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Learning Theories &
The Net Generation
Knowledge is specific content
Learners are empty vessels to
be filled with knowledge
Knowledge is created
Learning is a collaborative social endeavor
A Paradigm Shift
Motivation? Relevance? Authenticity?
Turned off to school
Focused on passing the next test
Not excited by the classroom
No application to life after school
Discouraged from following their own interests
From an article by Roger Shank, Engines for Education
http://www.engines4ed.org/hyperbook/nodes/NODE-44-pg.html
1st Year College Student Knowledge = gradual accumulation of
right answers acquired through effort and obedience to the instructor Role of the instructor is to TEACH them Right answers for everything exist
Focused on passing the next test Turned off to school Discouraged from following
their own interests No application to life after school
Where did this thinking
come from?
Traditional Classroom
Prescribed Curriculum Chalkboards Desks in rows Books and worksheets Paper & pencil Focus on the front
(teacher) Read, take notes Study as an individual Take tests to measure
learning
Behaviorism Current educational system built
on the beliefs of Behaviorism Conditioning—Pavlov, Skinner Stimulus-Reinforcement-
Consequences
AntecedentStimulus that
prompts behavior
BehaviorAction that
follows stimulus
ConsequenceResponse that
follows behavior
Assumptions Learning = behavior change Learning = related to changes in the
environment Learning demonstrated as response to
external stimulus Learning contingent on reinforcement All species interact with environment
in the same way
In Education Observable and measurable outcomes
(learning objectives) conditions under which the behavior is to
take place task(s) learner to perform series of actions learner is to be able to
carry out to indicate understanding actions described using verb that denotes
some observable behavior criterion defines acceptable level of
performance
Linear Approach
Original model
Updated model
Bloom’s Taxonomy
In Education Reinforcements
Tangible rewards Consequences Interval of rewards/consequences
Mastery Learning Sequencing of instruction Use of cues, prompts, practice
Roles Instructor
Teacher-centered Determines desired behavior Develops environmental conditions to
elicit behavior Learner
Passive recipient Memorization, regurgitation emphasized
Activities
Reading, review, and analysis of provided text and materials
Individual work submitted directly to instructor for review
Structured assignments directly linked to learning objectives.
Little or no cohort discussion.
Cognitivism
Learning = change in knowledge stored in memory
Learning results when information is stored in memory in organized, meaningful manner Developing schema Making connections to prior knowledge
Metacognition—what & how learned
In Education Present information to help
learners attend to, encode and retrieve information
Mental planning
Goal-setting
Organization strategies
Activities Explanations Demonstrations Examples/non-examples Advance Organizers Graphic organizers/diagrams Practice Feedback
Roles Instructor
Teacher-centered with student input Help learners memorize information Organize information Connect to prior knowledge
Learner Learners motivated when event,
object, or experience conflicts with what already know
Constructivism
Learning = creating meaning from experience
Knowledge cannot be “transmitted” Learners must create own meanings
based on individual experiences and interactions Authentic context Relevant to student’s experience
In Education Emphasis on interaction, reflection & collaboration
Learners need opportunity to define for themselves goals and objectives for the course
Focus more on process and interaction, less on what is specifically to be accomplished
Outcomes defined more in terms of a new common perspective rather than particular tasks/actions that individuals able to perform
Assumes learners motivated by common interest in problem or issue
Activities Application of principles—case studies
and projects Open-ended assignments linked to
changing learning objectives Assignments reflect "real world"
conditions and requirements
Roles Instructor
Facilitator, Guide, Coach, Mentor Co-learner
Learner Active participant—explore information
& environment Make connections—make own meaning Apply knowledge in personally
meaningful contexts
Connectivism Recent Theory-developed by George Siemens
Behaviorism, cognitivism, & constructivism developed in a time when learning was not impacted by/through technology
Internet & speed new information being discovered and documented
Knowing how to find information is becoming more important than knowing the information
Acquiring 21st century skills such as higher level thinking,
stronger communication abilities, and collaborative learning
will encourage student engagement and increase academic achievement
(Department of Education, 2002)
Acquiring 21st century skills such as higher level thinking,
stronger communication abilities, and collaborative learning
will encourage student engagement and increase academic achievement
(Department of Education, 2002)
Generational Experiences
• Video games
• PC
• CDs
• Individualist
GenerationGenerationXX
GenerationGenerationXX
• Web
• Cell phone
• IM
• MP3s
• Online communities
Net GenNet GenNet GenNet GenBaby Baby BoomersBoomers
Baby Baby BoomersBoomers
TV generation
Typewriters
Telephone
Memos
Family focus
Immigrant or Native Do you turn to the Internet first or second for
information? Do you use a manual to learn a program, or is it
intuitive. Do you print out your e-mail, or have your secretary
print it out? Do you need to print out a document in order to edit
it? Do you call people into your office to see an
interesting website rather than sending the link via e-mail?
Do you make the “Did you get my e-mail?” phone call?
Digital Natives
Ctrl + Alt + Del is as basic as ABC They have never been able to find the “return”
key Computers have always fit in their backpacks They have always had a personal identification
number Photographs have always been processed in an
hour or less Bert and Ernie are old enough to be their parents Gas has always been unleaded Rogaine has always been available for the
follicularly challenged
--Beloit College, 2003, 2004
Faces of the Future
The Net Generation Born in or after 1982 Gravitate toward group activity 8 out of 10 say “it’s cool to be smart”
Focused on grades and performance
Busy with extracurricular activities
Identify with parents’ values; feel close to parents
Respectful of social conventions and institutions
Fascination with new technologies Racially and ethnically diverse
―Howe & Strauss, 2003―Howe & Strauss, 2003
Today’s learners Digital Connected Experiential Immediate Social
Net gen learning preferences
Teams, peer-to-peer
Engagement & experience
Visual & kinesthetic
Things that matter
What can you do? Make learning interactive & experiential Consider peer-to-peer approaches Utilize real-world applications Emphasize information literacy in courses Encourage reflection Incorporate collaborative learning Use informal learning opportunities Create opportunities for synthesis
Decide what’s important
Technology does not drive choices Learning outcomes drive choices
Knowledge construction Interactivity Relevance Authentic contexts
Adaptation: It is not about whether you are a digital native but whether you can adapt to those whose style does not match your own
– Dede, 2005
Find the Right Balance
Action Reflection
Visual Text
Social Individual
Process Content
Speed Deliberation
Peer-to-peer Peer review