Social Development Theory

Argues that social interaction precedes development; consciousness and cognition are the end product of socialization and social behavior

Social interaction

More Knowledgeable Other (MKO)

Zone of Proximal Development (ZPD)

Media & Technology Theories and
21st Century Learning

21st Century Learning

Digital Citizenship

State of having access to the Internet and communication technologies that help promote equal opportunity, democracy, technology skills, and human rights

Educational Robotics & Constructionism

Emphasizes student-centered discovery learning

eLearning Theory

Description of how electronic educational technology can be used and designed to promote effective learning

Multimedia principle: combination of media

Modality principle: different modes used in conjunction

Coherence principle: present what's relevant

Contiguity principle: present relevant information close together

Segmenting principle: present information in chunks

Learner control principle: learner is in the 'driver seat'

Personalization principle: tone of voice, 'humanity' in learning

Pre-training principle: prior knowledge given

Redundancy principle: not presenting the same information twice, even if in a different modality or media

Expertise effect: correct instructional methods

Game Reward Systems

Structure of rewards and incentives in a game that inspire intrinsic motivation in the player while also offering extrinsic rewards

Online Collaborative Learning

Constructivist teaching that takes the form of instructor-led group learning online

Idea generation to begin

Idea organisation to collate and categorize

Intellectual convergence to synthesize

Affordance Theory

(Digital) environment provides the opportunity
for action

21st Century Learning

Competencies required for learning and living in the 21st century

Critical thinking

Communication

Collaboration

Creativity

Flipped Classrooms

Students watch videos or listen to lectures at home

Asserts that the learner is an information processor.

1) Talks about opening the black box of the mind
2) Looks at thinking, memory, knowing, problem-solving
3) Knowledge comes from a schema and learning is a change in schema
4) Humans are rational beings and require participation

Asserts that learner behavior is caused by stimuli.

1) The learner is a clean slate
2) Uses positive and negative reinforcement
3) Positive reinforcement implies an application, negative reinforcement implies a withholding
4) "Learning" is defined as a change in behavior.

Learning is an active and constructive process.

1) The learner is an active information constructor
2) New information is linked to prior knowledge
3) Representations are subjective, as a result