Digital Concept Map
Behaviorism
Constructivism
Connectivism
Cognitivism
Constructivism is the idea learners construct knowledge from collaborators and voices (GCU, n.d.).
Connectivism is the idea that decisions are made on quickly changing foundations. New information is gained, drawing lines between important and unimportant information is key, and new information can changes environments (Siemen, 2014).
Behaviorism is the idea that we learn behaviors through our everyday experiences in the world around us (GCU, n.d.)
Active Learning
Triple E Framework
Cognitivism is the idea that knowledge is acquired through the brain processing information, organizing it, storying it, and retrieving it (GCU, n.d.).
Explicit Learning
Direct Instruction
Scripted Instruction
TIM-Technology Integration Matrix
Scripted and Direct Instruction design models align with Behaviorism Learning Theory by breaking down learning objectives into small manageable tasks. This allows learners to comprehend and master easier skills first, and then tackle harder ones as their knowledge builds. Learners are usually grouped according to their achievement levels and lesson plans a scripted. The class or level group learns together in their learning environment (louden, 2014).
Peer Coach
Technology Integration Matrix and Peer Coaching instruction design models align with Connectivism Learning Theory by offering learners the opportunity to communicate with peers in person or virtually. This is experience is not limited to their classmates, students can communicate on a global level through the use of technology. Allowing for the learner to tap into different information sources and peers (Anonymous, 2017).
Active Learning and Triple E Framework instruction design models align with Constructivism Learning Theory by engaging learners. Rather than passively learning information these instructional design models get learners to construct their knowledge. Leading with engagement, enhancement, and extensions, learning can be done through group projects, having discussions and debates, and peer-teaching to construct new knowledge (GCU, 2021).
Implicit Learning
Forums
Blooket
Kahoot
Jamboard
Canva
Implicit and Explicit instruction design models align with Cognitivism Learning Theory by intentionally or unintentionally seeking knowledge in a learning environment, be it in person or virtual. Internal and external factors influence a learner’s cognitive processing. As we teach we intentionally plan and follow learning standards to guide our instruction. Learners gain knowledge through the intentional planning of learning standards, but they also pick up knowledge unintentionally as well. Internal and external factors influence this cognitive processing (Valamis, 2022).
Flipgrid
Google Suites
Flipgrid is a learning application that can be used in person or virtually where educators can pose questions that encourage the learning intentionally and unintentionally seek knowledge and share it with their peers. This application opens a lot of doors for students to ask questions and receive feedback from different stakeholders.
Canva is an engaging tool with tons of options on how to present information. The learner can construct a multitude of ways to show their thinking and knowledge they've acquired.
Jamboard let's learners collaborate and discuss with their peers in class and virtually. Instead listening to instruction, learners can construct their knowledge through posed questions and pointed feedback from peers and instructors.
Kahoot is an engaging application where educators can break down information into scripted or direct instruction. Question posed, with scripted choices to select from, guides learners to the correct answer.
Blooket is similar to Kahoot by winning its audience with extreme engagement in game-based learning. After hooking the learner with its fun games, Blooket uses structured and sequenced questions to guide the learner through its application. Correct answers are rewarded with points and celebrations.
Google Suites allows educators to intentionally set up a learning space to teach grade-level appropriate content. Google Suites is packed full of avenues to receive, process, and reflect on new information.
Forums offer students the opportunity to communicate on a small and large scale, locally and globally. This offers students connections to see the rapid change in information.
Twitter allows users to share their thoughts with a big audience. Whether it is a video or just a text post, learners can communicate their thoughts and ideas to peers around the world. This happens all while the learner is observing the complexity and ever-changing digital world.
Create a live tweet session so students' can interact with their peers. The teacher can provide immediate feedback with a response.
A forum can be used to do a quick assessment. This could guide your next steps in instruction.
After finishing a unit of study. A blooket can be used to script correct answers and ideas that might be on an up coming assessment
Kahoot could be used as a pretest to see what learners know about the topic. Direct instruction could be given when answering questions.
Have students watch a video, then pose a question in Jamboard. Students then have to add 3 responses to their peers responses, engaging and constructing knowledge
Students work in groups to create an infographic for class. They have to also have another group peer edit it. This construct and engage any learner.
Students use Google Slides to create a presentation where they have to intentionally looking up and finding out specified knowledge. They will most likely unintentionally learn about other things as well.
Students read a widely known book. After a reading assignment they must respond to your question posed in Flipgrid. Students must respond to 2 other peers to receive credit. This focuses on retrieving information from their mind.
Educational Trend
Educational Trend
Video-based Learning Expands Impact
Expand Online Learning Programs
Educational Trend
OER Continues to Gain Widespread Adoption
Educational Trend
Google Everything
Google everything is the idea to use Google for everything you need in the classroom. Accessibility for students to experience meaningful and relatable learning through G Suites is an easy and powerful way to learn. The flexibility and differentiated possibilities allow learners to deepen content mastery, and demonstrate competency by using a plethora of digital tools that work in one big platform, Google (Guest Writer, 2020).
Educational Trend
Educational Trend
Educational Trend
Educational Trend
OER continues to gain widespread adoption. Educators have expressed an increasing preference for digital learning materials over printed content, providing easy access for learners. Digital tools used with OER sources provide a solid avenue for learners to strengthen their content mastery and demonstrate competency with the same digital tools (Bouchrika, 2020).
Video-based learning expands the impact on mobile learning. Students view learning through a versatile medium that learners prefer. Content is mastered through a new format of interactive viewing to increase the depth of content mastery (Bouchrika, 2020).
Expanding online learning programs provides more accessibility for students to experience meaningful and relatable learning. The flexibility and differentiated possibilities allows learners to deepen content mastery, and demonstrate competency by using a plethora of digital tools (Bouchrika, 2020).
Game-Based Learning
Video-Based Peer-to-Peer Learning
Tech-Enabled Immersive Learning
Increase in Microlearning
An increase in microlearning is a new technique that uses short and engaging methods to deepen content mastery. Learners are better able to demonstrate competency because they were able to attain shorter bits of content rather than lengthy presentations of information (Byers, 202e).
Tech-enabled immersive learning enhances the visual learning process. The accessibility for students to experience visual tools that man cost a fortune in real-life can be used in a virtual setting for a fraction. Meaningful and relatable learning is taking place during the visual learning experience. The endless possibilities allow learners to repeat and try again the visual experience. Students can demonstrate competency by using a plethora of digital tools that come with the tech-enabled learning platform (Guest Writer, 2020).
Game-based learning is a new engaging method to learn while you game. Learners can experience meaningful and relatable learning all while playing an engaging game. The flexibility and differentiated possibilities allow learners to deepen content mastery, and demonstrate competency while using interactive content. (Byers, 2022).
Video-based peer-to-peer learning uses self-reflection, evaluation, collaboration, self-assessment, and coaching to meaningful experiences. The flexibility and possibilities the internet provides deepen content mastery and provide unlimited ways for learners to demonstrate competency to and with their peers (Byers, 2022).