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PART 2: Digital Concept Map - Learning Theories
MS: Middle School
Created on November 30, 2022
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Cognitivism
Behaviorism
With a series of rewards and punishments, whether it is positive or negative, behaviorism drives motivation to the desired behavior. It can also be used to create repetition in practice.
Multimedia Resources & Instructional Strategies
Instead of focusing on the information in learning, cognitivism focuses on utilizing how the students learn best. It explains how the mind works during the learning process, as students are learning by doing.
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Educational Trends
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Connectivism
Constructivism
Connectivism is a learning theory to consider the ever-evolving technological world as accessing information is easier than ever. Students need to be able to complete research with the internet and distinguish important from unimportant information.
Constructivism refers to student-centered learning, as they are actively constructing new understanding in their own way in social interactions. It becomes a collaborative process, as the student leads the learning while the teacher facilitates it.
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Behaviorism
Classroom Activities
With a series of rewards and punishments, whether it is positive or negative, behaviorism drives motivation to the desired behavior. It can also be used to create repetition in practice (Padgett, 2020).
Learning Strategy: Game-based learning
Learning Model: Scripted Instruction
Game-based learning, or gamification, is using games to teach content, by including elements such as awards and points. This can increase learner engagement and sustain motivation. Teachers can implement goals and competition to drive the students’ success in learning by using online game platforms like Kahoot or Blooket.
Scripted Instruction are often curriculum of lessons that outlines what the teachers says to bring students through the learning experiences. It is not uncommon for these programs to include assessments for students to complete to check their understanding and follow through with a reward or a punishment. This model focuses more on the instructional practice, rather than the pedagogical practice of the students. Behaviorism looks for the desired outcome, regardless of the students’ profile (race, gender, reading literacy levels, etc.).
(West Chester University, 2022)
Learning Strategy: Extrinsic rewards
Learning Framework: Cultural-Historical Activity
The use of external rewards, like extra credit points or a sticker, to encourage certain behaviors is extrinsic rewards. The rewards, or punishment, drive the motivation of students, especially when the whole class is determined to earn a certain reward. For example, a reward can be granted when all students in the class earn at least a B on their assessment.
Considering the factors of motivation, rules, and tools, the framework focuses on the dynamics of the factors for students, as they can be manipulated. The goal is to achieve an intended or desirable outcome and with those three factors considered, it can be done by manipulating the students’ motivation. When completing the activity or task, they are aware of what the result should be and are said to be motivated to meet that objective successfully.
(Nickerson, 2022)
(Mattaldt, 2018)
Behaviorism Technology-enhanced Classroom Activities
Kahoot
Nearpod’s Time to Climb
Kahoot allows teachers to assess understanding based on learning objectives. As students complete the game by answering questions based on the learning objectives, they earn points to earn their spot on the class leaderboard. The more questions answered correctly in the best time, the more points students can earn to place themselves on the leaderboard.
Integrated with Nearpod’s instructional tool, Time to Climb is a game-based formative assessment tool. As they answer questions assigned by the teacher, students are engaged to answer questions correctly to “climb” their virtual mountain. It is an engagement tool to interact with the content and spark friendly competition between students!
Cognitivism
Classroom Activities
Instead of focusing on the information in learning, cognitivism learning theory focuses on utilizing how the students learn best. Cognitivism explains how the mind works during the learning process, as students are learning by doing (Padgett, 2020).
Learning Strategy: Brainstorming
Learning Model: Experiential Learning
As students are understanding the problem and trying to come up with solutions, brainstorming is a good strategy to have them collaborate in generating ideas. In order to share meaningful suggestions, students are responsible to be sure to be actively learning in order to participate in the activity.
Experiential learning outlines that knowledge is created through experiences. In the active learning process, there are four steps that take place. First, new experiences occur. Then the learner reflects on that experience to try to understand it. Next, learners must adapt their thinking based on experience and reflection. Finally, the learner will apply or transfer their new ideas to other places to see if it works.
(Practera, 2021)
Learning Strategy: Talk-Walk Strategy
Learning Framework: Creative Problem Solving
In pairs, students can work together to solve a problem or respond to a question. Typically, they are walking around the room to generate the conversation. However, this activity can be done digitally in a discussion forum or "breakout rooms” on video meeting platforms, as it provides the opportunity to meet and process their learning.
In problem solving, it may require students to get creative, if and when the teacher provides the opportunity to do so. After identifying the goal and gathering data, students often follow the basic steps in problem solving through brainstorming. They will make sense of the data in order to formulate solutions. Once they have that plan in place, then they will get creative to see if that is a successful solution and if it applies in other circumstances.
(Creative Education Foundation, n.d.)
Cognitivism Technology-enhanced Classroom Activities
Warm-up activity with Padlet
Brainstorming through Mindmeister
Mindmeister is a digital tool that can allow students to create a concept map or outline to brainstorm writing pieces, solutions, or project ideas. They can be made to allow multiple students to collaborate on a single brainstorm activity. Building off of one another, students can work together to explore solutions and meet the objective!
With Padlet, teachers can post a question for students to answer as a discussion forum. A warm-up question that can lead to the lesson on the day can activate students’ prior knowledge. It can allow the teacher to assess what students already know, then link the new learning concepts.
Constructivism
Classroom Activities
Constructivism refers to student-centered learning, as they are actively constructing new understanding in their own way in social interactions. It becomes a collaborative process, as the student leads the learning while the teacher facilitates it (Padgett, 2020).
Learning Strategy: Ask Three, then Me
Learning Model: Active Learning
Active learning describes the student-centered classroom to allow students to actively participate in the learning to allow them to adjust their own prior knowledge to connect to new ideas. Instead of students listening to the teacher’s direct instruction, active learning may include activities where students complete their own research and reflect on their knowledge with other students. It allows them to take ownership in their learning.
This strategy encourages students to ask questions to their classmates, before asking the teacher. In this way, students can hear and learn from each other. In Padlet page, students can post questions on topics they are confused or unsure about while their classmates can contribute, answer their questions, and provide explanations in their own words.
(University of Washington, 2022)
Learning Strategy: Make and Take
Learning Framework: Peer coaching
Make and Take activities are an opportunity for students to create something that they can keep as a reference. Whether it is a vocabulary glossary, concept map, or even their own anchor chart, students are obligated to use their knowledge and expand upon it in a presentation digitally.
Peer coaching is often time described as a concept used in the workplace. Bringing it into the classroom can prepare students for those opportunities in the future. Peer coaching is pairing students to work together in reflecting their learning, building upon them and other skills, and solving problems together. It is a collaborative process to allow students to take lead in their learning in a pair and build their confidence on doing it on their own.
Cognitivism Technology-enhanced Classroom Activities
Jigsaw
Exit Ticket
In small groups, students work together to contribute to a specific part of a larger assignment, whether it is a book with chapters or a large topic with subtopics. After working in their small groups, students are re-arranged in different groups and take turns in teaching the other members what they have learned in their first small group. By completing a chart on a document, or filling a slide on a presentation tool, the students can share the information they learned and have it complied in one file to refer to at a later time.
Exit tickets are popular formative assessments at the end of instruction or activity. Students can write one thing they learned to show their understanding for the teacher and one thing they are still confused about. This allows students to communicate their confusion and to hear from their classmates on their understanding of the topic they are confused about.
(University of Washington, 2022)
(University of Washington, 2022)
Connectivism
Classroom Activities
Connectivism is a learning theory to consider the ever-evolving technological world as accessing information is easier than ever. Students need to be able to complete research with the internet and distinguish important from unimportant information (Rice, 2018).
Learning Strategy: Learning menu
Learning Model: SAMR-Substitution/Augmentation/Modification/Redefinition
Learning menus refer to a series of differentiated activities in which students can choose which to complete. With technology, it opens more options in assessments. Students can choose how to present their understanding and complete the task with the help of their technology skills.
The SAMR model outlines four steps in which teachers can implement to integrate technology in the classroom in instruction and assessment. Technology can be used to substitute, augment, modify, or redefine the lesson. In substitution, technology directly substitutes the teaching tool. In augmentation, technology substitutes for the traditional tool with significant enhancements to the learning experience. In modification, implementing technology actually changes the design and learning outcomes. Finally, in redefinition, technology improves the learning experience in ways that traditional learning task would not accomplish.
(PowerSchool, 2021)
Learning Strategy: Stimulations
Learning Framework: TPaCK Framework
Instead of listening to direct instructions on contents, stimulations can play out the story or concepts for students to interact. Many stimulations utilize technological resources and interest students. This can engage students in deep learning that empowers understanding as opposed to surface learning that only requires memorization.
This framework explains the connections and balance between knowledge in technology, pedagogy and content in lesson planning. When teachers understand the technological tools, have sufficient knowledge of content, and recognize their students’ needs, they consider all the components to increasing students’ skills in using technology to learn.
(PowerSchool, 2022)
(Western Governors University, 2021)
Connectivism Technology-ehanced Classroom Activities
Student Choice Projects
Social Media
In practicing digital skills and online tools, classroom social media can connect the classroom to the outside world. To boost interest and connect with students, teachers can use social media to engage the class in a discussion, share information, and collaborate on tasks
Technological resources open many options for students to show their understanding. Students can write an essay, record a podcast, film an informercial, or present information in the way they do best in explaining. With technology, the options are plentiful.
(Western Governors University, 2021)
Educational Trends
Gamification
Discussion boards
Personalized, Online Learning
Video-based Learning
Scripted Learning
Immersive Learning
Social Media
Microlearning
Peer to Peer Learning
Online Accessible Tools
Educational Trend:
More Educational Trends
Disussion Boards
In cultivating learning, discussion forums allow students to share their thoughts in response to the prompt, collaborate with their classmates, and create connections in the real-world. They can also help in brainstorming activities and in problem-solving. The discussion forums are popular tools already included in many learning management platforms like Google Classroom, Schoology, and more.
Educational Trend:
More Educational Trends
Personalized, Online Learning
Striving away from one-size-fits-all educational approach, personalized, online learning allow students to learn at their own pace and with a plan that works best for them. Without the constraints of location and times, personalized, online learning can allow many students to learn in the most effective way for them.
(Many Cam, 2020)
Educational Trend:
More Educational Trends
Gamification
Arising with increased access to technology in the classroom, gamification provides a platform to incentivize users to engage with content while earning rewards and reaching new levels in games. That progress can be easily measured and motivate students to improve their learning.
Aligns with Behaviorist Learning Theory
(Rivera, 2021)
Educational Trend:
More Educational Trends
Scripted Learning
While it is a trend many teachers are moving away from, scripted learning is designed for students to meet certain benchmarks before moving onto the next levels in the curriculum. When aware of the program and how it is organized, students would be motivated to further their skill levels and understanding to continue with the curriculum to meet the end goals.
Aligns with Behaviorist Learning Theory
Educational Trend:
More Educational Trends
Immersive Learning
Stimulations or immersive learning provides opportunities to bring experiences into the classroom for students that they would otherwise may never have. Virtual Reality (VR) and Augmented Reality (AR) can help to explain complex concepts in plain images or through demonstrations. It can allow students to explore the Pyramids in Egypt or conduct complex science experiments.
Aligns with Cognitive Learning Theory
(For Education, 2021)
Educational Trend:
More Educational Trends
Video-based Learning
Video-based learning supplements student learning as the videos assist in learning materials and understanding assessments. Specific video formats have allowed teachers to embed questions in viewing the video to track their progress and check their understanding. There is a positive impact on grades and learning satisfaction, as the students are able to engage at their own pace and at their own time.
Aligns with Cognitive Learning Theory
(Rivera, 2021)
Educational Trend:
More Educational Trends
Microlearning
Microlearning provides relevant information to students in small, manageable portions for an optimal learning experience. Many teachers shared that it has improved student learning, since many are unable to provide attention to a matter for more than a couple of minutes or an hour. Microlearning allows students to grasp bite-sized information quickly and effectively.
Aligns with Constructvist Learning Theory
(Many Cam, 2020)
Educational Trend:
More Educational Trends
Peer to Peer Learning
As many classrooms have been moving to utilize technology in the classroom, peer to peer learning allows students to socialize and interact with another classmate face-to-face or online. Their relationship should focus on reflection, collaboration, and mentorship. Designating those pairs allows students to take ownership in their learning and collaborate with their peers if they have questions or wanted to share new ideas.
Aligns with Constructvist Learning Theory
(Many Cam, 2020)
Educational Trend:
More Educational Trends
Social Media
As technology becomes more accessible for students, not just in the classroom, but at home too, social networks provide opportunities for students to freely exchange information on the internet. This can become an essential tool in making classroom connections to the real world. In some ways, social networks can allow students and families to better communicate with teachers as well.
Aligns with Connectivist Learning Theory
(Many Cam, 2020)
Educational Trend:
More Educational Trends
Online Accessible Tools
Instead of carrying five, large textbooks between class to class or allowing them to collect dust at home, the availability of online resources have become popular for logistical reasons of cost and space. Students are always learning, and should be able to access their learning materials on any device, anywhere.
Aligns with Connectivist Learning Theory
(Many Cam, 2020)
References
- Creative Education Foundation. (n.d.). What is CPS? https://www.creativeeducationfoundation.org/what-is-cps/
- For Education. (2021, June 25). Top educational technology trends. FLearning Studio. https://flearningstudio.com/latest-educational-technology-trends/.
- Many Cam. (2020, July 23). What Are the Online Education Trends in 2021? https://manycam.com/blog/online-education-trends/.
- Mattaldt [username]. (2018, September 28). Providing extrinsic motivation effectively in the classroom and utilizing the benefits of intrinsic motivation in your students. Science Teaching. https://sites.miamioh.edu/edt431-531/2018/09/providing-extrinsic-motivation-effectively-in-the-classroom-and-utilizing-the-benefits-of-intrinsic-motivation-in-your-students/.
- Nickerson, C. (2022, January 14). Cultural-historical activity theory. Simply Psychology. https://www.simplypsychology.org/cultural-historical-activity-theory.html.
- Practera. (2021, June 22). What is the experiential learning theory of David Kolb? https://practera.com/what-is-the-experiential-learning-theory-of-david-kolb/.
- Padgett, A. (2020, September 2). Learning theories: Understanding the 4 major ones for the classroom. Leader in Me. https://www.leaderinme.org/blog/learning-theories/.
References
- PowerSchool. (2021, April 13). SAMR Model: A practical guide for K-12 classroom technology integration. https://www.powerschool.com/blog/samr-model-a-practical-guide-for-k-12-classroom-technology-integration/.
- PowerSchool. (2022, April 20). The TPACK framework explained (with classroom examples). https://www.powerschool.com/blog/the-tpack-framework-explained-with-classroom-examples/.
- Rice, R. (2018, June 5). Implementing connectivist teaching strategies in traditional K-12 classrooms. HCI in Business, Government, and Organizations, 10923, 645-655. https://doi.org/10.1007/978-3-319-91716-0_51.
- Rivera, M. (2021, August 6). 9 Student-centered learning trends for higher education institutions to follow. eLearn Magazine. https://www.elearnmagazine.com/howto/student-centered-learning-trends-higher-education/.
- University of Washington. (2022). Active learning. Center for Teaching and Learning. https://teaching.washington.edu/topics/engaging-students-in-learning/promoting-student-engagement-through-active-learning/#:~:text=Active%20learning%20is%20an%20instructional,to%20what%20they%20already%20know.
- West Chester University. (2022, February 21). Pedagogical approaches. Distance education. https://www.wcupa.edu/distanceEd/pedagogicalApproaches.aspx.
- Western Governors University. (2021, May 27). Connectivism learning theory. https://www.wgu.edu/blog/connectivism-learning-theory2105.html#close.