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Anchored Instruction is a technology centered learning approach, which falls under the social constructionism paradigm. It is a form of situated learning [2] that emphasizes problem-solving within an integrated learning context, which can be examined from multiple perspectives. "In other words, the learning is contextualized to provide students with realistic roles that serve to enhance the learning process", (Fried, Zannini, Wheeler, Lee, & Cortez, 2005). [3] During teaching, activities are designed or tied around an "anchor", such as an adventure or story, with a problem at the end, that needs to be resolved. The connection made between the content and the authentic context is referred to as "anchoring". These models typically embed all the information needed for the problem to be solved, such data and hints. Anchored instruction is akin to problem-based learning (P.B.L.) with the exception of its open-endedness.
The seven principles outlined, are used to govern the design of anchored instruction (Biswas, Goldman, & Bransford, 1997). [4]
Anchored instruction highlights the use of Instructional technology. Teachers are moved from the source of information to a coach. It is widely used at primary levels, and is applied to Mathematics, Reading and Language skills.
Anchored instruction, promotes active learning, by motivating and challenging learners. The story or anchor contains embedded data along with other extraneous information; it is the learner's responsibility to decipher, extract and organize pertinent information. The problem that needs to be solved, often requires the learner to take multiple steps, by generating a man smaller questions, that ought to support and guide their thinking. Small groups of learners are the appropriate size for this type of instruction. Members of the group often provide multiple opinions, thus having multiple solutions to the problem. Students are responsible for establishing their learning goals. The learning goals of students should be aligned with their motivation for choosing a particular discipline to study.
The facilitators are responsible for providing the anchor, the problem statement and embedded data in the story. Anchored stories also contain hints that act as instructional scaffolding to resolve problems. Scaffolding provides a temporary framework to support learning. The facilitator coaches and guides the learners through the learning process. They assist students to establish their own learning goals. And accept that they are no longer the major source of knowledge.
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning. This learning process promotes a deeper level of learning than many other common teaching strategies.
Situated learning is a theory that explains an individual's acquisition of professional skills and includes research on apprenticeship into how legitimate peripheral participation leads to membership in a community of practice. Situated learning "takes as its focus the relationship between learning and the social situation in which it occurs".
Problem-based learning (PBL) is a student-centered pedagogy in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes knowledge acquisition, enhanced group collaboration and communication.
Student-centered learning, also known as learner-centered education, broadly encompasses methods of teaching that shift the focus of instruction from the teacher to the student. In original usage, student-centered learning aims to develop learner autonomy and independence by putting responsibility for the learning path in the hands of students by imparting to them skills, and the basis on how to learn a specific subject and schemata required to measure up to the specific performance requirement. Student-centered instruction focuses on skills and practices that enable lifelong learning and independent problem-solving. Student-centered learning theory and practice are based on the constructivist learning theory that emphasizes the learner's critical role in constructing meaning from new information and prior experience.
Active learning is "a method of learning in which students are actively or experientially involved in the learning process and where there are different levels of active learning, depending on student involvement." Bonwell & Eison (1991) states that "students participate [in active learning] when they are doing something besides passively listening." According to Hanson and Moser (2003) using active teaching techniques in the classroom can create better academic outcomes for students. Scheyvens, Griffin, Jocoy, Liu, & Bradford (2008) further noted that “by utilizing learning strategies that can include small-group work, role-play and simulations, data collection and analysis, active learning is purported to increase student interest and motivation and to build students ‘critical thinking, problem-solving and social skills”. In a report from the Association for the Study of Higher Education, authors discuss a variety of methodologies for promoting active learning. They cite literature that indicates students must do more than just listen in order to learn. They must read, write, discuss, and be engaged in solving problems. This process relates to the three learning domains referred to as knowledge, skills and attitudes (KSA). This taxonomy of learning behaviors can be thought of as "the goals of the learning process." In particular, students must engage in such higher-order thinking tasks as analysis, synthesis, and evaluation.
A cognitive tutor is a particular kind of intelligent tutoring system that utilizes a cognitive model to provide feedback to students as they are working through problems. This feedback will immediately inform students of the correctness, or incorrectness, of their actions in the tutor interface; however, cognitive tutors also have the ability to provide context-sensitive hints and instruction to guide students towards reasonable next steps.
Situated cognition is a theory that posits that knowing is inseparable from doing by arguing that all knowledge is situated in activity bound to social, cultural and physical contexts.
Constructivism is a theory in education which posits that individuals or learners do not acquire knowledge and understanding by passively perceiving it within a direct process of knowledge transmission, rather they construct new understandings and knowledge through experience and social discourse, integrating new information with what they already know. For children, this includes knowledge gained prior to entering school. It is associated with various philosophical positions, particularly in epistemology as well as ontology, politics, and ethics. The origin of the theory is also linked to Swiss developmental psychologist Jean Piaget's theory of cognitive development.
In cognitive psychology, cognitive load refers to the amount of working memory resources used. However, it is essential to distinguish it from the actual construct of Cognitive Load (CL) or Mental Workload (MWL), which is studied widely in many disciplines. According to work conducted in the field of instructional design and pedagogy, broadly, there are three types of cognitive load: intrinsic cognitive load is the effort associated with a specific topic; extraneous cognitive load refers to the way information or tasks are presented to a learner; and germane cognitive load refers to the work put into creating a permanent store of knowledge. However, over the years, the additivity of these types of cognitive load has been investigated and questioned. Now it is believed that they circularly influence each other.
Cognitive apprenticeship is a theory that emphasizes the importance of the process in which a master of a skill teaches that skill to an apprentice.
Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. CSCL can be implemented in online and classroom learning environments and can take place synchronously or asynchronously.
Adaptive expertise is a broad construct that encompasses a range of cognitive, motivational, and personality-related components, as well as habits of mind and dispositions. Generally, problem-solvers demonstrate adaptive expertise when they are able to efficiently solve previously encountered tasks and generate new procedures for new tasks. This definition can be contrasted with more traditional ideas of expertise popularized by Chi and others, which do not typically consider adaptation to completely novel situations. Its empirical validity has been examined in a number of training and learning contexts. The term was first coined by Giyoo Hatano and Kayoko Inagaki, to tease out the variability within groups of experts. Hatano and Inagaki, described two types of expertise: routine expertise, or classic expertise, and adaptive expertise. They defined routine expertise as involving mastering procedures in such a way as to become highly efficient and accurate, whereas developing adaptive expertise requires an individual to develop conceptual understanding that allows the "expert" to invent new solutions to problems and even new procedures for solving problems. To illustrate, imagine two sushi chefs: one who makes every piece perfectly but routinely makes the same few types over and over, and one produces new menus frequently. To some, this is an unfair comparison, as ones' environment supports behavior. For example, the routine of the classic expert sushi chef may be tied to his restaurant environment, and this chef may be able to break out of the routines easily given a different situation. However, the adaptive expert chef clearly demonstrates flexible knowledge and performance of sushi-making. Learning Scientists are interested in adaptive expertise, in part because they would like to understand the types of learning trajectories that may allow practitioners break free from routines when necessary.
Mitchell J. Nathan is Full Professor of Educational Psychology, Chair of the Learning Science program in the School of Education at the University of Wisconsin–Madison, and a researcher at the Wisconsin Center for Education Research.
E-learning theory describes the cognitive science principles of effective multimedia learning using electronic educational technology.
The split-attention effect is a learning effect inherent within some poorly designed instructional materials. It is apparent when the same modality is used for various types of information within the same display. Users must split their attention between the materials, for example, an image and text, to understand the information being conveyed. The split-attention effect can occur physically through visual and auditory splits and temporally when time distances two pieces of information that should be connected.
The worked-example effect is a learning effect predicted by cognitive load theory. Specifically, it refers to improved learning observed when worked examples are used as part of instruction, compared to other instructional techniques such as problem-solving and discovery learning. According to Sweller: "The worked example effect is the best known and most widely studied of the cognitive load effects".
Online tutoring is the process of tutoring in an online, virtual, or networked, environment, in which teachers and learners participate from separate physical locations. Aside from space, literature also states that participants can be separated by time.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation. Instructional simulations are typically goal oriented and focus learners on specific facts, concepts, or applications of the system or environment. Today, most universities make lifelong learning possible by offering a virtual learning environment (VLE). Not only can users access learning at different times in their lives, but they can also immerse themselves in learning without physically moving to a learning facility, or interact face to face with an instructor in real time. Such VLEs vary widely in interactivity and scope. For example, there are virtual classes, virtual labs, virtual programs, virtual library, virtual training, etc. Researchers have classified VLE in 4 types:
Distributed scaffolding is a concept developed by Puntambekar and Kolodner in 1998 that describes an ongoing system of student support through multiple tools, activities, technologies and environments that increase student learning and performance.
Seductive details are often used in textbooks, lectures, slideshows, and other forms of educational content to make a course more interesting or interactive. Seductive details can take the form of text, animations, photos, illustrations, sounds or music and are by definition: (1) interesting and (2) not directed toward the learning objectives of a lesson. John Dewey, in 1913, first referred to this as "fictitious inducements to attention." While illustrated text can enhance comprehension, illustrations that are not relevant can lead to poor learning outcomes. Since the late 1980s, many studies in the field of educational psychology have shown that the addition of seductive details results in poorer retention of information and transfer of learning. Thalheimer conducted a meta-analysis that found, overall, a negative impact for the inclusion of seductive details such as text, photos or illustrations, and sounds or music in learning content. More recently, a 2020 paper found a similar effect for decorative animations This reduction to learning is called the seductive details effect. There have been criticisms of this theory. Critics argue that seductive details do not always impede understanding and that seductive details can sometimes be motivating for learners.
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