Learning theory and its application in the digital age

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Transcript of Learning theory and its application in the digital age

Page 1: Learning theory and its application in the digital age

Twaambo Chiinza

HLMT ASSIGNMENT 1Learning theory and its application in the digital age

7/14/2013

Page 2: Learning theory and its application in the digital age

OVERVIEW Learning theory Traditional learning theories

Behaviourism Cognitivism Constructivism

Summary References

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LEARNING THEORYWhat is a learning theory? Learning theories are conceptual

frameworks that describe how information is absorbed, processed, and retained during learning. (wikipedia)

It studies how learning transfer occurs or can occur more effectively.

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TRADITIONAL LEARNING THEORIESThe three traditional learning theories are; Behaviourist theory

Observable change in behavior in response to positive or negative stimuli

Cognitivist theory deals with the internal mental processes of the mind

and how these processes could be used to endorse effective learning

Constructivist theory promotes a learning experience, where the learning

approach for each learner would be different and where the methods and end results cannot be easily measured.

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BEHAVIOURISM Focuses on the notable change in

behaviour of the learner in response to stimuli.

Also called the “stimuli-response” theory. Believes behaviour can be shaped by

Positive reinforcement Negative reinforcement Punishment

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BEHAVIOURISM IN THE DIGITAL AGE Use of the following software is

recommended; Drill and practice –Feedback is given after

each answer (positive or negative) before proceeding to the next exercise

Tutorial - allows students to memorize (rote learning) key concepts and sometimes answer questions after memorizing

Simulation – that aids to clarify abstract concepts and hence encourage retention

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COGNITIVIST Focuses on the internal mental process of

the learner (including insight, information processing, memory, perception)

essentially argues that the “black box” of the mind should be opened and understood. The learner is viewed as an information processor (like a computer).

Focuses on the mind – thinking, knowledge, memory and problem solving

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COGNIVISM IN THE DIGITAL AGE Use of the following software is

recommended; Educational computer games Information mapping tools and/ webbing

software Internet research tools Audio/ video presentation tools Interactive software Interactive whiteboards

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COGNIVIST EXAMPLES OF SOFTWARE

Flashcards by Microsoft Math Worksheet Generator Kinect for Windows SDK Kodu

Interactive Classroom Photosynth Accessibility Guide for Educators Microsoft Mathematics Add-in for Word and OneNote WorldWide Telescope

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CONSTRUCTIVIST Constructivism as a paradigm or

worldview posits that learning is an active, constructive process.

The learner is an information constructor.

People actively construct or create their own subjective representations of objective reality.

New information is linked to prior knowledge, thus mental representations are subjective.

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CONSTRUCTIVISM IN THE DIGITAL AGE

Software that provides collaborative and reflective practices that lend themselves to a project based environment.

The software acts as a cognitive tool. it is able to give physical representations of

concepts that might otherwise prove to be quite abstract for learners; this in turn leads to students exercising and developing metacognitive awareness and self-regulatory ability.

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CONSTRUCTIVISM IN THE DIGITAL AGE Information banks (text or encyclopedia), Symbol pads (notebooks, laptop computers) Construction kits and scaffolding tools (Logo, legos,

tinkertoys), Phenomenaria (area for presenting phenomena and

making them available for manipulation; i.e., aquarium, Geometric Supposer, physics microworlds, STELLA, simulations) and

Task managers (element which sets tasks, helps with execution, and provides feedback; i.e., teacher, computer managed instruction systems).

Perkins (1991)

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CONSTRUCTIVIST EXAMPLES OF SOFTWARE Construction Kits & Scaffolding Tools

Logo & LEGO TC Logo, Hypercard, ScienceWare , KIE, View , Tabletop , Learning Science Project WISE

Phenomenaria and Virtual Worlds Space Shuttle Commander , ScienceSpace, Lake Iluka , STELLA

Telecollaboration and Computer Mediated Communication Bubble Dialog, Round Table , Judi Harris' Projects , CSILE , Testbed for

Telecollaboration , Kidspace ,  Kidlink Cognitive Apprenticeship

POV ,  Perseus Project  ,  Jason Project , MayaQuest , StudySupportEnvironments

Situated Authentic Learning Jasper Series, Voyage of the Mimi , National Geographic's Kid Network,

WorldWide Telescope

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SUMMARY The main software that can be used in

learning are; Drill and practice software Tutorial software Simulation software

The different theories can use the same software but for the realization of different principals.

Technology has brought many wonderful possibilities to learning

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SUMMARY CONTD… The behaviourist software tools are easy to

implement and use while the objectives are usually predetermined by the teacher.

The cognitive software tools are eye catching (stimulates memory) and aim to leave a lasting impression

The constructivist software tools encourage learning by discovery, collaboration and discussion among learners