2.1 Learning Sciences Flashcards

1
Q

Programmed Learning

A

Used by BF Skinner
Information to be learned is divided into small steps. As learners respond at each step, they are immediately told if the answer is right or wrong. Learners progress through the materials and their behavior is gradually shaped until the objective is achieved.

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2
Q

Operant Conditioning Theory

A

the concept that behavior is shaped by the consequences of reinforcement and punishment

BF Skinner

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3
Q

objective of behaviorism

A

shaping behavior through reinforcement until the learner internalizes the reinforcement and the new behavior becomes rewarding in itself

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4
Q

Behaviorism

A

BF Skinner - Operant Conditioning

Emphasis is on the reward and discovering external controls that affect internal processes

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5
Q

Cognitivism

A

How people think and remember, and tries to understand understanding

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6
Q

Cognitivism

A

Focuses on mental processes that involve how people perceive, think, remember, learn, solve problems, and attend to one stimulus rather than another.

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7
Q

What do cognitive learning theories focus on?

A

What occurs within the learner internally; argues that how people think influences their behavior and therefore cannot be a behavior itself.

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8
Q

2 things that lead to retention?

A

retrieval and rehearsal

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9
Q

What does cognitivism represent?

A

a shift from a focus on behavior to an interest in the organization of memory and thinking

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10
Q

What does the mind represent to cognitivists?

A

information processing system

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11
Q

What are advantages of cognitivism?

A

*treats people like adults
*focuses on thinking skills
*emphasizes foundational knowledge
*builds a base of information, concepts and rules
*provides the rationale upon which action is based

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12
Q

Dick & Carey’s
Systems Approach Model
( 10 Components )

A

Identify instructional goals
Conduct instructional analysis
Analyze learners and contexts
Write performance objectives
Development assessment instruments
Develop instructional strategy
Develop and select instructional materials
Design and conduct formative evaluation of instruction
Revise instruction
Design and conduct summative evaluation

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13
Q

Phases of ADDIE

A

Analysis
Design
Development
Implementation
Evaluation (Used to be called control)

Evaluation phase can be conducted throughout all the other phases and is continuous

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14
Q

Design Decisions to be Considered

A

Modality
Course
Budget
Time
Location

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15
Q

Theories

A

Provide IDs with evidence, research, conjecture and criteria by which they can make design decisions

Design decisions including the level of behavioral objectives, the setting and modality of training, the spacing and sequencing of instructional interventions, the appropriate evaluation method and so forth

Includes the following theories: Skinner’s operant conditioning
Bloom’s taxonomy
Gagne’s 9 events of instruction 70-20-10 theory

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16
Q

Models

A

processes that an instructional designer or team can use to create an instructional product

Includes: ADDIE
Systems Approach

17
Q

Key Theories IDs should be familiar with before moving into design and development

A

B.F. Skinner’s research on operant conditioning and programmed learning

Bloomy’s taxonomy of educational objectives

Robert Gagne’s 9 Events of Instruction

David Merrill and Charles Reighleuth’s Component Display Theory

Center for Creative Leadership’s 70-20-10 theory on executive success

18
Q

Questions the Theories Answer

A

Skinner: What behaviors need to be demonstrated and what reinforcement works?

Bloom: To what cognitive level does the learner need to know the subject matter?

Gagne: How can we design our program so it meets the nine necessary events?

Merrill and Reigelueth: How can we best sequence and chunk the content to scaffold the learning?

70-20-10: How does the work environment support the practical application of formal learning?

19
Q

Kemp Model’s 9 Elements Essential to Instructional Design

A
  1. Instructional Problems
  2. Learner characteristics
  3. Task analysis
  4. Instructional Objectives
  5. Content sequencing
  6. Instructional Strategies
  7. Designing the instructional message
  8. Development of Instruction
  9. Evaluation Instruments

Good model for new iDs

20
Q

Successive Approximation Model

A

iterative design process

Goal: to be an effective and manageable process that allows team to complete projects within time and budget expectations, predict the impact of in-process changes, and produce a product that meets established criteria for quality

designed to simplify the design process and avoid costly mistakes that come with waiting while following an ADDIE process

SAM 1 and SAM 2
Sam 1 is simple, 3 iterations
Sam 2 is more robust

21
Q

What are the FIVE steps of Design Thinking?

A
  1. Empathize
  2. Define
  3. Ideate
  4. Prototype
  5. Test

After empathizing with our learners, we are better able to define the problem we’re aiming to solve. Armed with a clear definition, we can then co-create with the targets we’re solving for working as a cross-functional team to ideate possible solutions. Solutions are then prototyped and then we invite the people the solutions are intended to support to test them.

22
Q

What is the Sweet Spot in Design Thinking?

A

The spot where the following meet:

  1. the learners wants and needs
  2. constraints
  3. business needs
23
Q

Tactics to Integrate Design Thinking Practices into Learning Experience Design

A
  1. get crystal clear on the problem you are trying to solve
  2. Get perspective from your learners via empathy mapping
  3. craft one or more learner personas
  4. recognize learning as a journey, not an event
  5. brainstorm ideas for solving your problem and create simple prototypes
  6. test - but keep it simple
24
Q

Five Factors of an Effective TD Organization Launch

A

Purpose
Planning
People
Procurement
Production