Title: EDC
1EDCI 510July 12, 2005.
- Psychological Theories and
- Educational Technology
- Ideas and Applications.
- Bill Winn
2Learning
- The only thing that occurs when someone learns
something, about which we can be absolutely
certain, is that the operation and/or the
structure of the brain changes. - An understanding of Cognitive Neuroscience is
therefore necessary (though not sufficient) if we
are to understand how people learn things.
3Behavioral Theories Non-Associative Learning
- Learning about single stimuli through multiple
exposures - Habituation Learning to ignore it.
- Background noises.
- Hunter Hoffman's work with pain and phobias.
- Sensitization Learning to detect it.
- Eskimos and snow.
- London cab drivers.
- Beer tasters.
4Habituation
5Distraction for desensitization. Using VR during
wound care courtesy of Hunter Hoffman.
6Hoffmans Snow World, used with burn patients.
7Behavioral Theories Associative Learning
- Learning connections between two stimuli.
- Classical conditioning (Pavlov)
- Dogs salivate (natural behavior in presence of
food) when bell rings (artificial stimulus). - NOTE Youre not trying to shape a behavior.
- Operant conditioning (Skinner)
- Animal's (or student's) behavior is reinforced by
a reward, or discouraged by a punishment. - NOTE Youre trying to get the animal to do
something it may not naturally do.
8Operant Conditioning applied to Education
(Skinner).
- Students learn when correct behavior is
reinforced, or incorrect behavior punished -
shaping. - Even complex learning (e.g. language) can be
explained by (reduced to) strengthening S-R
connections. - But see Chomskys critique.
- Operant conditioning can be implemented through
technology as programmed instruction,
computer-assisted instruction.
9Behaviorist assumptions about design (Dick and
Carey)
- With sufficient information from needs assessment
and task analysis, making decisions about how to
teach can be proceduralized, even automated. - If things don't work as expected, get more
information do more analysis. - Decisions can be no better than the information
upon which they are based. - Prescriptive theory is valid and reliable.
10Gagné's Prescriptive Theory
- Events of instruction
- Get attention
- State objective
- Recall prerequisites
- Present material
- Give guidance
- Elicit performance
- Give feedback
- Assess performance
- Retention transfer
- Type of learning outcomes
- Intellectual skill
- Concepts, rules
- Cognitive strategy
- How to solve problems
- Verbal information
- Facts
- Motor skill
- Doing things
- Attitude
- Choosing to do things
11Instructional Strategies
Intell. skill. Cog. strat. Verbal info. Motor
skill. Attitude
Attention Objectives Prerequisites Present Guidanc
e Performance Feedback Assessment Retention
12Evolution of the ID Process
Input ? Process ? Output
Input ? Process ? Output
Input
Output
Process
13Cognitive Theory
- Theory of Learning changed a lot.
- Concern for mental activity that mediates
stimulus and response. - Concern for intellectual differences among
students. - Concern for how stimulus format affects learning.
- Design practice changed little generally.
- Still driven by prescriptive theory
- But changed more in application
- Systems dynamics of ID (Tennyson).
- Direct application of Cognitive Load Theory
(Sweller).
14Questioning the Assumptions of ID
- Instructional theory is incomplete.
- Humans neither act predictably not think
logically. - The spatial, temporal, social contexts of
learning and thinking are lost through a
reductionistic approach.
15The Alternatives
- Constructivist theories of learning.
- Situated (contextualized) cognition with
authentic tasks and assessment. - Distributed cognition, including people and
artifacts - Acknowledging the complexity of how memories are
made, in both the practice and study of
education. - Ethnographic approaches to inquiry.
- Systems modeling of cognitive processes.
- Cognitive Neuroscience.
16Learning is knowledge wisdom, not just
information.
Where is the wisdom we have lost in
knowledge? Where is the knowledge we have lost in
information? T.S. Eliot Wisdom consists in ones
ability to see beyond individual uniqueness into
structures that relate us in our common humanity.
Gisela Labouvie-Vief Wisdom is a virtue
providing a compelling guide to action. Robert
Sternberg
Learning leads to knowledge integration and
usefulness, not just changes in observable
behavior.
17Learning Environment
KNOWLEDGE What we have learned.
WISDOM How we use it.
INFORMATION What we find or are given.
Processes Connect new information to existing
knowledge. Change old knowledge.
Processes Synthesis, Growth of expertise, Use in
context.
18Building Knowledge and Wisdom from Information
occurs in different Learning Environments.
- The natural world
- Non-formal learning
- Apprenticeships, learning on the job
- Formal schooling and training
- In fact, the exception rather than the rule.
- Technology can let us operate successfully within
and between these.
19Learning in Natural Environments.
- Interacting with the natural world.
- Cognitive and social development.
- Knowledge acquired may not be correct.
(Misconceptions) - We seek patterns in data.
- Superstition and denial (Gell-Mann, 1994).
- Apprenticeships.
- Some structure given to natural world
- Legitimate Peripheral Participation (Lave
Wenger, 1991) - Technology can provide guidance and other support.
20Learning in Formal Environments.
- Education has its own time and place.
- Third-person experiences are interpretations of
the natural world. - Abstractions.
- All you learn is how to be a student! (Brown,
1994) - Technology can provide context.
21Definition Umwelt Von Uexküll
- Each person has their own environment and their
own way of understanding it. - This is constrained
- Biologically, by the limitations of the senses.
- Cognitively, by mental processes.
- Culturally, by what one is typically exposed to.
- A person is tightly coupled to their Umwelt.
- Engagement, presence, flow.
22Technologys Roles1. Providing information
- Access to information at any time and place.
- Breaking the biological barriers imposed by the
human sensory system. - Transducers change what we normally cannot detect
into forms that we can. - Reification gives perceptible form to ideas that
have no form. - Both processes rely on metaphors, which can be
dangerous!
23Technologys Roles 2. Building knowledge.
- Instructional systems that learn about the
learner. - Externalizing cognition
- Expressing and reflecting on your own ideas.
- Sharing your ideas collaborative learning.
- Reducing cognitive load
- Offloading cognitive processes
- Good instructional design
- Providing guidance
- Explicitly, by human or machine.
- Built-in (intelligent, agent-based) scaffolding
24Technologys Roles 3. Fostering wisdom.
- Development of expertise in simulations
- Supporting practice and mastery
- Supporting transfer of knowledge and skill
- Contexts for rapid decision-making
- Contexts for integrating and situating learning
- Ability to simulate cultural and social
phenomena. (MRE) - Extending the boundaries of communities. (SCOPE)
25Intelligent Agents Mission Rehearsal
ExerciseInstitute for Creative Technologies, USC.
26Learning Communities SCOPE(Phil Bell)
- Science Controversies Online Partnerships In
Education. - Online community of students, scientists,
teachers, science writers, dealing with
scientific controversies - Declining amphibians.
- Re-introducing DDT to control malaria.
- Genetically modified foods.
27Projects Virtual Puget Sound
Seattle
Tacoma
Mount Rainier
28 29Original immersive (and currently broken) version
of VPS.
30(No Transcript)
31A less successful metaphor for tidal currents.
32Knowledge-building activities.
- Students work with authentic information.
- Students are given real problems to solve
- Find an invasive species of fish.
- Choose a site for a new sewage treatment plant.
- Predict pollution from an oil spill.
- Help an Orca get home.
- Oceanography courses
- The learning environment, courses and cruises,
instructors and scientists provide tools and
scaffolding.
33Building pre-requisite knowledge in class before
work at sea.
34Planning activities.
Group planning and problem-solving
35Performing the same tasks at sea Context,
transfer, motivation ...
36 a link to the class ...
37 and a classroom on board.
38Some findings(all ps lt .05)
- VPS and cruise helped students learn, pre- vs.
posttest. - Engagement in water-related activities made it
easier to learn. Some students had prior context. - Cruise helped students who did not do
water-related activities, but not those who did.
Cruise provided context. - VPS improved students' spatial understanding of
tidal currents, revealed from sketches. Broader
view. - VPS transferred better to what students studied
in class than the cruise did. Abstraction and
transfer. - Experience with computer games helped students
learn from both VPS and cruise. The medium
affects the message!
39Study 2004 Dyslexic children.
- Twelve dyslexic and twelve normal children
worked on a unit about the marine environment,
based around the adventures of Luna, the Orca. - Emphasized student activity and spatial skills,
and de-emphasized language. - They worked three hours a day for two weeks, of
which 45 minutes each day was spent using VPS. - Each day had a theme and associated exercises in
VPS drawing on different cognitive abilities and
strategies.
40Findings (all p's lt .05).
- Pre- to post map drawing improvement for both
groups of children. - Non-dyslexic rated higher on wholistic map score,
but not on analytical score. - Language scores improved for both language
training group and VPS group. - Evidence for mental model development
41Movements of a dyslexic child in VPS.
42Movements of a normal child in VPS.
43Same, showing underwater navigation skill.
44Project Multi-User VR at Big Beef Creek (BBC).
GIS course.
Two students visit Big Beef Creek to plan
their field work and leave messages. (As many as
9 students can work together.)
45Selecting sites to sample at BBC
46Sampling in the field using GPS and measuring
devices.
47Project Islandwood Environmental Education
Center.
48Islandwood
- Children, mostly from the inner city, visit for a
week to study science in the field. - Completely self-sustaining facility.
- Formal (and appropriately opportunistic)
curriculum. - Technology
- Mobile - PDAs
- Lab for analysis and experiments.
- Close ties to teacher preparation program.
49Extensive field work
50PDAs extend lab. into the field.
51Summary Design
- Use student-centered strategies to turn
information into knowledge and wisdom. - Relate to prior knowledge and experience.
- Dont expect novices to become experts
immediately - Relate classroom, context, and application.
- Provide guidance and scaffolding. (Mayer, 2004)
- Distribute cognition over machines and other
people to reduce cognitive load.
52Summary Assessment
- Do students need to learn or just find
information? - Standard techniques tests, etc.
- Test in context for application and transfer.
- Performance
- Knowledge
- Monitor while they learn
- Event logs
- Think-alouds, video
- Have them explain to others.
53Current and coming state of affairs.
- The growing reach and transparency of information
technology. - The merging of technologies, their symbol
systems. - Their acceptance as a matter of course.
- The inequality of access, within and among
nations. - The merging of human minds, bodies and
information technologies. - Two examples.
54New technologies allow observation of
student-Umwelt coupling directly. Hoffmans
MRI-friendly VR system.
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57New technologies allow observation of
student-Umwelt coupling directly.
58The Post-Human condition.
- Ours are chameleon minds, factory-primed to merge
with what they find and with what they themselves
create What matters most is our endless weaving
of biotechnological webs the constant two-way
traffic between biological wetware and tools,
media, props, and technologies. The very best of
these resources are not so much used as
incorporated into the user. They fall into place
as aspects of the thinking process. They have the
power to transform our sense of self, of
location, of embodiment, and our own mental
capacities. They impact who, what and where we
are. - Andy Clark, Natural-Born Cyborgs.
59Questions. billwinn_at_u.washington.edu http//hitl.
washington.edu http//www.psmem.org