Please enable JavaScript.
Coggle requires JavaScript to display documents.
Learning Theories and Educational Technologies - Coggle Diagram
Learning Theories and Educational Technologies
Behaviorism
Learning Analytics Strengthen Behaviorism
Example:Analytics show how many attempts a student made and where they failed.
Teachers need to observe behavior.
Technology records student actions.
Technology Supports Repetition and Practice
Behaviorism values repetition to build skills.
Technology allows unlimited practice.
Example:
Math or language apps that give daily drills until students master a skill.
Rewards and motivation
Positive reinforcement encourages learning.
Rewards can be grades, points, badges, or praise.
Example: Earning points or stars in an online learning platform.
Feedback
Cognitivism : its a learning theory that focuses on how the mind works during learning. It explained learning as a mental process where larners think, understand, organize information, store it in memory, and connect new knowledge with what they already know.
mind-mapping apps
slides with diagrams and charts
educational videos with visuals + texts
educational games and quiz
flash card apps
Recorded lessons
Problem solving games
Simulations
Strategy based learning apps
Using interactive examples
Showing real-life applications through videos
Providing background information with hyperlinks
Interactive excercises
Using bullet points instead of long paragraphs
Combining visuals with short explanations
Mnemonic apps and memory tricks
Constructivism
Constructivism is a learning theory that states that learners construct knowledge through active, hands-on experiences and social interactions, rather than by passively receiving information.
Interactive simulations: Learners explore concepts by manipulating variables and observing results, ex: VR.
Virtual labs: Students learn through experimentation and hands-on digital practice (EdTech Books, n.d.)
Problem-based digital tasks: Students construct knowledge by solving real-world problems (EdTech Books, n.d.)
Project-based learning (digital projects): Learners build understanding through creating digital products. ex: google docs, PPT, canva, google slides, one drive
Inquiry-based learning using technology: Students discover knowledge through guided exploration and questioning (EdTech Books, n.d.) ex: Online research tools.
Digital graphic organizers: Learners actively structure and make sense of information (EdTech Books, n.d.) Canva, Smartart, Genially, infographics...
Game-based learning: Students learn through interactive challenges and decision-making (EdTech Books, n.d.)
Hands-on digital content creation: Learners demonstrate understanding by creating videos, models, or presentations (EdTech Books, n.d.)
Connectivism
Connectivism: a learning theory that believes that learning need not be isolated to the mind, but becoming a learned and capable citizen in a digital society requires learners to become connected with one another in such a way that they can make use of the network as an extension of their own mind and body
Mind Mapping (with students)
Joint Online Labs
Teach children through experimentation, constructivist and student centered
Cloud Storage & Sharing & Docs
Social Media/blogging
Gives students access to a wide variety of perspects and allows for 2 way communication for suggestions/corrections
Crowdsourcing
Github for collaboration and note sharing
Video conferencing with experts
Class wikipedia page: explain a topic and create a wikipage with hyperlinks to other wikipages that the class also makes (Game called: Lexicon) (constructivist approach)
https://en.wikipedia.org/wiki/Lexicon_(game
) [add bracket at end of URL]