Categories: All - schema - motivation - learning - reinforcement

by Clint van Heerden 6 years ago

71

Assessment Task 2 - MEd ICT (v2)

The text delves into the concept of the learner as an active information processor, emphasizing the exploration of mental processes such as thinking, memory, and problem-solving. It suggests that knowledge is derived from schemas and that learning involves changes in these schemas.

Assessment Task 2 - MEd ICT (v2)

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

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.

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

How People Learn

Media & Technology Theories and 21st Century Learning

Flipped Classrooms
Students watch videos or listen to lectures at home
Creativity
Collaboration
Communication
Critical thinking
Competencies required for learning and living in the 21st century
Affordance Theory
(Digital) environment provides the opportunity for action
Online Collaborative Learning
Intellectual convergence to synthesize
Idea organisation to collate and categorize
Idea generation to begin
Constructivist teaching that takes the form of instructor-led group learning online
Game Reward Systems
Structure of rewards and incentives in a game that inspire intrinsic motivation in the player while also offering extrinsic rewards
eLearning Theory
Expertise effect: correct instructional methods
Redundancy principle: not presenting the same information twice, even if in a different modality or media
Pre-training principle: prior knowledge given
Personalization principle: tone of voice, 'humanity' in learning
Learner control principle: learner is in the 'driver seat'
Segmenting principle: present information in chunks
Contiguity principle: present relevant information close together
Coherence principle: present what's relevant
Modality principle: different modes used in conjunction
Multimedia principle: combination of media
Description of how electronic educational technology can be used and designed to promote effective learning
Educational Robotics & Constructionism
Emphasizes student-centered discovery learning
Digital Citizenship
State of having access to the Internet and communication technologies that help promote equal opportunity, democracy, technology skills, and human rights
21st Century Learning

Constructivism

Social Development Theory
Zone of Proximal Development (ZPD)
More Knowledgeable Other (MKO)
Social interaction
Argues that social interaction precedes development; consciousness and cognition are the end product of socialization and social behavior
Social Constructivism
Addresses the collaborative and social dimensions of learning
Relational Constructivism
Highlights learner perceptions
Learners cannot overcome their limited conditions of reception
Relational consequence of radical constructivism
Radical Constructivism
Highlights the importance of uncertainty
Learner differences are important
Emphasis on the experiences of the learner
Learners have no way of knowing what that reality might be
Connectivism
Internet technologies have created new opportunities for people to learn and share information across the World Wide Web and among themselves
Communities of Practice
There must be a practice (action)
There must be a community (group)
There must be a domain (field)
Groups whose members share a passion and interact regularly to do it better
Communal Constructivism
There is currently no expert knowledge or research to underpin knowledge in an area
Cognitive Apprenticeship
Exploration
Reflection
Articulation
Scaffolding
Coaching
Modeling
Brings tacit processes into the open, so that others can learn from them and build on them
Anchored Instruction
Experience should be understandable - otherwise very little would happen hereafter!
Experience should be engaging, to evoke thinking, discussion and construction
Experience should be short, only to introduce
Uses 'anchor material' to create a shared experience to begin further learning

Cognitivism

Stages of Cognitive Development
Formal (11 - 15 years)
Concrete (7 - 11 years)
Preoperational (2 - 4 years)
Sensorimotor (0 - 2 years)
Looks at the stages of development in children
Situated Cognition
Culture
Context
Activity
Knowledge is embedded in the situation including...
Metacognition
Regulation of Cognition
Knowledge of Cognition
'Thinking about your own thinking'
Information Processing Theory
Long-term Memory
Working Memory
Sensory Memory
The mind works like a computer
Gestalt Theory
Common Fate
Figure/Ground
Symmetry & Order
Closure
Continuity
Similarity
Proximity
Asserts that learning takes place through comprehension in of content in its entirety
Functional Context Theory
Contextualizing an activity is important
Students' personal experiences are relevant
Works best when teachers know their students
Primarily used to educate adults in business and the military
Expertise Theory
Development of talents across different fields
Elaboration Theory
Optimizes the achievement of learning goals by organizing content from simple to complex
Cognitive Load Theory
Germane Load (seek to maximize)
Extrinsic Load (seek to minimize)
Intrinsic Load (cannot change)
Focuses on working memory during instruction
Attribution Theory
Attribution
Intentionality determined
Behavior observed
Seeks to explain the world and determine causes

Behaviorism

Social Learning Theory
...through Modeling
...through Imitation
...through Observation
People learn from other people
Psychological Behaviourism
A person's psychology includes their emotions
A person's psychology includes their learning
A person's psychology includes their personality
A person’s psychology can be explained through observable behavior
Operant Conditioning
Punished behavior ceases
Reinforced behavior prevails
Learning process through which the strength of a behavior is modified by reinforcement or punishment
GOMS Model
What are the selection rules?
What methods can he/she use?
What operators can he/she use?
What is the user's goal?
Treats a human like an information processor and seeks to predict skilled user behavior
Classical Conditioning
Learning is automatic
Learning is associative
Learning is reflexive
Stimulus acquires capacity to evoke a response