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Learning theories, instructional design theories and instructional design models Kai Pata
Role of metaphors in design ,[object Object],[object Object],[object Object],[object Object],[object Object]
Role of metaphors in design ,[object Object],L inguist George Lakoff and philosopher Mark Johnson  “ Metaphors We Live By ” : The essence of metaphor is understanding and experiencing one kind of thing in terms of another.
Role of metaphors in design ,[object Object],[object Object],[object Object],[object Object],Nonaka I. & Takeuchi H.,  “The Knowledge-Creating Company”,  Oxford University Press, 1995.
Role of metaphors in design
Role of metaphors in design Implicit metaphors of learning Instructional design theories and models Discussions about what learning is Learning theories
Discussing metaphors and proverbs of learning ,[object Object],[object Object],[object Object],[object Object]
Some metaphors and proverbs about learning ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Learning theories ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Behavioural learning
“ Black box” metaphor Skinner (1950) introduced  behavioural  learning theory: “A science of  behavior  must eventually deal with behavior in its relation to certain  manipulable variables .
“ Response strenghtening”metaphor 1900-1950 Learning as response strenghtening Teacher gives punishment and rewards, student reacts with teacher defined behaviour Drill, tutorial, assessment test centered learning
Principles of behaviourism Pavlov dog ‘ conditioning reflex’ Pavlov provided the basis of behaviourism highlighting the importance of stimulus for learning. Neutral Stimulus (NS) => No Response (NR) NS + Unconditioned Stimulus (UCS) => Unconditioned Response (UCR) Conditioned Stimulus (CS) => Conditioned Response (CR)
Principles of behavioural learning Skinner box Skinner, 1950: 1. Behavio u r that is positively reinforced will reoccur; intermittent reinforcement is particularly effective  2. Information should be presented in small amounts so that responses can be reinforced ("shaping")  3. Reinforcements will generalize across similar stimuli ("stimulus generalization") producing secondary conditioning                                                                                      
General  e ducational  i mplications of  b ehaviorism Emphasis on behavior : students should be active respondents … … p eople are most likely to learn when they actually have a  chance to behave .  S tudent learning must be  evaluated … … only measurable behavio u r changes can confirm that learning has taken place.
Drill and practice ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Advantages of drill programs ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Drill programs ,[object Object],Show answer! Check answer! 3 x Show answer => new problem New task Results: solved/correct
Drill programs ,[object Object],[object Object],Choose activity and numbers Check answer Timer correct/wrong answers Interactivity Competition Feedback
Drill programs Language   learning Check answer Choose topic Feedback Test
Drill programs Music Sounds -feedback from program
Drill programs Find correct! Feedback Trials and error method Punishing system Game elements Phases: drilling and testing knowledge Biology
Behavioural elements in computer games ,[object Object],[object Object],[object Object]
Behavioural elements in computer games Gaining experience to proceed in levels Gaining points to earn money to buy new weapons Warrock
Behavioural elements in computer games Decisions give resourse- or environment points and you can make the environment better.  When your health points decrease you can see that the environmental conditions get worse.  www.honoloko.com
Player types ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Cognitive learning
“ Information processing” metaphor 1960-1970 learning as   information processing  (Mayer,1996). Teacher is transmissing knowledge, students are receivers of knowledge Textbooks and other content management systems.
“ Knowledge acquisition” metaphor ,[object Object],[object Object],[object Object],Anna Sfard 1998
“ Brain as the computer” metaphor Computer has information  inputs  and action  outputs  similarly as we receive signals from the environment with our sensory organs and react with behavours that emerge in response to the outside signals Information is recorded, decoded and processed both inside the computer and the brain, this processing provides the output behaviours.  information reaction
Model of cognitive architecture
“ Dual-coding” theory ,[object Object],A dual coding theory of learning from visual and verbal materials. (Mayer, 1993)
“ Cognitive load” theory ,[object Object],[object Object],[object Object],[object Object],[object Object]
Applications of “information processing” metaphor ,[object Object]
Constructivist learning
“ Knowledge construction” metaphor 1980-1990 learning as knowledge construction  (Mayer,1996). Student is constructing knowledge on the basis of earlier knowledge in real situations, teacher is guiding the learning process guided  inquiry discussions
Steven Weinberg “f ree-floating ” metaphor Constructivism has been illustrated by using the “free floating” metaphor that emphasises that the rules to construct individual knowledge as well as the paths of learning are unpredictable in advance.   The “free-floating” idea has recently been used in elearning to describe the knowledge- management: “this is the beast that is combining the e-learning practices with the free-floating knowledge created and shared by learning organisations during their activities (Barron, 2000)”
[object Object],[object Object],[object Object],“ Discovery” metaphor
“ Experiental learning” metaphor ,[object Object],[object Object],[object Object],[object Object]
“ Inquiry” metaphor
Co-lab
“ Anchoring” metaphor ,[object Object],[object Object],Adventures of Jasper Woodbury  http://peabody.vanderbilt.edu/projects/funded/jasper/preview/AdvJW.html KNOWLEDGE
Rock Cycle game Software http://edu. technion . ac .il/ Faculty / Faculty . asp ?FM= Yaelk
Inquiry learning applications http://bio.edu.ee/ BGUILE  http:// www . letus .org/ bguile /
“ Young Scientist” http://bio.edu.ee/noor/
Home water-usage simulaator http:// www . emlab . uow .edu.au/ Lake Illuka
Nardoo river PDA for taking water-proofs Algae simulator Investigating highly polluted river http:// learningteam .org/ htmls / nardoo . html
Constructivist learning systems ,[object Object],[object Object],[object Object],Joint construction Belvedere  http://lilt.ics.hawaii.edu/belvedere/
Social-constructivist learning
Roots for “knowledge building” metaphor by Scardamalia and Bereiter (1994) ,[object Object],[object Object]
“ Knowledge building” metaphor Scardamalia and Bereiter (1994) ,[object Object],[object Object],Knowledge Forum (KF, see  www.learn.motion.com )
CSILE environment Environment for knowledge building in communities
“ Negotiations” metaphor Since 1990… The social-constructive learning has been illustrated with the “negotiations” metaphor (Mayer,1996). According to this metaphor knowledge is always built in the dialogue where the actors create shared knowledge of each others’knowledge, that enables shared activity and supports individual knowledge creation.
Community role in learning ,[object Object],[object Object]
“ Participation” metaphor ,[object Object],[object Object]
“ Communities of Practice ” Raub, S. (2002).  Communities of Practice: A New Challenge for Human Resources Management , Research and Practice in Human Resource Management, 10(2), 16-35.
Knowledge creation in organisations Nonaka and Takeuchi (1995)
Fle3 DEMO  http://fle3.uiah.fi/demo/ Synergy DEMO  http://bscl.fit.fraunhofer.de/pub2/bscl.cgi/0/4 demo/demo Collaborative learning environments
WISE http://wise. berkeley . edu kai pata2 tihane Collaborative inquiry learning environment
Knowledge is “embedded in practices” ,[object Object],[object Object],[object Object],[object Object],[object Object]
Processes within an activity Cole & Engeström, 1993
Cultural Historical Activity Theory ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
“ Rhizomic” metaphor ,[object Object],[object Object],Gilles Deleuze and Felix Guattari: "Rhizome" (1976), “A Thousand Plateaus” (1980)
Principles of social-constructivist learning environment ,[object Object],[object Object],[object Object],[object Object],[object Object]
Principles of social-constructivist learning environments ,[object Object],[object Object]
“ Ubiquitous learning” metaphor Ubiquity  is the ability to be present everywhere or at several places at once. The term is derived from Latin ubique which means  everywhere . Mobile learning has  u biquitous  ( "anytime, anywhere“ )  nature . Wikipedia
Possibilities for ubiquitous learning (Patten et al., 2006)
Possibilities for ubiquitous learning (Patten et al., 2006)
Possibilities for ubiquitous learning (Patten et al., 2006)
“ Innovative learning” ,[object Object],[object Object],[object Object],[object Object],Hakkarainen et al., 2004
What learning theories are behind your metaphors? ,[object Object],[object Object]
Task 1 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Complexity of thinking operations Teaching paradigm transmissing constructing Situativity Basic skills knowledge Complex skills and intergrated knowledge contextualised decontextualised e-content,  drill program or tutorial assesment test Cases and problems shared knoweledge  construction and expertise inquiry and decision-making Behavioural learning Cognitive learning Social-constructivist learning conditioning
Instructional-design theories ,[object Object]
Instructional-design theories ,[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],Instructional-design theories
Edelson (2000)   design research paradigm  ,[object Object],[object Object],[object Object],[object Object]
Aims of the instructional design research ,[object Object],[object Object],[object Object],[object Object],[object Object]
Aims of the instructional design research ,[object Object]
‘ C onclusion-oriented’ instructional design ,[object Object],[object Object],[object Object],[object Object],[object Object]
’ D ecision-oriented’ instructional design  research ,[object Object],[object Object]
[object Object],[object Object],’ D ecision-oriented’ instructional design  research
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],’ D ecision-oriented’ instructional design  research
Iterative nature of instructional design research ,[object Object],[object Object]
Instructional design models ,[object Object],[object Object],[object Object],[object Object],[object Object]
Instructional design models ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Instructional design models ,[object Object],[object Object]
The systems approach developed out of the 1950s and 1960s focus on language laboratories, teaching machines, programmed instruction, multimedia presentations and the use of the computer in instruction.
ADDIE The principal example of Instructional Systems Design is represented by the ADDIE model.
Dick and Carey model ,[object Object],[object Object]
Kemp Instructional Design Plan
Kemp Instructional Design Plan ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Kemp Instructional Design Plan ,[object Object],[object Object],[object Object]
The Recursive, Reflective Design and Development (R2D2) model ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Objective-Rational Instructional Design (ID) Model ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Willis (1995)
I mplications of constructivism for instructional design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Linking learning theories with instructional design ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Linking learning theories with instructional design Oliver´s framework: The representation emphasises the relationships between the ends of the spectrum in the form of an octahedron: •  Individual – Social. •  Reflection – Non-reflection. •  Information – Experience. The representation is useful in terms of helping to identify learning pathways
 
 
 
Learning activities in instructional design
Task 2 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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Learntheory Engl

  • 1. Learning theories, instructional design theories and instructional design models Kai Pata
  • 2.
  • 3.
  • 4.
  • 5. Role of metaphors in design
  • 6. Role of metaphors in design Implicit metaphors of learning Instructional design theories and models Discussions about what learning is Learning theories
  • 7.
  • 8.
  • 9.
  • 11. “ Black box” metaphor Skinner (1950) introduced behavioural learning theory: “A science of behavior must eventually deal with behavior in its relation to certain manipulable variables .
  • 12. “ Response strenghtening”metaphor 1900-1950 Learning as response strenghtening Teacher gives punishment and rewards, student reacts with teacher defined behaviour Drill, tutorial, assessment test centered learning
  • 13. Principles of behaviourism Pavlov dog ‘ conditioning reflex’ Pavlov provided the basis of behaviourism highlighting the importance of stimulus for learning. Neutral Stimulus (NS) => No Response (NR) NS + Unconditioned Stimulus (UCS) => Unconditioned Response (UCR) Conditioned Stimulus (CS) => Conditioned Response (CR)
  • 14. Principles of behavioural learning Skinner box Skinner, 1950: 1. Behavio u r that is positively reinforced will reoccur; intermittent reinforcement is particularly effective 2. Information should be presented in small amounts so that responses can be reinforced ("shaping") 3. Reinforcements will generalize across similar stimuli ("stimulus generalization") producing secondary conditioning                                                                                      
  • 15. General e ducational i mplications of b ehaviorism Emphasis on behavior : students should be active respondents … … p eople are most likely to learn when they actually have a chance to behave . S tudent learning must be evaluated … … only measurable behavio u r changes can confirm that learning has taken place.
  • 16.
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  • 20. Drill programs Language learning Check answer Choose topic Feedback Test
  • 21. Drill programs Music Sounds -feedback from program
  • 22. Drill programs Find correct! Feedback Trials and error method Punishing system Game elements Phases: drilling and testing knowledge Biology
  • 23.
  • 24. Behavioural elements in computer games Gaining experience to proceed in levels Gaining points to earn money to buy new weapons Warrock
  • 25. Behavioural elements in computer games Decisions give resourse- or environment points and you can make the environment better. When your health points decrease you can see that the environmental conditions get worse. www.honoloko.com
  • 26.
  • 28. “ Information processing” metaphor 1960-1970 learning as information processing (Mayer,1996). Teacher is transmissing knowledge, students are receivers of knowledge Textbooks and other content management systems.
  • 29.
  • 30. “ Brain as the computer” metaphor Computer has information inputs and action outputs similarly as we receive signals from the environment with our sensory organs and react with behavours that emerge in response to the outside signals Information is recorded, decoded and processed both inside the computer and the brain, this processing provides the output behaviours. information reaction
  • 31. Model of cognitive architecture
  • 32.
  • 33.
  • 34.
  • 36. “ Knowledge construction” metaphor 1980-1990 learning as knowledge construction (Mayer,1996). Student is constructing knowledge on the basis of earlier knowledge in real situations, teacher is guiding the learning process guided inquiry discussions
  • 37. Steven Weinberg “f ree-floating ” metaphor Constructivism has been illustrated by using the “free floating” metaphor that emphasises that the rules to construct individual knowledge as well as the paths of learning are unpredictable in advance. The “free-floating” idea has recently been used in elearning to describe the knowledge- management: “this is the beast that is combining the e-learning practices with the free-floating knowledge created and shared by learning organisations during their activities (Barron, 2000)”
  • 38.
  • 39.
  • 42.
  • 43. Rock Cycle game Software http://edu. technion . ac .il/ Faculty / Faculty . asp ?FM= Yaelk
  • 44. Inquiry learning applications http://bio.edu.ee/ BGUILE http:// www . letus .org/ bguile /
  • 45. “ Young Scientist” http://bio.edu.ee/noor/
  • 46. Home water-usage simulaator http:// www . emlab . uow .edu.au/ Lake Illuka
  • 47. Nardoo river PDA for taking water-proofs Algae simulator Investigating highly polluted river http:// learningteam .org/ htmls / nardoo . html
  • 48.
  • 50.
  • 51.
  • 52. CSILE environment Environment for knowledge building in communities
  • 53. “ Negotiations” metaphor Since 1990… The social-constructive learning has been illustrated with the “negotiations” metaphor (Mayer,1996). According to this metaphor knowledge is always built in the dialogue where the actors create shared knowledge of each others’knowledge, that enables shared activity and supports individual knowledge creation.
  • 54.
  • 55.
  • 56. “ Communities of Practice ” Raub, S. (2002). Communities of Practice: A New Challenge for Human Resources Management , Research and Practice in Human Resource Management, 10(2), 16-35.
  • 57. Knowledge creation in organisations Nonaka and Takeuchi (1995)
  • 58. Fle3 DEMO http://fle3.uiah.fi/demo/ Synergy DEMO http://bscl.fit.fraunhofer.de/pub2/bscl.cgi/0/4 demo/demo Collaborative learning environments
  • 59. WISE http://wise. berkeley . edu kai pata2 tihane Collaborative inquiry learning environment
  • 60.
  • 61. Processes within an activity Cole & Engeström, 1993
  • 62.
  • 63.
  • 64.
  • 65.
  • 66. “ Ubiquitous learning” metaphor Ubiquity is the ability to be present everywhere or at several places at once. The term is derived from Latin ubique which means everywhere . Mobile learning has u biquitous ( "anytime, anywhere“ ) nature . Wikipedia
  • 67. Possibilities for ubiquitous learning (Patten et al., 2006)
  • 68. Possibilities for ubiquitous learning (Patten et al., 2006)
  • 69. Possibilities for ubiquitous learning (Patten et al., 2006)
  • 70.
  • 71.
  • 72.
  • 73. Complexity of thinking operations Teaching paradigm transmissing constructing Situativity Basic skills knowledge Complex skills and intergrated knowledge contextualised decontextualised e-content, drill program or tutorial assesment test Cases and problems shared knoweledge construction and expertise inquiry and decision-making Behavioural learning Cognitive learning Social-constructivist learning conditioning
  • 74.
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  • 77.
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  • 79.
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  • 81.
  • 82.
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  • 84.
  • 85.
  • 86.
  • 87.
  • 88. The systems approach developed out of the 1950s and 1960s focus on language laboratories, teaching machines, programmed instruction, multimedia presentations and the use of the computer in instruction.
  • 89. ADDIE The principal example of Instructional Systems Design is represented by the ADDIE model.
  • 90.
  • 92.
  • 93.
  • 94.
  • 95.
  • 96.
  • 97.
  • 98. Linking learning theories with instructional design Oliver´s framework: The representation emphasises the relationships between the ends of the spectrum in the form of an octahedron: • Individual – Social. • Reflection – Non-reflection. • Information – Experience. The representation is useful in terms of helping to identify learning pathways
  • 99.  
  • 100.  
  • 101.  
  • 102. Learning activities in instructional design
  • 103.