Emerging Educational Technologies
Sunday, September 7, 2014
5 Technologies You Should Consider Using in the Classroom by Don Waisanen
Saturday, February 15, 2014
No More Snow Days?
Hun School teacher holds class via tablet as she sits in Pa. turnpike gridlock
By Alyssa Mease/The Times of Trenton
on February 15, 2014 at 6:30 AM, updated February 15, 2014 at 6:33 AM
Friday, August 9, 2013
Learning Theories and Course Design
Thursday, April 26, 2012
Case Based Learning and Cognitive Flexibility Theory
Thursday, March 29, 2012
Context Based Instruction
The idea that “…knowledge is less likely to remain inert when it is acquired in a problem-solving mode rather than in a factual-knowledge mode,” is at the heart of these pedagogical models.
As an educator, reading and thinking about these approaches to learning is both interesting and inspiring.
In Goal-Based Scenarios, it is critical that the teacher identify areas of student interests; of course, every good teacher knows that you have to get to know your students. Once the teacher is aware of student interests (and they are varied), then a learning scenario can be devised to involve the student with the curriculum. The optimal Goal-Based Scenarios embed curriculum and create goals that require students to develop a specific set of desired skills. The planning of a Goal-Based Scenario will begin with desired skills in mind, then develops goals that interest students (context). The seven steps can be followed when devising Goal-Based Scenarios:
1: Learning Goals
• content and process goals
2: Mission
• a relevant and realistic mission that will motivate students
3: Cover Story
• a plausible and important task that will create the context for learning
4: Roles
• students have specific tasks
5: Operations
• the activities students conduct to reach their goal
6: Resources
• necessary, even conflicting, resources to complete goal are provided to students
7: Feedback
When students are motivated and interested, real learning will inevitably take place. Goal-Based Scenarios take into account student needs and interests; in addition, students practice valuable 21st century learning skills: using various means of communication, meaningful collaboration with peers, creativity, and critical thinking.
Adherents of Situated Cognition & Cognitive Apprenticeships hold that knowing is inseparable from doing and all knowledge is situated in authentic activities in relevant contexts. Skills are acquired through these authentic experiences in context and through communicating with peers and experts about those experiences. Like the Goal-Based Scenarios mentioned above, student learning activities in the Situated Cognition model should be focused toward a relevant outcome. In the classroom, the teacher is advised to model, coach, and fade. This is an excellent description of the teacher as facilitator model desired by many educators. Knowledge and learning comes from creative problem-solving and “thinking on the fly” rather than the storage and retrieval of conceptual knowledge; therefore, learn by doing can be considered the motto for this educational model.
Anchored Instruction
In the two learning models above, students learn desired, specific skills as they work to creatively to solve meaningful problems, problems often related to the real world and designed with student interests in mind. Anchored Instruction presents, often through a narrative, a realistic (but fictional) situation which raises an over-arching question or problem. As contrasted with Goal Based and Situated Cognition, the problems to be solved in Anchored Instruction are formulated and solved by the students. In the Jasper series, for example, students glean the necessary facts, often having to discern and discard irrelevant or superfluous information, from the narrative. This model seems to me, so far, the most difficult to create for the classroom. That’s why I’m working on one.
The STAR Legacy model also poses an interesting, real-life problem for students to solve in a series of specific steps. This problem is open-ended and provides opportunities for student reflection; this is Step 1: The Challenge. Students begin by activating prior knowledge through brainstorming exercises; students will revisit these thoughts later in the process; this is Step 2: Initial Thoughts. In Step 3: Perspectives and Resources, students use provided resources to work through the challenge. In Step 4: Assessment, students are formally assessed to find out what they have learned and what they can do with this knowledge. During Step 5: Wrap-Up, students return to their initial thoughts in Step 2 to compare them and reflect on what was learned as a result of the activity.
MOST Environments
The MOST model would help students improve reading comprehension skills through improving listening comprehension skills, an important, yet often overlooked, component of literacy. In addition, digital literacy skills can be enhanced through the inclusion of interesting, and therefore, motivational, audio, video, and interactive media. In addition, subtitles and captions can be used to support literacy and reading comprehension skills. The MOST model may be of interest and use to educators integrating Common Core, especially with its emphasis on the use of texts in increasing complexity.
Wednesday, March 21, 2012
What the 4C's Look Like
Thursday, February 23, 2012
Models of Collaborative Learning
“Odds are pretty good that [students] will be asked to work with others from around the globe collaboratively to create content for diverse and wide-ranging audiences. Odds are also pretty good that they are going to need to read and write effectively in linked environments as they locate, analyze, remix, and share the best, most relevant content online for their own learning"(Richardson, 2010).
My initial reactions to these learning models were interest and a vision of how these may look in the classrooms of my school. I do, however, realize that there are barriers to the successful implementation of these learning models. Foremost is the dependence on student self-motivation. If students are unable or unwilling to maintain the focus and levels of perseverance and performance required, the time will be wasted. There is also a question of relevance: can I develop relevant learning opportunities for my students? The benefits of implementation will be increased student learning, student leadership, and participation in the decision making, problem-solving process. These skills will be needed for student success no matter their path in life.
There are similarities and differences between the models: each develops individual student knowledge through active participation in cooperative learning experiences. “Real learning moves beyond the memorization of facts, encourages the learner to be actively involved in the learning process, and occurs best when it occurs within a community of learners” (Trivette, 2005). Collaborative tools that facilitate these instructional models include Google Docs and Google Sites. They both allow students to work on documents or websites at the same time.
In Guided Design, students work collaboratively to investigate and solve real world problems and find answers to open ended questions; the collaborative nature of the student group models real-life situations: students must function as a member of a group, assessing and offering information and ideas, justifying or rejecting based upon merit and validity. Unlike the models that incorporate research, guided design is based on a student’s prior knowledge. The strengths of guided design include increased student motivation through the use of real world situations; students can develop collaborative problem solving skills and practice decision making skills. The weaknesses of guided instruction include difficulties for teachers to manage groups, especially in large classrooms; difficult to motivate unmotivated students. Teachers may also find it difficult to develop relevant learning activities.
Cooperative learning combines academics with social learning experiences in which students share responsibility to complete tasks. Students share and evaluate information and ideas; because student success depends on the group’s success, students must monitor each other’s work. While this has the benefit of increasing student motivation, a cooperative learning group saddled with an unmotivated student can suffer. However, this challenge can be educational and enlightening as students learn to deal with adversity. Students assume roles within the group; these roles can remain fixed or can rotate.
Problem-based learning requires students to develop knowledge, problem solving skills, collaborative skills, self-directed learning, and self-motivation as they work in groups to find solutions to realistic problems. Students synthesize prior and new information in effort to resolve the problem. The teacher facilitates learning by providing necessary motivation, monitoring, and scaffolding.
Situated Learning and Cognitive Apprenticeship requires the teacher to enlist the aid of experts to teach students skills in context. For example, students role play in a real or virtual environment: workshop, construction site, kitchen, or garden. Skype, Google+ hangout, and other tools that allow for virtual face-to-face communication between students and mentors can be used for Situated Learning and Cognitive Apprenticeship. The online delivery of this learning model may be facilitated through the use of avatars and virtual worlds.
The successful implementation of these learning models will lead to greater student self-motivation and an increase in student communication, collaboration, and critical thinking and creativity skills.
Richardson, W. (2010). Blogs, wikis, podcasts and other powerful web tools for classrooms. Thousand Oaks, CA: Corwin.
Trivette, C. M. (2005). Effectiveness of guided design learning strategy on the acquisition of adult problem-solving skills. Bridges 3(1).