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Technology Integration in education - Coggle Diagram
Technology
Integration in education
Directed instruction through
teacher-organized activities. Based on behaviorism
Systems Theory and Systematic
Instructional Design
Learning is fostered by systems
of instruction
goals/objectives matched to
assessment and instruction; field-tested/revised
Cognitive-Behavior theory: Robert
Gagné
Learning shaped by
optimal conditions
Different skills>different conditions, he spoke about 9 events of instruction
Information-processing theory: Atkinson and Shiffrin
Learning is encoding information in memory
3 memory stores: sensory register, short memory, long memory
Behaviorist theory: B.F Skinner
Learning shown by change in behavior
Behaviors shaped by contingencies of reinforcement
technology
integration strategies:
1-clearly-defined skills and content.
2-Unambiguous content
3-Specific performance expected
4-Individual tutoring/practice
5-learning must be efficient
Inquiry-based learning, learners generate knowledge through experiences, based on constructivism
Albert Bandura: Social
cognitive theory
Learning results from
behaviors,environment, and
personal factors
Students learn by own
actions or models
Self-efficacy needed
Lev Vygotsky:
Scaffolding Theory
Learning is cognitive
development shaped
by experience, culture
Adults help children
bridge Zone of Proximal Development
through scaffolding
John Dewey: Social
activism theory
Curriculum arises
from student interests
Education is growth,
rather than goals
Learning should be hands‑on and
experience based
Jean Piaget: child development theory
Learning requires cognitive growth,
maturation
Children go through stages of cognitive
development
Jerome Bruner: Discovery Learning
Learning is cognitive
growth through interaction with the
environment
Children remember
better with discovery learning
Howard Gardner: multiple intelligence theory
Learning shaped
by nine types of innate intelligence
technology
integration strategies:
1-inquiry-based learning and complex concepts.
2-hands-on visual activities
3-social collaboration, modeling, building self-efficacy.
4-exploration,
discovery