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Introduction to Cognitive Learning Theories and Learning Technologies

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Title: Introduction to Cognitive Learning Theories and Learning Technologies


1
Introduction to Cognitive Learning Theories and
Learning Technologies
  • C. Candace Chou
  • CIED551
  • Dept. of Curriculum and Instruction
  • University of St. Thomas

2
Skinner Behaviorist Theories
  • Before Skinner, learning theories are dominated
    by Pavlovs classical conditioning concepts, S -gt
    R
  • Skinner identified three kinds of conditions that
    shape behavior
  • Positive reinforcement
  • Negative reinforcement
  • Punishment

3
Behaviorist Theories
  • Implications for education
  • Teaching is a process of arranging contingencies
    of reinforcement effective to bring about
    learning.
  • Implications for technology integration
  • Drill-and-practice software
  • Praise correct answers to tutorial software
  • Memorization of basic information

4
Information-Processing Theory The Mind as
Computer
  • Based on a model of memory and storage proposed
    by Atkinson Shiffrin, 1968
  • The brain contains certain structures that
    process information like a computer
  • Human brain has three kinds of memory or stores
  • Sensory registers the parts receive all
    information
  • Short-term memory (STM) working memory
  • Long-term memory (LTM) hold information
    indefinitely

5
Information-Processing Theories II
  • Implications for education
  • Ask interesting questions and display
    eye-catching materials to draw student attention
  • While presenting information, give instructions
    that point out the keys of the new learning
    materials
  • Give students practice exercises to help assure
    the transfer of information from short- to
    long-term memory

6
Information-Processing Theories III
  • Implications for technology integration
  • Artificial intelligence (AI) applications, an
    attempt to develop computer software that can
    simulate the thinking and learning behaviors of
    humans.
  • Drill-and-practice software helps students encode
    and store newly-learned information into
    long-term memory

7
Gagné Principles of Instruction
  • Translate behaviorist and information -processing
    theories into instructional strategies
  • Types of learning
  • Intellectual skills (problem solving,
    higher-order thinking, defined concepts, concrete
    concepts, discriminations)
  • Cognitive strategies
  • Verbal information
  • Motor skills
  • Attitudes

8
Gagné II
  • Events of instruction
  • Gain instruction
  • Informing the learner of the objectives
  • Stimulating recall of prerequisite learning
  • Presenting new materials
  • Providing learning guidance
  • Eliciting performance
  • Providing feedback about correctness
  • Assessing performance
  • Enhancing retention and recall

9
Gagné III
  • Learning hierarchies Learning is a building
    process that the lower-level skills provide the
    foundation for higher-level skills.
  • Math example to work with long division problems
    requires the prerequisite math skills in number
    recognition, number facts, simple addition and
    subtraction, multiplication, and simple division.

10
Gagné IV
  • Implications for education
  • Widely used to develop systematic instructional
    design principles
  • Sequence skills
  • Implications for technology integration
  • Plan lesson for instructional software such as
    drill, tutorial, simulation.
  • Tutorial could be stand-along and accomplish all
    of the events of instruction

11
Vygotsky Social Constructivism
  • Cognitive development is the result of social
    interactions in cultural contexts.
  • Focus on social factors in knowledge construction
  • Zone of proximal development the difference
    between difficulty level of a problem child can
    cope with independently and the level that can be
    accomplished with adult help.
  • Cognitive changes takes place in the
    construction zone.

12
Vygotsky II
  • Instructional Scaffolding A teacher provides
    students with selective help (e.g. asking
    questions, directing attention, giving hints) to
    enable them to do things they could not do own
    their own.
  • Implications for technology integration
  • Concepts of scaffolding and developing
    individuals potential
  • Logo to virtual reality using real-life examples
    relevant to individuals needs to advance
    student understanding.

13
Vygotsky III
  • Implications for education Davydov (1995)
  • Education is intended to develop childrens
    personalities
  • The human personality is linked to its creative
    potential and education should be designed to
    discover and develop this potential to its
    fullest in each individual.
  • Teaching and learning assume that students master
    their inner values through some personal
    activities.
  • Teachers direct and guide the individual
    activities of the students but they do not force
    their will on them or dictate to them.
  • The most valuable methods for student learning
    are those that correspond to their individual
    developmental stages and needs, therefore the
    methods can not be uniform across students.

14
Piaget Stages of Development
  • Piaget believed that all children go through four
    stages of cognitive development
  • Sensorimotor stage (0 - 2)
  • Explore the world through senses and motor
    activities
  • Preoperational stage (2-7)
  • Capable of speech communication, number
    recognition, self-control
  • Concrete operational stage (7 - 11)
  • Capable of abstract reasoning and observation
    tasks
  • Formal operations stage (12 - 15)
  • Can form hypotheses, organize information reason

15
Piaget II
  • Ormrod (2000) summarized
  • Children are active and motivated learners
  • Childrens knowledge of the world becomes more
    integrated and organized over time
  • Children learn through the process of
    assimilation and accommodation
  • Cognitive development depends on integration with
    ones physical and social environment
  • The processes of equilibration (resolving
    disequilibrium) help to develop increasing
    complex levels of thought
  • Cognitive development can occur only after
    certain genetically controlled neurological
    changes occur
  • Cognitive development occurs in four
    qualitatively different stages.

16
Piaget III
  • Implications for education
  • More of a philosophy
  • Need more concrete examples in explaining
    abstract concepts
  • Implications for technology integration
  • Logo simulation for learning programming
  • Real-world simulation before real-life experience

17
Seymour Papert Turtles and Beyond
  • Integrating the control of a robot in the shape
    of a turtle on screen into the Logo language.
  • Implications in education and technology
  • Discovery learning and powerful ideas allow
    children to teach themselves with Logo and
    develop powerful ideas
  • Logo and the microworlds concept allow children
    to see the cause and effect between programming
    commands and the pictures that result. He called
    microworld the incubator of knowledge.

18
Cognition Technology Group at Vanderbilt (CTGV)
  • Based on constructivism
  • Preventing inert knowledge Inert knowledge is
    knowledge that can usually be recalled when
    people are explicitly asked to do so, but is not
    used spontaneously in problem solving even though
    it is relevant.

19
CTGV II
  • Situated cognition and the need for anchored
    instruction
  • Teachers can prevent the problem of inert
    knowledge by situating learning in the context of
    what they called authentic experiences and
    practical apprenticeships
  • Anchored instruction provides a way to recreate
    some of the advantages of apprenticeship training
    in formal educational settings

20
CTGV III
  • Building knowledge through generative activities
  • Learning is most meaningful when it builds
    (scaffolds) on experiences they have already had.
  • Students are also most likely to remember
    knowledge that they build or generate
    themselves, rather than that which they simply
    receive passively.
  • Implications Video-based scenarios posing
    interesting but difficult problems for students
    to solve, e.g. Jasper Woodbury Problem Solving
    series.

21
Gardner Multiple Intelligences
  • Types of intelligence
  • Linguistic
  • Musical
  • Logical-mathematical
  • Spatial
  • Bodily-kinesthetic
  • Intrapersonal
  • Interpersonal
  • Naturalist

22
Gardner II
  • Implications for education and technology
  • IQ tests may not be the best way to just a given
    students ability to learn.
  • Intelligent behavior is likely to take different
    forms in children from different ethnic
    backgrounds.
  • Distributed intelligence each student makes a
    different, but valued contribution to creating a
    product or solving a problem
  • Group collaboration among students of different
    intelligences

23
Schema Theories
  • Schema are ...
  • Scripts of plays (Schank Abelson, 1977)
  • Chunks of knowledge stored by patterns,
    structures, and scaffolds (West et al., 1991)
  • Can be instantiated by specific examples of
    concepts or events (Bruning et al., 1995)
  • Schema activation of learners prior knowledge in
    similar fields , building upon previous knowledge
  • Advance organizers employ the structure of
    materials that learners are familiar with
  • Implications
  • Web-based instruction
  • Computer-based instruction

24
Meaningful Learning
  • Active (Manipulative/Observant)
  • Constructive (Articulative/Regulatory)
  • Authentic (Complex/Contextual)
  • Cooperative (Collaborative/Conversational)

25
Educational Technologies
  • 1950s-1970s
  • Slide projector
  • Radio
  • Educational Television
  • 1980
  • Drill-and-practice on computers
  • Productivity tools (desktop publishing, word
    process, graphics programs
  • 1990
  • Communication and multimedia production
  • Computer-mediated communication systems
  • Audio-video conferencing systems
  • Virtual Reality

26
What is Learning Technology?
  • Your Definitions

27
Learning Technologies
  • Engage learners in
  • Knowledge construction, not reception
  • Conversation, not reception
  • Articulation, not repetition
  • Collaboration, not competition
  • Reflection, not prescription (Jonassen et. al.,
    1999)

28
References
  • Bruning, R. H., Schraw, G., J. Ronning, R. R
    (1995). Cognitive Psychology and Instruction.
    Merrill Prentice Hall.
  • Roblyer, M. D. Edwards, J. (1999). Integrating
    Educational Technology into Teaching. Merrill
    Prentice Hall.
  • Jonassen, D. H., Peck, K. L., Wilson, B. G.
    (1999). Learning with Technology A
    Constructivist Perspective. Merrill Prentice Hall.
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