Three
main theoretical schools or philosophical frameworks have been present in the
educational technology literature. Each of these schools of thought are still
present in today’s literature but have evolved as the Psychology literature has
evolved.
Behaviorism
In
B. F. Skinner’s Behaviorism, the major theories as pertaining to education are
reinforcement, verbal behavior theories, and social development theories. Though
all aspects of Behaviorist theory have influenced the world of education, Behaviorist reinforcement theory still
impacts education widely today especially when looking at educational
technology. Skinner (1958) has found that “behavior is shown
to be shaped and maintained by its ‘reinforcing’ consequences rather than
elicited as conditioned or unconditioned response to stimuli”. This
idea has been molded into many educational practices, and the idea of
reinforcement has had many implications for educational technology.
The
utilization of Behaviorist theory in education has changed quite a bit though
some aspects remain parallel despite the changing times. Behaviorism
has seen the Teaching Machine Phase, the Programmed Instruction Phase, and the
Systems Approach to Instruction. The Teaching Machine is perhaps of
the most interest when examining educational technologies of today, as the
machines were very basic versions of what educational software and computers
can accomplish now. The teaching machine was, in essence, a box that
sat on student desks that each individual student could use to record answers
to certain prompted questions. Skinner (1958) provided background
information about the teaching machines and called them “devices which arrange
optimal conditions for self-instruction”.
The
concepts behind the Teaching Machine and modern-day computer gaming software,
for example, are fundamentally equal. The Teaching Machine example
allows us to draw such interesting conclusions as there are so many linkages to
today’s instruction.
Current Trends of Behaviorism in Educational Technology
Sutton (2003) states that there are many aspects of Behaviorism that are positive and that have led to the development of important instructional technologies.
Examples
of Behaviorism in current trends are instructional
software and computer-assisted instruction.
Shield
(2000) also discussed the use of drill and practice tutorials, with individual
instructions and feedback drill and practice. This type of learning,
where a “student is rewarded through an encouraging comment before moving on to
the next learning objective” (1) is especially apparent in the use of “the
computer games that are so highly addictive to teenagers,” (1) as their “learning
behavior is being progressively rewarded as each level of the game is mastered”
(1). Shield concluded that “the student's mastering of basic
technological terms, descriptions of components, and understanding of theory
behind technical processes can be achieved through structured programs
delivered through CD-ROMs or similar media.
Shield
summarizes much of what current Behaviorists focus on, stating that it is
sometimes necessary to memorize bits of information before higher- level,
problem-based learning can take place. He also brings up the
interesting point that much of today’s curriculum focuses on these memorized
bits of information, and we can clearly conclude that this is a strong reason
why so many Behaviorist practices are still relevant in today’s educational
tactics.
Constructivism
Constructivism,
on the other hand, is led by the ideas of Jean Piaget and his theories of the
four childhood stages of development. The theories of Constructivism
are founded on the belief that “the child, at first directly assimilating the
external environment to his own activity, later, in order to extend this
assimilation, forms an increasing number of schemata which are both more mobile
and better able to inter-coordinate” (Piaget, 1955). Led by Piaget’s
theory, Constructivists that currently practice education believe more in
learning by doing. If a child is able to experiment for himself, the
learning will be more profound. Constructivists then focus on a
different aspect of education than Behaviorists, as Behaviorists focus more on
how students respond to positive and negative reinforcement provided through an
educator’s planned system of data presentation rather than on letting students
be presented with stimuli and seeing how students learn on their own.
One
of the tenets of this philosophy is that learners construct their own meaning
from new information, as they interact with reality or others with different
perspectives.
Constructivist
learning environments require students to utilize their prior knowledge and
experiences to formulate new, related, and/or adaptive concepts in learning.
Under this framework the role of the teacher becomes that of a facilitator,
providing guidance so that learners can construct their own knowledge.
Constructivist
educators must make sure that prior learning experience are appropriate and
related to the concepts being taught.
Jonassen
(1997) suggests “well-structured” learning environments are useful for more
novice learners and that “ill-structured” environments are useful only for more
advanced learners.
Educators
utilizing technology when teaching with a constructivist perspective should
choose technologies that reinforce prior learning perhaps in a problem-solving
environment.
Current Trends of Constructivism in Educational Technology
There
is a huge push toward more of a Constructivist approach, however, when
implementing instructional technologies. There are many supporters
of this, and they provide a convincing argument. “One way forward is
to switch our attention from the design of software packages (which act solely
as storehouses of information) to an interactive problem-based environment in
which the student assumes the key. With this profile in place, the
learning task can be tailored to the student’s capabilities rather than the
student having to fit in with the software designer’s generalized understanding
of how learning should take place. The creation of these rich
learning environments will also have to ensure that texts, reference sources,
multimedia and communication facilities are fully integrated” (Shield,
2000).
Learning,
if taking place in authentic and real-world environments, and with relevance to
the learner, is a “primary catalyst of knowledge construction” (Camp,
1999). We can clearly see the relevance that Constructivist ideals
have in today’s educational practices, as real-world Constructivist learning
situations are more motivating to students through practical application of
knowledge. There is clearly a need for this learning as well as rote
memorization, as much of what students will do as adults relies heavily on
practical applications.
Cognitivism
One
of the difficulties of the educator is to effectively teach all students that
walk through our classroom doors regardless of previous experiences and prior
knowledge. Cognitivism is a learning theory which tries to explain why learners
approach learning experiences in different manners but are still able to
flourish (Oxendine, Robinson, & Willson, 2004).
Cognitivism
works under the assumption that students learn best when they are actively
engaged and involved in the learning experience. When students are engaged they
are able to gain a deeper understanding of content and use their knowledge to
problem-solve and synthesize. With the use of cognitive tools students are able
to interact with information as they shift the learning from a computer to
learning with a computer (Robertson, Elliot, & Washington, 2007). This
difference is crucial as students are now learning to use a computer to enhance
their learning to think about information rather than just reproducing and
recalling information. Computers are aiding the learning process, not
substituting as teachers.
When
discussing ways of increasing student engagement and experiences into the
learning process there are various technological tools that can be utilized.
Using graphic organizers and concept maps offer students the concrete
experience needed for cognitive learning to take place. Advance organizers can
incorporate pictures, text, sound bites, and even video clips to provide
students with a framework to begin and enhance their learning. As advance organizers
activate prior knowledge they also develop mental models which allow for
students to begin reflecting upon the subject matter which then leads to an
abstract understanding (Pitler, Hubbell, Kuhn, & Malenoski, 2007).
Additional
tools which lend themselves to cognitivism are summarizing and note taking
skills. When teaching summarizing, teachers can use Microsoft Word to type a
portion of text into the program. Together, the teacher and students can work
together to summarize the text (this is the concrete stage of learning). Next,
the teacher can auto summarize the text to see if the students summarized the
text in a similar style to the computer (students are now critically reflecting
upon their own work). After that the students are then ready for more abstract
practice in which they will summarize a paragraph on their own. Leading the
students through the summarizing process and moving from concrete to abstract
will provide the students a framework in which to draw from for future lessons
and activities.
Cognitivism
can be used effectively in the classroom when students are engaged in realistic
experiences, discussing content, and experimenting with newly formed concepts
and experiences (Oxendine, Robinson, & Willson, 2004). Students will
remember content much longer when they have had real experiences and hands-on
activities to draw from.
References:
- Shield, G. (2000). A critical appraisal of learning technology using information and communication technologies. Journal of Technology Studies.
- Skinner, B. F. (1958). Teaching machines. Science, 128 (3330), (pp. 969-977).
- Sutton, M. J. (2003). Problem representation, understanding, and learning transfer implications for technology education. Journal of Industrial Teacher Education, 40 (4).
- Oxendine, C., Robinson, J., & Willson, G. (2004). Experiential learning. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and technology. Retrieved <2009>.
- Pitler, H., Hubbell, E., Kuhn, M., & Malenoski, K. (2007). Using technology with classroom instruction that works. Alexandria, VA: ASCD.
- Robertson, B., Elliot, L., & Robinson, D. (2007). Cognitive tools. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and technology. Retrieved <2009>.
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