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Title: Article Title: Research on and Research with Emerging Technologies


1
Article Title Research on and Research with
Emerging Technologies
  • Authors
  • Michael J. Hannafin, Kathleen M. Hannafin
  • Lloyd P. Rieber University of Georgia
  • Simon R. Hooper University of Minnesota
  • Asit S Kini Texas AM University

From Handbook of Research for Educational
Communications and Technology A Project of the
Association for Educational Communications and
Technology Edited by David H. Jonassen Simon
Schuster Macmillan, New York.
2
Significant Research Findings
  • How technological capabilities are used is what
    is important?
  • Design must be rooted in research on teaching
    and learning.
  • Design of learning environments is not an easy
    task.

3
Point to consider?
  • Past instructional technology research has
    contributed to a better understanding of the
    effects of particular technologies on learning.
  • It has done little to help us relate such
    findings to critically important contexts such as
    schools and classrooms.
  • (Kozma 1991)

4
From Instruction to Construction
  • Traditional design strategies focused on how
    and what to teach rather than empowering to learn.

5
1. Emerging Constructs and Learning Systems
  • Traditional approaches to computer based
    learning have been rooted in behavioural learning
    principles.
  • Contemporary approaches are more often rooted in
    cognitive learning theories.

6
2. Emerging Constructs and Learning Systems
  • In Contemporary theory the focus is not on
    product technology of the computer but on the
    idea technologies afforded by computer.
  • (Hooper Rieber, 1995)

7
3. Emerging Constructs and Learning Systems
  • Contemporary research with emerging technology
    centre on the cognitive impact of people working
    in partnership with the technology rather than
    studying the effects of technology on learning.
    (Perkins, 1985)
  • Emphasis is on learning with media, as opposed to
    learning from media.
  • Clarke (1983) versus Kozma (1991)

8
4. Research classified. (Salomon. Perkins
Globerson. 1991)
  • Research on the effects of the computer on
    cognition if cognitive residue results as a
    consequence of interaction between individual and
    computer.
  • Research with technology focuses on how human
    processing changes in distinct, qualitative ways
    when an individual is engaged in an intellectual
    activity using the computer as a tool.

9
Point to consider?
  • What learning systems and environments have
    emerged based on contemporary psychological and
    pedagogical perspectives?

10
Learning systems and environments -
Psychological Constructs -
  • Learning as the active construction of
    knowledge.
  • Situated Cognition and Generative Learning.
  • Logo Microworlds.

11
1a. Learning as active construction of knowledge
  • Learning consists of individual constructions of
    knowledge.
  • Learning is a personal event that results from
    sustained and meaningful engagement with ones
    environment.
  • (Bruner, 1961, 1985, 1986)

12
1b. Learning as active construction of knowledge
  • Literature is full of innovative strategies of
    nurturing the construction process, but there are
    also many conflicts with the directions
    constructivist education should take.
  • (Strommen Lincoln, 1992)

13
Theoretical frameworks of Vygotsky and Piaget.
  • 1. Situated cognition theory
  • The most meaningful and useful kinds of learning
    are those embedded in activities that make
    deliberate use of social and physical contexts.
  • Learning must involve activity, concept and
    culture.
  • (Brown, Collins Duguid 1989).

14
Theoretical frameworks of Vygotsky and Piaget.
  • Generative Learning
  • This model suggests that meaning results when the
    learner actively and consciously relates prior
    knowledge to new material and creates
    understanding based on these relationships.
    (Wetzel, 1993)
  • Generative Activities Paraphrasing,
    summarising, outlining, analytic reasoning and
    mental imagery.

15
Microworlds and Learning
  • Computer-based microworlds can be seen as sets of
    programs designed to provide virtual, streamlined
    experiences, play-worlds with agents and
    processes one can get to know and understand.
  • (Lawler, R 1997)
  • Computer-based microworlds provide opportunities
    for students to explore and experience phenomena
    intuitively and formulate hypotheses that may run
    counter to intuition. (diSessa, 1982)

16
Microworlds
  • Microworlds not only assists the students in
    solving problems but also help learners think
    about experience and manipulate problems in order
    to develop expertise, modify knowledge or change
    personal beliefs
  • (Resnick, 1991)
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