Tag Archives: LRNT 524

Behaviorism, Cognitivism, and Constructivism Explained…finally…kinda…

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After completing Ertmer and Newby’s (2013) reading on behaviorism, cognitivism, and constructivism two things became more apparent to me:

  1. How one shouldn’t marry themselves to a particular learning theory as different theories of learning should be applied in various situations
  2. How the hell haven’t I wrapped my head around these theories!…We are 8 months into the program!

Let’s focus on point #1 first…

Although as we move through this program I find myself leaning towards a constructivist way of teaching and learning, this reading solidified my beliefs that one needs to be adaptable depending on the context, environment, and stage of learning that the student is in.  The authors note that we should recognize stages of knowledge (they draw our attention to Jonassen’s three stages of knowledge acquisition: introductory, advanced, and expert) when we are designing learning and base our design on these.  A focus on a behaviorist and cognitivist would be more appropriate for introductory knowledge, and as the learner moves on the continuum towards expert knowledge acquisition a focus on constructivist approaches may be more appropriate.   This thought had been in the back of my mind for a while as some of the content I teach is very introductory and a stimulus-response approach seems very applicable and effective.  However, as the content moves towards more mastery of skill my approach becomes much more based on immersing my students in real-world experiences.  The authors note that using an apprenticeship approach (which I do in our carpentry class) aligns with constructivist theory well.

Now point #2…

This may sound strange but I feel a little lost, although I’m not?  Just when I think I have a handle on theories and such, I read another article that slips me up a bit.   This reading did help clarify the differences between behaviorism, cognitivism, and constructivism, but it opened a new can of worms and got me thinking that I should be reviewing all learning theories(not just these three) as I design my classes.  Considering each one would be way too time-consuming as I can barely keep ahead just thinking about one learning theory.

I am open to any suggestions of a solution that would help save time in this?

 

 

Resources

Ertmer, P., & Newby, T. (2013 Online). Behaviorism, Cognitivism, Constructivism: Comparing critical features from an instructional design perspective. Performance Improvement Quarterly, 26(2), 43-71.

Unit 2 Activity 3 – Understanding Design Principles

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My Case

At the college I work we have been moving very quickly it seems in our adoption of mobile technologies.  Administration from the outset basically said ‘this was happening, so hopefully you will get on board or be left behind’.  While I personally see advantages to teaching and learning with tech (increased engagement, opportunity to create richer learning environments), many felt that it was forced upon us.  I believe that as a result of this there is pushback from faculty and resistance to adopting more new technology as it continues to evolve.  

Every new technology advancement presents an opportunity to engage our learners, however we need a mechanism to also engage our faculty in becoming leaders in the field of ed tech.

My Design Principles

Below is my list of proposed design principles that I feel are key to creating a consistent experience for the project team and end users (not listed in order of importance, they are intended to all work together).

  • Make it adaptable– Ensure that all elements of the design allow for changes in technology and pedagogy that will inevitably arrive in the future.
    • Innovation- incorporating adaptability will allow future iterations of a selected project to be improved upon
    • Impact on learning- technology is constantly changing, as are the skills required in the workforce, being adaptable will improve future learning opportunities
    • Reliance on technology- making sure things are adaptable will assist any future technological changes that are sure to occur
    • Usability- Adaptability will allow incremental changes to be easily incorporated into the project
    • Risk- Adaptability will ensure that financial and time investments will not be wasted as needs evolve
    • The value proposition of innovation in design- Investment in adaptability will ensure future costs are kept to a minimum as small changes will only be necessary, not complete redesign
  • Ensure authenticity– Making the project authentic for the end user is paramount.  The product should mimic real-life situations as closely as possible.
    • Innovation- Real-world scenarios could potentially be brought into the workforce and spur innovation
    • Impact on learning- Learning as close to real-life as possible will better prepare users and allow them to experience things they will encounter in the workforce
    • Reliance on technology- Using authentic technology will better prepare users
    • Usability- Making sure things are authentic in the design will not necessarily make things easier to use, but it will prepare users for what to expect
    • Risk- An authentic experience will prepare users for a real workplace experience and could save time and money in the future
    • The value proposition of innovation in design- Authentic design that replicates real-world scenarios will improve workforce performance.
  • Involve all stakeholders– Having all of the stakeholders involved at key stages will ensure that the end product will suit everyone’s needs (For example, in online course design involve faculty, students, IT, ID’s, administration…).  A caution for this is to make sure there is a clear leader in the process who will make final decisions as too many voices and opinions could slow down the process if not facilitated properly.
    • Innovation- By having all voices heard, a more complete, well rounded and progressive product will be developed
    • Impact on learning- Involving many knowledgeable individuals will build a better product and therefore enhance the learning experience
    • Reliance on technology- Shared experience from the team will inform technological decisions
    • Usability- More people involved in the process will allow for more diversity in technological proficiency and will help in designing a product that is user-friendly
    • Risk- Having a well-rounded team will lessen the potential for future redesigns of the product
    • The value proposition of innovation in design- All individuals invested in the project should be happy with the end product as they all had a hand in its design
  • Ensure that there is a constant, feedback loop– By making sure that edits and suggestions are being made and incorporated on an ongoing basis, there will be a steady workflow to the project.
    • Innovation- By keeping the feedback constant and up to date, improvements can be made quickly and efficiently
    • Impact on learning- Deadlines can be met more constantly and all feedback will be incorporated on time creating a superior product
    • Reliance on technology- By using elements of collaborative software in the design to improve efficiency the project will move at a more consistent pace
    • Usability- Any improvements to ease of use of the project will be incorporated quickly
    • Risk- Accelerations in schedule and project development can be realized through incorporating feedback efficiently
    • The value proposition of innovation in design- Faster integration of feedback, suggestions, ideas will not only lead to a better product, but time can be removed from the project development schedule
  • Check your sensitivity at the door– While ensuring that the feedback one provides to fellow team members is sensitive, be honest and direct with giving feedback.  When receiving feedback do not take things personally as varied opinions will lead to a better product (be hard on the issue, not the individual).
    • Innovation- Being honest and not holding back opinions on the product more opportunity for progressive change can happen
    • Impact on learning- A better product will be developed when all ideas are brought to the table, this will in turn improve the learning experience
    • Reliance on technology- If team members express their abilities in regards to technology in an honest and forthright manner, gaps can be identified and dealt with at the outset of the project
    • Usability- Direct and honest feedback to the team when one questions the ease of use of the end product will benefit the user’s experience
    • Risk- Resolving differences of opinion and incorporating ideas in a timely manner rather than stressing about them will save time and money
    • The value proposition of innovation in design- An understanding at the outset that any constructive feedback will be handled in a professional manner will improve the efficiency and effectiveness of the team
  • Always keep the end user in mind– At every point of development in the project make sure that things are being looked at from the perspective of the end user (if possible incorporate the end user into the design team).
    • Innovation- By designing the product from the perspective of the end user the potential for creating an improved experience is greater
    • Impact on learning- Focusing on the end user will enhance and simplify the learning experience
    • Reliance on technology- Knowing the environment in which the end user operates will lead to an appropriate technological design
    • Usability- Keeping the end user in mind will ensure that the product is consistent with their abilities
    • Risk- A product that is appropriate for the end user and that they are happy with will not require as much redesign
    • The value proposition of innovation in design- Keeping the end users needs in mind during design will ensure a better suited product and a better user experience
  • Bring solutions to the table, not problems. – In my opinion, it cannot be understated how important this is to a successful team project
    • Innovation- By asking the team to bring solutions to the table, more ideas will be brought forward and spur on more innovation
    • Impact on learning- More variety of solutions will lead to a better product and learning experience for the user
    • Reliance on technology- Any technical issues can be resolved quickly as solutions to tech problems will be researched by all team members
    • Usability- Issues with ease of use will be brought forward alongside solutions to these issues.  Items can be proactively dealt with
    • Risk- Time and money will be saved as solutions to problems will not lag and affect the project schedule
    • The value proposition of innovation in design- By having all team members in the mindset of bringing solutions to the table, an environment of creativity will be created and fostered
  • Prototype the product- Once initial design is complete, take it for a test run.
    • Innovation- Discrepancies can be identified early and changes can be made before the product is officially ‘launched’
    • Impact on learning- Improving the product before it is launched will lower rates of frustration when things don’t flow properly
    • Reliance on technology- Flaws in technological design can be fixed before utilization
    • Usability- By performing a test run of the product, issues with user interface and ease of use can be identified early on
    • Risk- Although initially this may increase cost and development time slightly, this will serve a long-term benefit of not having to redesign early and have a better product initially produced
    • The value proposition of innovation in design- This important final step in the design will allow the team to remove any technical ‘bugs’ and also allow for a fresh perspective from someone outside the team (preferably an end user).

 

References

Hess, W.  (2013, July 10).  20 Guiding principles for experience design.  Retrieved from http://www.designprinciplesftw.com/collections/20-guiding-principles-for-experience-design

Monash University. (2017). How to write the case study.  Retrieved from http://www.monash.edu.au/lls/llonline/quickrefs/27-case-study.pdf

 

Unit 2, Activity 2 – New or renewed learning practices

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LP#1-Faculty Leaders in Ed Tech Adoption

At the college I work we have been moving very quickly it seems in our adoption of mobile technologies.  Administration from the outset basically said this is happening so hopefully you will get on board or be left behind.  While I personally see advantages to teaching and learning with tech (increased engagement, opportunity to create richer learning environments), many felt that it was forced upon us.  I believe that as a result of this there is pushback from faculty and resistance to adopting more new technology as it continues to evolve.  

Every new technology advancement presents an opportunity to engage our learners, however, we need a mechanism to also engage our faculty in becoming leaders in the field of ed tech.

LP#2-Ensuring Quality Online Course Design

Advancements in technology have enabled online learning to become a legitimate alternative in almost any field of study.  Our college has invested in online course development via software (Articulate), hardware (VR/AR), and staff (ID’s, developers).  We have discovered that while all of these investments are important in online course design, having the subject matter expert (often the faculty) trained in what makes a course successful is just as essential.  Content knowledge in their field is not enough to make sure that a course is designed properly.  

Training all of our faculty externally in online course design is an expensive proposition and not likely feasible.  Developing an in-house online training program that can be easily accessible for those who are involved in online course design.

Conclusion

After reflecting on both of the above issues, I believe that investigating faculty leaders in tech adoption will in the end yield more applicable results.  While the online course design is also an important issue within our college, focusing on having faculty leaders in ed tech may result in a solution that solves both issues.

Resources

Dron, J. (2014). Innovation and Change: Changing how we Change. In Zawacki-Richter, O. & T. Anderson (Eds.), Online distance education: Towards a research agenda. Athabasca, AB: AU Press.

 

 

Innovation, Renewal, and Change

Image  Courtesy of Wesley Fryer (CC BY-SA 2.0 CA)

Labels, Labels, Labels…

As educational technology has advanced, so has our understanding and expectations of how it can (and should) be applied to online (distance) learning.  The pedagogy that has been applied to distance learning has evolved as well.  Early generations (single-mode, such as radio or print) of of distance learning used a cognitivist/behaviourist approach focused on how each individual learns; second generation (mixed-mode-such as CD-ROM’s) followed a social constructivist model and was built around the belief that our knowledge is constructed socially and that others input and views help develop our own understanding; the third generation (social modes, such as social media, LMS’s) employs a connectivist model in which the knowledge is in the network and the learning comes from making sense of that network, both people and technology (Dron, 2014).  With technology advancing at such a rapid rate and new technologies now available (such as AR/VR) that can potentially transform distance learning, my question is why are we always trying to fit what is going on into a theoretical box?  Every individual is unique, so can we not design a system for distance education that allows them to follow the model that best suits them (I have no idea how to do this by the way, just wishful thinking)?  If I learn best in a cognitivist environment, then that would be the path I follow.  I think by putting a pedagogical label on things we run the risk of narrowing the views of both our teachers and learners.  It seems to me that overthinking every aspect of learning can be helpful for analyzing learning trends, but can also be detrimental and stifle innovation.

 

App Smashing.

Dron (2014) writes at length on the idea that developments and innovations are built on the backs of those that came before them and that any innovation is just an extension of an earlier idea but just presented differently or improved upon.  New possibilities are opened up by technological advances which spurs creativity, and things snowball from there.  This idea sounded very familiar to me and upon reflecting on it I realized why.  It sounds very similar to the concept of app-smashing, the idea that if one app cannot perform the task you want, then use several apps in combination to get the job done.  I was first introduced to this concept at an Ed-Tech workshop that I attended in Chicago about 8 years ago.  It is a fairly simple concept but really opened my eyes to the idea of customizing one’s learning and not letting perceived barriers get in the way.  I have used this in the classroom and it has been fairly successful.  For example, I asked my students to produce an annotated video on tool safety in our carpentry shop.  They had to select a tool, take a safety video, and annotate it using arrows, words, images, etc.  Other than providing a rubric and telling them that it would take two or more pieces of software or apps to create this project I did not give them further instructions.  The projects that came back were stellar, some used video in conjunction with iMovie and Youtube, others used Thinglink along with Explain Everything, some even used 4 apps to complete the project.  The only thing I would change in the future would be to make the grading more about the process rather than the end product.

 

Technology Adoption

Another part of the Dron (2014) reading that grabbed my attention was Rogers’ innovation diffusion theory.  I researched further into this and found an article that elaborated on the idea that when technology is adopted there are 5 general categories; innovators, early adopters, early majority, late majority, and laggards (Rogers, 2003).  This pattern followed very closely to the implementation of our mobile learning initiative at Lambton College.  As we started to take the college down the path of every student and teacher using technology for teaching and learning, we found that there were very few innovators (2.5%), followed by a few early adopters who saw the value in the initiative (13%), soon after an early majority got on board after they saw the success of the early adopters (34%), followed soon after by the late majority of faculty (34%), and the inevitable laggards (16%) who just seem resistant to change (Rogers, 2003).  Now, most of the college is engaged in mobile teaching and learning and as new technology is developed, innovation and integration with new concepts and tools seems to be a daily occurance.

 

As Technology marches on, I think that we need to embrace the possibilities for education, and rather than focus on labelling what theoretical category it should fall under, more time should be spent on using it to enhance learning and engage our participants.

 

Resources

Dron, J. (2014). Innovation and Change: Changing how we Change. In Zawacki-Richter, O. & T. Anderson (Eds.), Online distance education: Towards a research agenda. Athabasca, AB: AU Press.

Goldman, S., Maureen, C. P., Kabayadondo, L. B. C., Royalty, A. W., Roth, B., Swee, H. K., Kim, J.  (2012). Assessing d.learning: Capturing the journey of becoming a design thinker. In H. Plattner, C. Meinel & L. Leifer (eds).  Design thinking research: Understanding innovation. (pp. 13-33). Berlin: Springer.

Rogers, E. M.  (2003).  The Diffusion of innovations.  (5th ed.).  New York, NY: The Free Press.

 

Design, Constructivism, and Contradiction

 

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Before I got through reading the first two pages of Bates’ (2014) blog post on ADDIE in the digital age, I immediately got the feeling that a framework such as this is way to prescriptive for someone designing a course and learning environment.  I think it is great to keep a framework such as ADDIE in mind to keep you on track, but in my experience as a carpenter, teacher, and manager, the moment you define a process for someone to follow you stifle creativity as the individual will become to focused on the framework rather than the journey and the end result.  I probably feel this way as I fall in the constructivist field of thinking when it comes to course design.  Bates (2014) notes that the ADDIE model indeed has been criticized by constructivists as it does not specifically refer to the importance of the interaction between the learners and instructors.  Many other instructional design models exist, but I think that if you choose to follow any of them and build a constructivist learning environment, you should keep a process such as Design Thinking (Scheer, Noweski, & Meinel, 2012) in your mind as you work through it.  Design Thinking is based in constructivist theory and focuses on training certain learning skills such as exploration and critical thinking.  It supports several competencies and follows a cyclical process of understanding, synthesizing, ideating, prototyping, testing, and iterating.

One thing that caught my attention early on in the Thomas (2010) doctoral dissertation was that there were many definitions and explanations provided of various design processes and instructional design models, and they all seem to aspire to a practice in which a superior product can be achieved.  This seems contradictory to me in a sense because while each model or process touts its ability reach a desired goal, in reality the only way to achieve your desired result would be to treat each design situation as unique.  The context for the course design and the makeup of the learning community is different for every design therefore a prescriptive instructional design model wouldn’t be the best approach.  I realize that instructional design models are just guides but I think more attention needs to be drawn to the uniqueness of each situation.

 

References

Bates, T. (2014, September 9). Is the ADDIE model appropriate for teaching in a digital age? [Blog post]

 

Scheer, A., Noweski, C., Meinel, C.  (2012).  Transforming constructivist learning into action:  Design thinking in education.  Design and Technology Education:  An International Journal.  17(3).  8-19.

 

Thomas, P. Y. (2010). Learning and instructional systems design. In Towards developing a web-based blended learning environment at the University of Botswana. (Doctoral dissertation).