Welcome

This blog is an ongoing collection of thoughts spurred by classes at NCSU. Currently, my entries are focused on ECI 517: Theoretical Foundations of Advanced Learning Environments.

Saturday, April 19, 2014

Complex Irregularities

As we wrap up our study of learning theories this semester, we have come to the most intensive methods of study - and also likely the most learner rich methods of study.

While I stole the title of this post specifically from Fitzgerald's article about the cognitive flexibility theory 1, the thing that I find most compelling about each of the methods of learning in this unit is that they enable students to make their own varied sense out of the complex and irregular world in which we live.

Cog Flex situates students in the center of a complicated situation and asks them to draw conclusions about it.  Once they have done that, they are then asked to apply what they have learned in another situation.  Case-based reasoning asks students to do something similar by having them delve into specific scenarios and then eventually apply the prior knowledge they have gained from those scenarios to new scenarios.  These two types of learning ask students to do the most difficult parts of learning - critical thinking and application.

While our study of learning objects might seem slightly out of place in this unit, I actually think it is particularly helpful here, as learning objects can help teachers overcome the main barriers to implementing these sophisticated types of learning: motivation and teacher time.  Students can struggle with a lack of prior knowledge and sometimes interest when involved in time and thought-intensive projects such as these.  And of course, as mentioned in my last post, the more independent and in-depth the learning experience for students, the more time and effort it takes from the teacher on the front end to set up a thoughtful learning experience.

The growing popularity and availability of learning objects is making it easier for teachers to conquer the time element of planning activities such as these.  Teachers can now search for the relevant pieces of the puzzle to put together rather than having to create them all from scratch.  Additionally, many of the learning objects being put together now are highly interesting and in-depth materials, something that will keep students more engaged in the long run.

I would certainly want to see theories such as these implemented in the courses that I am helping to create in my current job.  I think it is even more possible in the online environment for students to engage in this type of learning because they are not limited to the time constraints of a class period.  Learning management systems (Haiku is the one we use) allow for easy addition of learning objects and for clear step-by-step pacing of the work students need to complete.

I am working on an AP English III course right now which focuses on the study of language and rhetoric.  Students have to read many speeches and essays to analyze them for how the author used ethos, pathos, and logos to sway the audience.  I think this could easily lend itself to case-based reasoning as the students study each writer's particular craft, attempt to anticipate moves that writers faced with certain audiences will make, and of course write their own speeches and essays.

Tools such as eduCanon and Udutu make it easy to guide students through specific cases (essays in my instance) and Google Docs can allow students to easily create and share their own writing with me and their peers.


_________________________________________________________________________________
1) "The computer-mediated activities provided through these materials are designed to stimulate cognitive flexibility to enable the learner to construct his or her own knowledge based on analyses of complex and irregular situations, and subsequently utilize that knowledge in problem-solving activities."  
Fitzgerald, G., Wilson, B., & Semrau, L. (). An Interactive Multimedia Program to Enhance Teacher Problem-Solving Skills Based on Cognitive Flexibility Theory: Design and Outcomes. Journal of Educational Multimedia and Hypermedia6, 47-76.

 


Tuesday, April 1, 2014

The Boon of Active Learning

Each of the theories we delved into for this unit has a strong core of active learning.  While technology used well can encourage active learning, it is still quite possible with some of the theories we have covered in the past to slip back into the sit-and-get mode of education (PSI, A-T, poorly planned collaborative assignments).

However, with this unit's theories (Goal-Based Scenarios, Anchored Instruction, MOST environments, and the STAR Legacy model), it would be very difficult to create a situation where the student didn't have to explore, discover, and create in order to complete the assignment.

Each of these theories asks the instructor to set a trail on the front end for the student to follow.  Whether it be the bread crumbs of the Anchored Instruction model, the scenarios of the Goal-Based and STAR, or the mental model input for MOST, the key element is that the teacher's productive work is up front and the student's work is active throughout.

It is the up-front work required of the teacher that can be the problem to initiating this type of learning in today's schools.  Each of these models requires great detail to set the story and a lot of investigation on the teacher's part in order to ensure that the appropriate resources, trails, and procedures are in place.  We are talking hours and hours of preparatory work.  In today's K-12 environment, at least, that amount of time is difficult to come by.

Additionally, there is the concern that teachers have to develop the skill set of facilitating rather than lecturing.  Many teachers feel like they are not actually teaching if the students are doing all of the work.  Unfortunately, this fear often leads to passive students, active teachers, and little learning.  Models such as we have explored in this unit, though, lead to active students, active teachers, and a lot of learning!  A teacher just has to put in the time and make the leap of faith once to truly believe in active learning.

Technology can help to overcome the time problem in implementing these models.  Because technology and the Internet are becoming more ubiquitous, a teacher can more easily create, store, and edit these types of projects.  What once took hours and a lot of filing cabinet space can now often be created with drag and drop technology and stored in Google Drive or Dropbox.

It is also easier for students to create products of which they can be proud.  Movie production software has become more manipulatable, and software like iMovie, Movie Maker, or YouTube allow students to create polished final products showcasing their new-found knowledge.  We have even begun to go beyond the realm of movie-making to book writing (storyjumper) and infographic production (piktochart).  These things feel "adult," and when students are able to synthesize knowledge to create something attractive and useful, they gain a sense of empowerment greater than any quality lecture or worksheet can ever provide.