Title: Learning theories, instructional design theories and instructional design models
1Learning theories, instructional design theories
and instructional design models
2Role of metaphors in design
- Characteristic of the development of a new type
of urban car by Honda were slogans and phrases
that were a form of explication of the personal
hunches of various people. - If the automobile were an organism, how should it
evolve ? - The phrase described an ideal.
- As team members argued and discussed what this
slogan might mean, they came up with an answer in
the form of yet another slogan man-maximum,
machine-minimum. - This captured the teams belief that theideal
car should somehow transcend the traditional
human-machine relationship.
3Role of metaphors in design
- From considering how automobiles (taken as living
beings) would evolve emerged theconcept of Tall
Boy (a car that growshigher without becoming
otherwise bigger)that provided a background for
moderncity cars.
Linguist George Lakoff and philosopher Mark
Johnson Metaphors We Live By The essence of
metaphor is understanding and experiencing one
kind of thing in terms of another.
4Role of metaphors in design
- Nonaka and Takeuchi (1995) provide examples of
the importance of externalization of tacit
knowledge for innovation in Japanese firms. - Personal hunches must be convertible to explicit
knowledge and shared with others to be fruitful. - Tacit (or implicit) knowledge mental models,
experiences, stories, rituals and skills residing
in the individual and private mind. - Explicit knowledge formal models, processes,
rules and procedures which can be communicated
externally
Nonaka I. Takeuchi H., The Knowledge-Creating
Company, Oxford University Press, 1995.
5Role of metaphors in design
6Role of metaphors in design
Implicit metaphors of learning
Discussions about what learning is
Instructional design theories and models
Learning theories
7Discussing metaphors and proverbs of learning
- Learning is..
- What metaphors have been used for describing
learning theories? - How are learning metaphors related with
instructional designs? - Which learning theories are behind your learning
metaphors?
8Some metaphors and proverbs about learning
- Planting flowers -- A seed is planted in my mind
which I nurture with water and sun in the faith
that it will sprout and grow. - Being a detective -- It's all about uncovering
the facts, looking for clues and asking the right
questions until the whole mystery makes sense. - A quest -- I'm searching for that illusive
something and every step I take brings me closer
to what I need to know, but I never get there ...
it's a continuous journey.
- Estonian proverbs
- Ela õppimise tarvis ja õpi elamise tarvis.
- Kes õpib, see ka teab.
- Töö õpetab tegijat.
- Töö õpetab iseennast.
- Harjutus teeb meistriks.
- Inimene õpib hällist kunni hauani.
- Tarkust ei saa kulbiga päha tõsta.
9Learning theories
- Learning theory is the set of principles about
learning - consisting of the descriptions what initiates
learning - how learning process proceeds,
- and what is the result of learning (Driscoll,
1994). - Learning theories describe the essence of
learning and predict the results of learning. - But
- Learning theories are general and give few
concrete guidelines how to implement these in
certain situations.
10Behavioural learning
11Black box metaphor
Skinner (1950) introduced behavioural learning
theory A science of behavior must eventually
deal with behavior in its relation to certain
manipulable variables.
12Response strenghteningmetaphor
1900-1950 Learning as response strenghtening
Teacher gives punishment and rewards, student
reacts with teacher defined behaviour
Drill, tutorial, assessment test centered learning
13Principles of behaviourism
conditioning reflex Pavlov provided the basis
of behaviourism highlighting the importance of
stimulus for learning. Neutral Stimulus (NS) gt
No Response (NR) NS Unconditioned Stimulus
(UCS) gt Unconditioned Response (UCR) Conditioned
Stimulus (CS) gt Conditioned Response (CR)
Pavlov dog
14Principles of behavioural learning
Skinner, 1950 1. Behaviour that is positively
reinforced will reoccur intermittent
reinforcement is particularly effective 2.
Information should be presented in small amounts
so that responses can be reinforced ("shaping")
3. Reinforcements will generalize across similar
stimuli ("stimulus generalization") producing
secondary conditioning
Skinner box
15General educational implications of behaviorism
Emphasis on behavior students should be active
respondents people are most likely to learn
when they actually have a chance to behave.
Student learning must be evaluated only
measurable behaviour changes can confirm that
learning has taken place.
16Drill and practice
- Repetition of stimulus-response habits
strengthens those habits. - Promotes the acquisition of knowledge or skill
through repetitive practice. - Refers to small tasks such as the memorization
of spelling or vocabulary words, or the
practicing of arithmetic facts and may also be
found in more complex learning tasks or physical
education games and sports. - Involves repetition of specific skills.
- To be meaningful to learners, the skills built
through drill-and-practice should become the
building blocks for more meaningful learning. - Drills are usually repetitive and are used as a
reinforcement tool.
17Advantages of drill programs
- personalized
- help learners master materials at their own pace
- mainly for the beginning learner
- for students who are experiencing learning
problems - interactive nature
- DRILL program ABC
- recognition of the type of skill being developed
- use of appropriate strategies to develop
competencies - use of games to increase motivation
- provide feedback to students
18Drill programs
New task
Show answer!
3 x Show answer gt new problem
Check answer!
Results solved/correct
19Drill programs
Choose activity and numbers
Interactivity Competition Feedback
Timer
Check answer
correct/wrong answers
20Drill programs
Check answer
Language learning
Choose topic
Test
Feedback
21Drill programs
Music
Sounds -feedback from program
22Drill programs
Find correct!
Feedback
Game elements
Punishing system
Trials and error method
Phases drilling and testing knowledge
Biology
23Behavioural elements in computer games
- System of tokens in computergames serves as the
rewarding element. - Rewards and tokens are the source of extrincic
motivation. - When behaviour is conditioned with tokens the
behaviour itself becomes pleasant and can turn
into the source of intrincic motivation to play
the game.
24Behavioural elements in computer games
Warrock
Gaining experience to proceed in levels Gaining
points to earn money to buy new weapons
25Behavioural elements in computer games
Decisions give resourse- or environment points
and you can make the environment better. When
your health points decrease you can see that the
environmental conditions get worse.
www.honoloko.com
26Player types
- Agressive can do anything to win
- Ambicious/calculating is always motivated by
victory - Kamikaze does all he can to sabotage the
winning chances - Cautious takes minimum risks
- Manin et al. 2006
- What other types could you identify related with
tokens and rewards in games that are related with
behavioural learning ideas?
27Cognitive learning
28Information processing metaphor
1960-1970 learning as information processing
(Mayer,1996).
Teacher is transmissing knowledge, students are
receivers of knowledge
Textbooks and other content management systems.
29Knowledge acquisition metaphor
Anna Sfard 1998
- According to the knowledge-acquisition metaphor
learning is the construction of well-organised
knowledge structures that provide students with
the means of interacting with the important
aspects of the problem situations. - Acquiring scientific knowledge takes place
through conceptual change where intuitive
knowledge is replaced/modified with
scientifically correct knowledge. - Knowledge acquisition metaphoris based on the
idea that our brainis a containerand the
learning process is fillingthis container
(Bereiter, 2002).
30Brain as the computer metaphor
Computer has information inputs and action
outputs similarly as we receive signals from the
environment with our sensory organs and react
with behavours that emerge in response to the
outside signals Information is recorded, decoded
and processed both inside the computer and the
brain, this processing provides the output
behaviours.
information
reaction
31Model of cognitive architecture
32Dual-coding theory
- Paivio (1986) "Human cognition is unique in that
it has become specialized for dealing
simultaneously with language and with nonverbal
objects and events.
A dual coding theory of learning from visual and
verbal materials. (Mayer, 1993)
33Cognitive load theory
- Provides guidelines to assist in the presentation
of information in such a way that helps learners
to optimize their intellectual performance. - Is based on the assumptions of
- an effectively unlimited longterm memory and
- a limited working memory(e.g., Baddeley, 1986),
- Aims at designinginstructions that donot
overburden thelearners cognitivecapabilities.
34Applications of information processing metaphor
- http//mudelid.5dvision.ee/
35Constructivist learning
36Knowledge construction metaphor
1980-1990 learning as knowledge construction
(Mayer,1996).
guided inquiry discussions
Student is constructing knowledge on the basis of
earlier knowledge in real situations, teacher is
guiding the learning process
37Steven Weinberg free-floating metaphor
Constructivism has been illustrated by using the
free floating metaphor that emphasises that the
rules to construct individual knowledge as well
as the paths of learning are unpredictable in
advance. The free-floating ideahas recently
been used in elearningto describe the
knowledge-management this is thebeast that is
combiningthe e-learning practices with the
free-floating knowledge created and shared by
learning organisations during their activities
(Barron, 2000)
38Discovery metaphor
- Discovery learningis based on the "Aha!method.
- Dewey wrote "There is an intimate and necessary
relation between the processes of actual
experience and education". - Bruner believed that students learn best by
discovery and that the learner is a problem
solver who interacts with the environment testing
hypotheses and developing generalizations.
39Experiental learning metaphor
- The foundation of learning is experience.
- Learning is the transformation of our experiences
into knowledge, skills, attitudes, values - Reflectionhelps to transformthe experiences.
- (Kolb)
40Inquiry metaphor
41Co-lab
42Anchoring metaphor
- Anchored instruction is a major paradigm for
technology-based learning that has been developed
by the Cognition Technology Group at Vanderbilt
(CTGV) under the leadership of John Bransford. - Learning and teaching activities should be
designed around an 'anchor' whichshould be some
sort of case-studyor problem situation.
KNOWLEDGE
Adventures of Jasper Woodbury http//peabody.vande
rbilt.edu/projects/funded/jasper/preview/AdvJW.htm
l
43Rock Cycle game
Software http//edu.technion.ac.il/Faculty/Faculty
.asp?FMYaelk
44Inquiry learning applications
http//bio.edu.ee/
BGUILE http//www.letus.org/bguile/
45Young Scientist
http//bio.edu.ee/noor/
46Lake Illuka
http//www.emlab.uow.edu.au/
Home water-usage simulaator
47Nardooriver
Investigating highly polluted river
Algae simulator
PDA for taking water-proofs
http//learningteam.org/htmls/nardoo.html
48Constructivist learning systems
Joint construction
- Concept-mapping elements
- Gliffy http//gliffy.com/
- Brainstorming tools
Belvedere http//lilt.ics.hawaii.edu/belvedere/
49Social-constructivist learning
50Roots for knowledge building metaphor by
Scardamalia and Bereiter (1994)
- Popper (1972) has emphasized that in addition to
physical and material reality (World 1) and the
reality that concerns mental states (World 2),
there is a third realm (World 3), which includes
conceptual entities such as theories and ideas. - World 3 is especially important for human beings
because they do not operate only in the physical
and mental realms, but also understand and
develop objects belonging to the third realm.
World 3 is dependent on World 2 and World 1, but
it is nevertheless rather autonomous.
51Knowledge building metaphor Scardamalia and
Bereiter (1994)
- Knowledge building refers to collective work for
the advancement and elaboration of conceptual
artifacts (product plans, business strategies,
marketing plans, theories, ideas, and models)
(the world of cultural knowledge). - An important aspect of Bereiters theory is to
make a conceptual distinction between learning,
which operates in the realm of mental states
(Poppers World 2), and knowledge building, which
operates in the realm of theories and ideas
(Poppers World 3).
Knowledge Forum (KF, see www.learn.motion.com)
52CSILE environment
Environment for knowledge building in communities
53Negotiations metaphor
Since 1990 The social-constructive learning has
been illustrated with the negotiations metaphor
(Mayer,1996). According to this
metaphorknowledge is always builtin the
dialogue where the actorscreate shared knowledge
of eachothersknowledge, that enablesshared
activity and supportsindividual knowledge
creation.
54Community role in learning
- The development of content alone does not lead to
more effective learning and there is the need to
structure and foster learning environments to
enable communities to develop. - Learning happens through mediating artefacts
within a framework of activity within a wider
socio-cultural context of the rules of the
community.
55Participation metaphor
- Social-constructivist learning has been
illustrated with the participation metaphor
(Sfard, 1998) that suggests that all learners are
part of communities of practice that have certain
common knowledge and skills (Lave ja Wenger). - Learning in the communities of practice is
directed from the older members of thecommunity
towards the newmembers who as a result
oflearning move from theperipherial areas of
the systemtowards the core of thecommunity and
become themselvesthe experts who can transfer
thecommunity practice.
56Communities of Practice
Raub, S. (2002). Communities of Practice A New
Challenge for Human Resources Management,
Research and Practice in Human Resource
Management, 10(2), 16-35.
57Knowledge creation in organisations
Nonaka and Takeuchi (1995)
58Collaborative learning environments
Fle3 DEMO http//fle3.uiah.fi/demo/
demo/demo
Synergy DEMO http//bscl.fit.fraunhofer.de/pub2/bs
cl.cgi/0/4
59WISE
Collaborative inquiry learning environment
http//wise.berkeley.edu
kai pata2 tihane
60Knowledge is embedded in practices
- Engeström, 1999
- Human beings do not live in a vacuum but are
embedded in their sociocultural context, and that
their behavior cannot be understood independently
of that context. - Human activity is mediated through the conceptual
and material cultural artifacts people use. - The participants focus on reconceptualizing their
own activity system in relation to their shared
objects of activity, both the objects and the
existing scripts are reconceptualized the
activity system is transformed and new motives
and objects for the activity system are created. - Knowledge is always embedded in practices, in
contrast to the mentalistic tradition of
knowledge in the head.
61Processes within an activity
Cole Engeström, 1993
62Cultural Historical Activity Theory
- In its ideal form Engeströms model of expansive
learning in work teams is based on a learning
cycle with seven stages - individual participants question and criticize
certain existing practices. - they analyze the situation that is, they analyze
the historical causes and empirical inner
relations of the activity system in question. - the participants engage in modeling a new
solution to the problematic situation. - they examine the new model by experimenting to
determine whether it works and what
potentialities and limitations it has. - they implement the new model to explore practical
action and applications. - they reflect on and evaluate the process.
- they engage in consolidating the new practice in
its new form.
63Rhizomic metaphor
- Rhizomic metaphor describes the endless
connections in the structure of knowledge,
culture, language, and thinking that is common to
social-constructivist learning. - Differently from the roots of thetree that serve
as the controllingspot for the whole tree,
therhizome has manyconnection-points, it has
nostarting- or endingpoint, it is
anintermediate being, always inbetween two
spots, describingthe alliance, the connection
withthe idea ..more..and more..and more
Gilles Deleuze and Felix Guattari "Rhizome"
(1976), A Thousand Plateaus (1980)
64Principles of social-constructivist learning
environment
- Learners build their own mental structures by
interacting with the real environment. - Learners have access to resources and expertise
and they can sequence the learning activity
according to their own needs. - This enables to develop more engaging and
student-centered, active and authentic learning
environments. - Toolkits and other support systems guide and
inform users through a process of activities. - (Duffy and Jonassen)
65Principles of social-constructivist learning
environments
- Learning takes place in communication acts where
the information is transmissed, processed,
recombinated, contrasted in problem-solving
situations. - The cognition is always distributed, this leads
to the construction of shared knowledge between
individuals and the surrounded information-rich
environment of resources and relationships.
66Ubiquitous learning metaphor
Mobile learning has ubiquitous ("anytime,
anywhere) nature.
Ubiquity is the ability to be present everywhere
or at several places at once. The term is derived
from Latin ubique which means everywhere.
Wikipedia
67Possibilities for ubiquitous learning
(Patten et al., 2006)
68Possibilities for ubiquitous learning
(Patten et al., 2006)
69Possibilities for ubiquitous learning
(Patten et al., 2006)
70Innovative learning
- Innovative learning and knowledge advancement are
characterized as cyclical and iterative
processes, which have several implications. - Knowledge creation often requires sustained
periods of time and is not correctly described by
traditional narratives of heroic individuals
making ingenious discoveries through sudden
moments of insight. - Moreover, knowledge creation is not linear
(Engeström, 1987) but a process of ambiguity and
creative chaos (Nonaka Takeuchi, 1995),
involving the sense of progress. - Knowledge creation does not start from scratch
but is a process of transforming and developing
sometimes in a radical way existing ideas and
practices.
Hakkarainen et al., 2004
71What learning theories are behind your metaphors?
- Learning is..
- Rethinking, which learning theories are behind
your metaphors?
72Task 1
- Which metaphors are behind these learning
environments? Explain and illustrate with
arguments! - FLE3 http//fle3.uiah.fi/demo/
- Honoloko www.honoloko.com
- Young Scientist http//bio.edu.ee/noor
- Miksike LEFO http//lefo.net/
- Belvedere http//lilt.ics.hawaii.edu/belvedere/
- Discussion and comparison of arguments.
73Social-constructivist learning
contextualised
Cases and problems shared knoweledge
construction and expertise inquiry and
decision-making
Complex skills and intergrated knowledge
Complexity of thinking operations
Situativity
Cognitive learning
e-content, drill program or tutorial assesment
test
decontextualised
Basic skills knowledge
Behavioural learning
transmissing
conditioning
constructing
Teaching paradigm
74Instructional-design theories
- In his book Instructional-design theories and
models A new paradigm of Instructional Theory
(1999), C. Reigeluth conceptualizes the meaning
of Instructional-Design Theory as the
design-oriented approach towards teaching, which
focuses on the means of attaining given goals for
learning or development by offering explicit
guidance on how to better help people to learn
and develop.
75Instructional-design theories
- Snelbecker (1999) has assumed that it is
important, both conceptually and practically,
that the instructional-design theory was the
primary interest of the study, rather than
instructional methods were designed as by-product
of the theory construction obtained from other
scientists. - This increases the likelihood that the important
aspects of the instruction have been focused in
formulating ideas, rather than on trying to force
instructional processes and outcomes to fit a
theory from some other area.
76Instructional-design theories
- While the definition of Instructional-Design
Theory by Reigeluth (1999) is decision-oriented
by nature, the conclusion-oriented aspects of
the design research have been emphasised by
several authors (Cobb, 2001 Edelson, 2002
Sweller, 2004). - Cobb (2001) focuses on the role of design as a
strategy for testing theories in educational
research. - The strength of theories developed through design
research originates from their explanatory power
and their grounding in specific experiences
(Cobb, 2001). - Discovering that some instructional designs are
superior to others can also provide insights into
human cognitive architecture that may otherwise
be difficult to achieve (Sweller, 2004).
77Edelson (2000) design research paradigm
- The design research paradigm is a strategy for
developing and refining three types of theories - domain theories that characterise the
challenges and opportunities in specific teaching
and learning context, describe the models how
pupils learn in this context and the desired
outcomes of learning - design frameworks that provide knowledge of the
properties of successful design solution and - design methodologies which provide guidelines
for successful design procedure.
78Aims of the instructional design research
- Cronbach and Suppes (1969) distinguish between
two types of inquiry - conclusion-oriented that describes the reality
and - decision-oriented that aims to change the
reality. - First type guides the theorists (e.g.
researchers) who identify and give meaning to the
cause-and-effect mechanisms or flows of events in
the learning domain. - The latter type is common to the practitioners
(e.g. teachers) who need to develop applications
that consider these theories and principles in
various teaching situations.
79Aims of the instructional design research
- The research related to the decision- and
conclusion-oriented instructional designs follow
the opposite sequences
80Conclusion-oriented instructional design
- Cobb (2001) has introduced the four-step strategy
for testing theories that - starts from the development of the theory,
- continues with the derivation of the design
principles from the theory and - translating these into concrete designs and
- ending with the evaluation of the designs in
relation to the theory.
81Decision-oriented instructional design research
- The process of instructional-design aims to
develop better practises for increasing certain
outcomes of learning. - By Reigeluth (1999), any instructional-design
theory identifies methods of instruction up to
the detailed components, providing educators with
the means how to effectively support and
facilitate learning in certain situations.
82Decision-oriented instructional design research
- The development of instructional-design framework
is a continuous process of testing various
methods, explaining the results of testing in the
light of theory and, if necessary, complementing
the methods on the basis of findings and
theoretical interpretations (Reigeluth, 1999). - Following the main ideas brought out by Reigeluth
(1999), any instructional-design framework has to
provide guidance on the following points
83Decision-oriented instructional design research
- Identifying the circumstances under which
learning has to take place. - Identifying the desired outcomes of learning.
- Identifying the sound theoretical background for
instructional-designs under certain
circumstances. - Identifying the best theory driven
instructional-design methods for scaffolding the
learning process. - Identifying appropriate learning-tools for
applying certain instructional-design methods and
scaffolding. - Identifying the group of learners to whom the
instructional design methods are applicable
effectively.
84Iterative nature of instructional design research
- Edelson (2002) has suggested that from the aspect
of theory construction, the practical process of
applying a theory to construct a design naturally
exposes inconsistencies in theory and is more
effective than analytical research. - The important characteristic of design research
is that it is not sequential but iterative
movement between the states of problem analysis
and design solution during which the boundary
between decision-oriented design and the
conclusion-oriented research will be eliminated.
85Instructional design models
- Instructional design models may be defined as the
visualized representations of an instructional
design process, showing the main elements or
phases, and their relationships. - The selection of instructional design model
depends of the selection of the learning theory - Jonassen points out that the difference
- behavioral or cognitive instructional designs
have a predetermined outcome and intervene in the
learning process to map a pre-determined concept
of reality into the learner's mind - constructivist learning outcomes are not always
predictable, instruction should foster, not
control, learning
86Instructional design models
- Behavioural and linear design models are
- ADDIE is a general purpose model, most useful for
creating instructional products, but also
applicable for program design. - Dick Carey model exemplifies the systematic
approach to curriculum and program design. - Kemp's model is most useful for large-scale
programs involving groups of people and multiple
resources. - Social constructivist design models are spiral
- R2D2 involves the participants into spiral design
87Instructional design models
- Behaviorism and cognitivism both support the
practice of analyzing a task and breaking it down
into manageable chunks, establishing objectives,
and measuring performance based on those
objectives. - Constructivism, on the other hand, promotes a
more open-ended learning experience where the
methods and results of learning are not easily
measured and may not be the same for each
learner.
88The systems approach developed out of the 1950s
and 1960s focus on language laboratories,
teaching machines, programmed instruction,
multimedia presentations and the use of the
computer in instruction.
89ADDIE
The principal example of Instructional Systems
Design is represented by the ADDIE model.
90Dick and Carey model
- The Dick and Carey model prescribes a methodology
for designing instruction by breaking it down
into smaller components. - Instruction is specifically targeted on the
skills and knowledge to be taught and supplies
the appropriate conditions for the learning of
these outcomes.
91Kemp Instructional Design Plan
92Kemp Instructional Design Plan
- The oval shape of the model (as depicted in the
"original" diagram) gives the designer the sense
that the design and development process is a
continuous cycle - Identify instructional problems, and specify
goals for designing an instructional program. - Examine learner characteristics that should
receieve attention during planning. - Identify subject content, and analyze task
components related to stated goals and purposes. - State instructional objectives for the learner.
- Sequence content within each instructional unit
for logical learning - Design instructional strategies so that each
learner can master the objectives. - Plan the instructional message and delivery.
- Develop evaluation instruments to assess
objectives. - Select resources to support instruction and
learning activities.
93Kemp Instructional Design Plan
- Revision encircles all nine elements of model.
- The two outer ovals illustrate the feedback
geature, which allows the designer to make
changes in the content or treatment of elements
at any time during the development cycle. - The idea is to improve any weak parts of the
program as they are discovered to better insure
learners will be able to accomplish the
instructional objectives at a satisfactory level.
94The Recursive, Reflective Design and Development
(R2D2) model
- was introduced in a journal article by Willis in
1995. - R2D2 has four overarching principles (1)
recursion, (2) reflection, (3) non-linearity, and
(4) participatory design. - makes the design process a spiral
- emphasizes the need for the designer to
thoughtfully seek and consider feedback and ideas
from many sources - suggests a set of focal points that need not be
approached in any particular predetermined order - users should be involved extensively in all
phases of the design and development process
95Objective-Rational Instructional Design (ID)
Model
- The process is sequential and linear
- Planning is top down and "systematic"
- Objectives guide development
- Experts, who have special knowledge, are
considered critical and central to ID work - Careful sequencing and the teaching of subskills
are important - The goal is delivery of preselected knowledge
- Summative evaluation is critical
- Objective data are critical
Willis (1995)
96Implications of constructivism for instructional
design
- D. Jonassen lists the following implications of
constructivism for instructional design - "...purposeful knowledge construction may be
facilitated by learning environments which - Provide multiple representations of reality -
avoid oversimplification of instruction by by
representing the natural complexity of the world - Present authentic tasks - contextualize
- Provide real-world, case-based learning
environments, rather than pre-determined
instructional sequences - Foster reflective practice
- Enable context- and content-dependent knowledge
construction - Support collaborative construction of knowledge
through social negotiation, not competition among
learners for recognition
97Linking learning theories with instructional
design
- Olivers framework
- Individual Where the individual is the focus of
learning. - Social learning is explained through
interaction with others (such as a tutor or
fellow students), through discourse and
collaboration and the wider social context within
which the learning takes place. - Reflection Where conscious reflection on
experience is the basis by which experience is
transformed into learning. - Non-reflection Where learning is explained with
reference to processes such as conditioning,
preconscious learning, skills learning and
memorisation (Jarvis, Holford, Griffin, 1998). - Information Where an external body of
information such as text, artefacts and bodies of
knowledge form the basis of experience and the
raw material for learning. - Experience Where learning arises through direct
experience, activity and practical application.
98Linking learning theories with instructional
design
Olivers framework The representation emphasises
the relationships between the ends of the
spectrum in the form of an octahedron
Individual Social. Reflection
Non-reflection. Information Experience. The
representation is useful in terms of helping to
identify learning pathways
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102Learning activities in instructional design
103Task 2
- Form a list of activities what were present in
one of your investigated learing system - Evaluate activities with the instructional design
model in the 3 dimensions - Individual Social
- Reflection Non-reflection
- Information Experience
- Decide what learning theories might be supported
by this learning environment - Compare the results of your previous arguments
from Task 1.