Psychology of Learning

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Objectivism

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EPISTEMOLOGICAL

objectivism - learning =transferring what exists in reality to what is known to he learner
knowledge is absolute

interpretivism - truth depends on learner's frame of reference; if you believe it to be something then you respond to it as if it is

pragmatism - emphasizes theory of meaning (think "what works") may not reflect reality - accepted as truth until proven otherwise

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INSTRUCTIONAL THEORY

Gagne's theory

  1. learning outcomes
  1. conditions needed to attain outcome
  1. methods or procedures to facilitate process (learning)

LEARNING THEORY

constructivism - learners construct knowledge;experiences are used to build personal representations - then incorporated into prior knowledge

ASSOCIATION - ideas associated with experience

Thorndike -learning in terms of associations related to actions

Pavlov - brought together association and reflexology - classical conditioning

Ebbinghaus - IF ideas are connected by association THEN learning could be predicted by frequency of repeated association

Gestalt Theory

Max Wertheimer > knowledge comes from more than experience - knower actively imposes organization on sensory data

Kohler > INSIGHT - learners need all parts of a problem exposed

4 characteristics

  1. trial and error > solution
  1. solution is errorless
  1. retains solution
  1. apply insight to other similar problems

COGNITIVE INFORMATION PROCESSING

SENSORY MEMORY

WORKING MEMORY

LONG TERM MEMORY

SHORT TERM MEMORY-

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holds limited information for a limited time

decision made to respond or send to long term memory

SCHEMA THEORY (Driscoll ch. 3)

schemata - packets of knowledge
(Driscoll ch.4 p129)

can be like plays; characters and settings

can be theories; interpret events, make predictions

can be procedures - evaluate incoming information to put into already established categories

can be mental models-expertise not only in context but procedures

cognitive load (Driscoll ch 3)

sensory input

sensory memory visual
auditory

intrinsic load - cannot be altered by instructional design - can be controlled through the presentation of content

working memory - rehearsal, chunking

extraneous - redundant

long term memory

germane - facilitates the construction of automatic schemas

attention

pattern recognition

rehearsal

chunking

encoding

retrieval

SEAMLESS LEARNING
bridges gap between private and public learning spaces,
learning happens as both individual and collective efforts across different contexts
(Looi et al 2010)

METHOD
what process allows for individual learning in private spaces
collaborative learning in public space
creation of artifacts within available technology

ASSESSMENT
PFL - preparation for future learning;
deep understanding
knowledge transfer in multiple contexts

TECHNOLOGY
what functions should mobile devices have

COGNITIVE APPRENTICESHIP (Collins et.al 1991) model of instruction that works to make thinking visible

4 dimensions that make up cognitive apprenticeship learning environment

CONTENT
different types of knowledge needed to become an expert

domain knowledge - just the facts

heuristic strategies - "tricks of the trade"

control strategies - control the process for carrying out the task

learning strategies - how to learn to do all of the above

METHOD

MODELING - expert demonstrating the task COACHING - observing and offering advice SCAFFOLDING - teacher supports

ARTICULATION - get students to verbalize knowledge and reasoning
REFLECTION - compare student solution to expert slolution

EXPLORATION - student driven, teacher provides general goal and student interprets how to achieve it

SEQUENCE - structured learning that still provides meaning

global before local - big picture or whole concept before details

increase complexity

increase diversity - wider variety of skills needed to complete task

SOCIOLOGY

situated learning - learning in an environment that allows students to transfer knowledge to multiple mediums

community of practice - environment of learners practicing to become experts

intrinsic motivation - wanting to learn for the sake of learning

exploiting cooperation - situation that fosters cooperative problem solving

SITUATED COGNITION
increasing participation in a community of practice authentic activity
knowledge is co-constructive
(Brown et. al )

Learning practices

assessment in the situation

anchored instruction

cognitive apprenticeship

learning community;
individual
community
organization

COMMUNITIES OF PRACTICE (Looi et. all 2010)

7 Design Principles

Design for evolution

Dialogue between inside and outside perspectives

invite different levels of participation

develop public and private spaces

focus on value

combine familiarity and excitement

create a rhythm for the community

COGNITIVE THEORY of MULTIMEDIA LEARNING learning from words and pictures (Mayer et. al 2003)

multimedia presentation

words

pictures

sounds

WORKING MEMORY

images

verbal mode

pictorial mode

PRIOR KNOWLEDGE

LONG TERM MEMORY

organize

select

Project Based Learning

  1. anchor learning task to a bigger task
  1. support learner in developing a ownership of task
  1. design an authentic task
  1. design task/environment to reflect authentic task/environment
  1. learner owns process to solution
  1. environment supports and challenges thinking
  1. learner has opportunity to test ideas and solutions
  1. reflect on process and solution

cognitive flexibility theory

  1. avoid oversimplifying instructions about content
  2. activities should use multiple representations
  3. use cased based instruction
  4. advanced knowledge should be acquired in a real world context
  5. emphasis on knowledge construction
  6. knowledge sources need to be highly interconnected
  7. focus on advanced knowledge acquisition

GOAL BASED REASONING: learn by doing instructional model (Schank)

CASED BASED REASONING