Design of Learning/Instructional Products
Introduction
Instructional Design
About Instructional Design
Instructional Design in wikipedia
Kinds of Learning/Instructional Products
In Educational Institutions
ICT in Class
Partly E-learning
Flexible Learning
- provide services resources and tools
Distance Education
- provide education at distance
- focus on bringing courses on-line
- products and services are inseparable
Education Staff Development
- solve organizational training needs
- develop skills of learning, thinking and communication
- acquire ability to use technology to learn, to solve problems, to regulate learners' own thinking, orgnize, interpret and represent what they know to others, to communicate to find and make sense of information, to apply and innovate
- improve and enable processes of effective learning to take place
In Commercial Environment
Solve own training needs
- to train employees, management, partners, existing/potential customers
Provide specialized e-training
- corporate universities towards certification and non-certification
Develop digital content for sale
- knowledge objects
- learning objects
- entire courses
- accompanying material
Develop custom solutions for a client
- develop according to a client's needs, environment, curriculum content, scale of investment
A model is a mental picture that helps us understanding something we cannot see or experience directly.
(Dorin, Demmin & Gabel, 1990)
Instructional Design Models
Linear Model by Dick & Carey (1990)
Topic
Spiral Model by Romiszowski (1981)
Topic
Rapid Prototyping Model by Tripp & Bichelmeyer (1990)
Topic
Oval Model by Kemp (1985)
Topic
Technology Instructivist Models
Drill and Practice
Computer-based Tutorials
Intelligent Tutorial Systems
Gange's 9-events of Instruction
Reusable Learning Objects
Topic
Technology Constructivist Models
Learning environments
Technology as a tool in a learning activity
Inquiries and problem solving
Cognitive tolls
On-line collaboration and knowledge building
WebQuest and ActiveLesson
Interactive Learning Objects
A theory
- provides a general explanation for observations made over time;
- explains and predicts behaviours;
- can never be established beyond all doubt;
- seldom has to be thrown out completely if thoroughly tested,
- but sometimes may be widely accepted for a long time and later disproved.
(Dorin, Demmin & Gabel, 1990)
The Basics of the Learning Theories
Behaviourism
Based on observable changes in behaviour; it focuses on a new behavioural pattern being repeated until it becomes automatic.
Key players in the development of the behaviorist theory
Pavlov (1849-1936)
Classical conditioning/Stimulus substitution
Experiment of food, a dog and a bell
Stimulus Generalization
Extinction
Spontaneous Recovery
Discrimination
Higher-Order Conditioning
Thorndike (1874-1949)
Apply "the methods of exact science" to educational problems by emphasizing "accurate quantitative treatment of information".
Connectionism theory
- learning was the formation of a connection between stimulus and response.
Laws based on the stimulus-response hypothesis
The "law of effect"
The "law of exercise"
The "law of readiness"
Watson (1878-1958)
Humans are born with a few reflexes and the emotional reactions of love and rage. All other behaviour is established through stimulus-response associations through conditioning.
Experiment of a young child and a white rat
The role of conditioning in the development of emotional responses to certain stimuli
Skinner (1904--1990)
Changes in observable behaviour, ignoring the possibility of any processes occurring in the mind
Walden Two (1948)
A utopian society based on operant conditioning
Science and Human Behaviour (1953)
How the principles of operant conditioning function in social institutions
Operant behaviour
(voluntary behaviours used in operating on the environment)
Operant Conditioning Mechanisms
Positive Reinforcement/reward
Negative Reinforcement
Extinction/Non- Reinforcement
Punishment
Difference between Classical and Operant Conditioning
Cognitivism
Base on the thought process behind the behaviour; changes in behaviour are observed, and used as indicators as to what is happening inside the learner's mind
Key Concepts of Cognitive Theory
Schema - an internal knowledge structure
Three-Stages Information Processing Model
Sensory Register
Short-Term Memory (STM)
Long-Term Memory and Storage (LTM)
Meaningful Effects
Serial Position Effects
Practice Effects
Transfer Effects
Interference Effects
Organization Effects
Levels of Processing Effects
State Dependent Effects
Mnemonic Effects
Schema Effects
Advance Organizers
Constructivism
Based on the premise that we all construct our own perspective of the world, through individual experiences and schema; it focuses on preparing the learner to problem solve in ambiguous situations.
Realistic VS. Radical Construction (Cobb, 1996, in Smorgansbord, 1997)
Realistic constructivism
- cognitions is the process by which learners eventually construct mental structures that correspond to or match external structures located in the environment.
Radical constructivism
- cognition serves to organize the learners experiential world rather than to discover ontological reality.
The Assumptions of Constructivism (Merrill, 1991, in Smorgansbord, 1997)
- knowledge is constructed from experience
- learning is a personal interpretation of the world
- learning is an active process in which meaning is developed on the basis of experience
- conceptual growth comes form the negotiation of meaning, the sharing of multiple perspectives and the changing of our internal representations through collaborative learning
- learning should be situated in realistic settings; testing should be integrated with the task and not a separate activity
The History if Learning Theories in ID
Behaviourism & ID
Behavioural Objectives Movement
Taxonomic Analysis of Learning Behaviours
Bloom's Taxonomy of Learning
- knowledge
- comprehension
- application
- analysis
- synthesis
- evaluation
Gagne's Taxonomy of Learning
- verbal information
- intellectual skill
- cognitive strategy
- attitude
- motor skill
Mastery Learning
"Pretest, teach, test the result, adapt procedure, teach and test again to the point of actual learning." (Morrison, 1931, in Saettler, 1990)
Military and Industrial Approach
Gagne's and Brigg's Model
- Action
- Object
- Situation
- Tools and Constraints
- Capability to be Learned
Accountability Movement
The standards and direction of education should stem from the consumer-society. (Bobbitt, 1900s)
Teaching Machines and Programmed Instruction Movement
Contributors
Pressy
Peterson
W.W.II
Crowder
Skinner
Individualized Approaches to Instruction
Keller Plan (1963)
- individually paced.
- mastery learning.
- lectures and demonstrations motivational rather than critical information.
- use of proctors which permitted testing, immediate scoring, tutoring, personal-social aspect of educational process.
Individually Prescribed Instruction (IPI) (1964)
- prepared units.
- behavioural objectives.
- planned instructional sequences.
- used for reading, math and science.
- included pretest and posttest for each unit.
- materials continually evaluated and upgraded to meet behavioural objectives.
Program for Learning in Accordance with Needs (PLAN) (1967)
- schools selected items from about 6,000 behavioural objectives.
- each instructional module took about two weeks instruction and were made up of approximately five objectives.
- mastery learning.
- remedial learning plus retesting.
Computer-Assisted Instruction (CAI)
Very much drill-and-practice - controlled by the program developer rather than the learner
Systems Approach to Instruction
Focus on language laboratories, teaching machines, programmed instruction, multimedia presentations and the use of the computer in instruction
Topic
Cognitivism & ID
Cognitivism and Computer-Based Instruction
Programming a computer to "think" like a person:
Artificial intelligence
Constructivism & ID
"...purposeful knowledge construction may be facilitated by learning environments which:" (Jonasson)
- Provide multiple representations of reality - avoid oversimplification of instruction by representing the natural complexity of the world
- Present authentic tasks - contextualize
- Provide real-world, case-based learning environments, rather than pre-determined instructional sequences
- Foster reflective practice
Enable context- and content-dependent knowledge construction
- Support collaborative construction of knowledge through social negotiation, not competition among learners for recognition
"...a constructivist design process should be concerned with designing environments which support the construction of knowledge, which..." (Jonasson)
- Is Based on Internal Negotiation
- Is Based on Social Negotiation
- Is Facilitated by Exploration of Real World Environments and Intervention of New Environments
- Results in Mental Models and provides Meaningful, Authentic Contexts for Learning and Using the Constructed Knowledge
- Requires an Understanding of its Own Thinking Process and Problem Solving Methods
- Modeled for Learners by Skilled Performers but Not Necessarily Expert Performers
- Requires Collaboration Among Learners and With the Teacher
- Provides ana Intellectual Toolkit to Facilitate and Internal Negotiation Necessary for Building Mental Models
Some Strengths and Weaknesses of Learning Theories
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Analysis Stage
Ways of Analysis
Interviews
Surveys
Observation
Focus Group
Researching organizational records and existing documentation
Conducting Analysis
Needs Analysis
What are the requirements?
What gap will be filled by the final project
Audience Analysis
Who are the final users of the product?
Environment Analysis
In what kind of settings will the product be used? (e.g. home, classroom, workplace, library)
How many people will interact simultaneously with the product? (e.g. individuals, sales representative and client, small training groups, collaborative)
Who is the intended audience? (e.g. children, managers, students, workers, teachers or general public)
What is the proposed platform and estimated number of users?
What media elements are required?
Is there a budget for infrastructure costs of purchasing/updating computers, desks, printers etc. ?
Content Analysis
What content needs to be delivered?
What format of the content is the most important?
How can this content be articulated?
System/Technology Analysis
What kind of technology will be used to implement/deliver the project?
Feasibility Analysis
Technical
Human
Economical
Risk Analysis
Are there any risks and limitation to the project?
- Observation of people at work, directly or via recording
- Discussion with people about specific jobs
- Extrapolation of tasks from a customer's stated training needs
Analyze Learners and Context
Write Performance/Learning Objectives =
Performance objectives
Instructional objectives
Behavioural objectives
Specific instructional objectives
Learning outcomes
What will learners be able to do with knowledge and skills developed through engagement with the learning product?
Develop Assessment Strategy
- Drill and Practice
Multiple Choice
True or False
Fill in the Blank
Short Answer
Drag and Drop
- Essays
- Problem Soving
- Tasks
Develop Instructional Strategy
Content Sequence and Clustering
Learning Components
Student Groupings
Selection of Media and Delivery Systems
Arrange Instructional Events
Gange, Briggs and Wager (1992)
Gaining Attention
Informing learner of the objective
Stimulating recall of prerequisite learning
Presenting the stimulus material
Providing learning guidance
Eliciting performance
Providing feedback about performance
Assessing the performance
Enhancing retention and transfer
Develop a set of Flowcharts
Showing flow of the project and all of its elements in clear way.
Develop Storyboards
Storyboards - are graphic organizers in the form of illustrations or images displayed in sequence for the purpose of pre-visualizing a motion picture, animation, motion graphic or interactive media sequence. (wikipedia)
Media, presentation, interface, interaction and treatment
Pedagogical quality/Instructional design
Technical issues
Write Design Specification Document
Screen area presentation
Authoring platform
Quality and format of graphics, videos, audio, and other media
Pedagogical considerations
A Structured Courseware Package Design
i. Opening
- Gain Attention
- Login- Collect information about the user: user name, id, class and password
- Automatically record date and time of access
- Inform a user about a lesson and objectives
- Inform about how to use the courseware
- Provide main navigation structure
- It is possible to begin from the point where a user left the courseware on the last visit.
ii. Content Presentation
- Content navigation through paging structure
- Keep information about pages visited and time spent at each page/section
- Keep information about sections completed
- Inform user about current page/pages visited/sections completed, pages left before completion of a section
- Pages might contain multimedia elements and interactive components
- Provide a map of a section with indication of visited areas
iii. Programmed Instructions
- Keep track of competed sections
- Prevent users from entering one section without completing the other section
- Allow access to quiz when all sections are complete
- Sections might follow with some questions and remediation
- Questions might preside a sections, used to identify "advanced standing" or readiness for access to a section (pre-testing)
iv. Quiz/Test
- Variety of questions: MCQ, true/false, fill-in-the-blank, match&marking, short answers
- Variety of interactions for questions: Key-press, hot-spot, clickable-object, text-entry, target-area, pull-down, drag-slider
- Randomized values to prevent copying or allow multiple practices
- Multimedia within questions
Enhanced interactivity in presentation of questions
- Allow access to external tools, sites, information
- Provide feedback: hints to the wrong, and additional information to the correct
- Presenting all questions at random or only certain number question from the bank of questions
- Allow each question to appear once, or allow multiple access to same questions until "mastery" is achieved
- Keep information about questions attended, results, time spend in a question, number of tries before getting the correct
- Inform learner about question attended, time spend, time left, attempts and tries left
v. Record of Results
- Present a user with quantitative feedback: score, grade, questions attempted and number of questions answered correctly or incorrectly, date of access, time spent within a lesson or a quiz
- Present a user with a certificate, coucher, and credit points
- Present a user with qualitative feedback: comment about performance, what to do next to improve performance or remediation
- Record results in an external document or in a data-base (local or over the network/internet)
Development Stage
Technical Review
Review the flowcharts and storyboards to evaluate if everything can be implemented as planned, otherwise, changes might be necessary
Develop a Prototype
A Prototype
Is a working model and a representation of your final project.
Provides sufficient information to allow a client and the team to have glimpse into the final product.
graphics, photographs, audio, video, animations, text, sounds, effects and music
Typography
Author/program the product
Integrate media components, develop flow, and test execution
Prototype Evaluation
Deliver the prototype to small group of users to test features and user experience
Evaluate the prototype by a client, real users, design team, development team (There must be some kind of sign-off)
Review outcomes of prototype application and decide what needs improving/changing
Some issues to consider in future
How to deliver via web influences overall design?
How to deliver via mobile devices influences overall design?
What are requirements for design when mashing content?
What is the relationship between effective design and learning outcomes?
Develop final product
Implementation Stage
Delivering the final product via appropriate channel
User training for the final project implemented successfully
Other required conditions
Evaluation Stage
Formative evaluation
on-going evaluation involved in all stages of the project
Final/Summative evaluation
collecting some data regarding real users experiences
also involving development team
Review of Key LTD Frameworks
Multimedia Learning Theory (Mayer, 2003)
Topic
Guiding Principles
Multimedia principle
Split-attention principle
Redundancy principle
Modality principle
Segmenting principle
Pre-training principle
Coherence
Signaling
Same Instructional Design Methods across Different Media
Two Formats presenting Instructional Message
Words (spoken or printed text)
Pictures (animation or illustrations)
Single-Medium Presentation (Verbal-Only Method)
Positive side
Long history in eduction
Clearly presenting the key information
Negative side
Inadequate conception of information delivery view
Promise of Multimedia Learning
Definition
To foster deeper learning in students by combining pictures with words
Deep Learning
Learning that leads to problem-solving transfer
Research Questions to Fulfill RML
Do students learn more deeply from multimedia messages than from verbal-only ones?
Under what conditions does it help to add pictures to words?
How does multimedia learning work?
Can students engage in active learning when they learn from media that do not allow for much hands-on activity such as multimedia messages?
What is the role of technology in promoting learning?
Do methods work the same way across various media (e.g., book-based or computer-based environments)?
A Multimedia Instructional Message
The presentation contains words and pictures
The presentation is designed to foster meaningful learning
Broadly, modalities such as smell or touch; formats such as music or non-speech sound
How Multimedia Learning Work
Selecting
Three Assumptions of Cognitive Theory of Multimedia Learning
Dual Channel Assumption
Limited Capacity Assumption
Active Learning Assumption
To select relevant aspects of the sounds, images and incoming images for further processing
Organizing
To build a coherent mental representation of the verbal material and a coherent mental representation of the visual material
Integrating
To build connections between the verbal and pictorial models and with prior knowledge
Occurring in an iterative fashion instead of in a rigid linear order
Four Instructional Design Methods Across Media
Multimedia Effect
Presenting words and pictures rather than words alone
Coherence Effect
Excluding extraneous words and pictures
Spatial Contiguity Effect
Placing corresponding words and pictures near each other on the page or screen
Personalization Effect
Expressing the words in a conversational style
Why do the instructional methods work across media?
The Nature of Human Learning
Two Channles
Visual
Verbal
Basic Requirement in Multimedia Learning
Learners be able to hold corresponding visual and verbal representations in working memory at the same time
Four-Component ID Model (4C-model)
(van Merroenboer, Clark & Croock, 2002)
Learning tasks
- concrete, authentic whole-task experiences
- organized in simple-to-complex task classes, i.e., categories of equivalent learning tasks
- learning tasks within the same task class start with high build-in learner support
- learning tasks within the same task class show high variability
Supportive information
- supportive to the learning and performance of non-recurrent aspects of learning tasks
- consists of mental models, cognitive strategies and cognitive feedback
- is specified per task class
- is always available to the learners
Just-in-time (JIT) information
- prerequisite to the learning and performance of recurrent aspects of learning tasks or practice items
- consists of information displays, demonstrations and instances and corrective feedback
- is specified per recurrent constituent skills
- presented when needed and quickly fades away as learners acquire expertise
Part-task practice
- provides additional practice for selected recurrent constituent skill in order to reach required level of automaticity
- organized in part-task practice sessions, which are best intermixed with learning tasks
- snowballing and REP-sequences might be applied for complex rule sets
- practice items are divergent for all situations that underlying rules can deal with
Topic
Learning by Doing/Case-based Reasoning
(Schank, Berman & MacPhersoon, 1999)
- learning "by doing" rather than "by being told"
- learning to do, not just to know
- learning in the context of a relevant, meaningful, interesting and authentic task
Topic
Other Models of Learning by Doing
Kolb's Learning Cycle
Topic
Dufour's 'Learning by Doing'
Topic
Resource-based Learning
(Churchill, 2006; Oliver & Herrington , 2001; Hill & Hannafin, 2001)
Topic
Problem Based Learning:
An instructional model and its constructivist framework
Goal
To provide a clear link between the theoretical principles of constructivism, the practice of instructional design
Basic Characterization of Constructivism
Understanding is in our interactions with the environment
Cognitive conflict or puzzlement is the stimulus for learning and determines the organization and nature of what is learned
Knowledge evolves through social negotiation and through the evaluation of the viability of individual understandings
Instructional Principles
Anchor all learning activities to a larger task or problem
Support the learner in developing ownership for the overall problem or task
Design an authentic task
Design the task and the learning environment to reflect the complexity of the environment they should be able to function in at the end of learning
Give the learner ownership of the process used to develop a solution
Design the learning environment to support and challenge the learner's thinking
Encourage testing ideas against alternative views and alternative contexts
Provide opportunity for and support reflection on both the content learned and the learning process
Problem-Based Learning
Critical Features of the Process
Learning Goals
To stimulate, engage the learners
Problem Generation
The problems must raise the concepts and principles relevant to the content domain.
The problems must be "real".
Problem Presentation
Students must own the problem in order to engage in authentic problem solving
Be certain that the data presented does not highlight critical factors in the case
Facilitator Role
Avoid expressing an opinion or giving information to the students
Challenge the learner's thinking
Jonassen's Constructivist Learning Environment
Problem types
- Logical Problems
- Algorithms
- Story Problems
- Rule-Using Problems
- Decision-Making Problems
- Troubleshooting Problems
- Strategic Performance
- Situated Case-Policy Problems
- Design Problems
- Dilemmas
Topic
Topic
Topic
Web 2.0 Learning Technologies
What is Web 2.0?
- A Metaphor for a spectrum of emerging novel Internet application
- A Transformed and more advanced approach to applications of the Internet
- Enable users not only to consume but also to create information and contribute to the sites by publishing content
- "Read-Write" Web
- User control of information
- New forms of expression
- Web as a point of presence
- Internet-mediated social/collective activities
- Web as a platform
- Rich user experiences
Collection of Web 2.0 sites
Web 2.0 Applications
Blogs
About Blog
A web-based publication system that allows an ordinary Internet user to create a Web page consisting of periodical articles
No technical skills required to create a blog
Contains text, graphics, animations, and other media and provide links to other sites
Types of blogs
Standard text-based blogs
Linklogs
a collection of links maintained by an individual
moblogs
blogging with content posted from mobile devices
Vlogs
blogs posts as video recordings
Audilogs
blog posts as audio recordings
Blogger
Someone who has a personal blog and provides periodical posts
Blogsphere is a a community of bloggers
Blog Tools
Wikies
Web-based publication system supporting an ordinary Internet user to participate in collective publishing activities to produce Internet-based resources
Wiki is social software that allows collaborative development of an article of common interest to its authors
Best known example: Wikipedia
- 75,000 active contributors
- >10,000,000 articles in more than 250 languages
- >2,300,000 articles in English
- Hundreds of thousands of visitors daily, tens of thousands of edits and new articles
Wiki Tools
Subscribing to Information
Users subscribe to an information service and information is delivered to them when it becomes available
Possible through a "syndication feed" or "RSS" protocol that allows information to be pushed to subscribers
Information in audio and video formats can also be delivered through "podcasting"
Latest podcasts can be automatically downloaded to user's system and portable players
Users can podcast their own audio and video content to anyone who wants to subscribe to it
RSS Feeds
Provide an updated list of content from a site
RSS Tools
Podcasting
A method of distributing audio programs or video over the Internet for playback on mobile devices and personal computers, using either RSS or Atom syndication formats
Podcasting Tools
Social Spaces
Where people engage in collective activities
Where individuals can create, manage, and publish information and resources that they want others to access
Members of such spaces usually identify and connect with other individuals and form sub-communities of interest (or "tribes")
Resources sharing and referencing systems are another powerful form of Web 2.0 social spaces
YouTube
Sharing videos
del.icio.us
Referencing Web sites
Flickr
Sharing images
Napster
Sharing music
CiteUlike
Referencing academic articles
Also allow users to add a resource and to create their own tags or labels descriptive of that resource through the process
Allow individuals to add comments, provide recommendations, and assign a number of stars to the resource indicating its value in some way
The design of flexible systems that are able to "learn" and improve based on users' activities
Amazon.com
Social Bookmarking & Social Repositories
Allow book marking and sharing resources collaboratively
Social Bookmarking Tools
Social Repositories Tools
Social Networking
Provide online platform for communicating and sharing resources
Social Networking Tools
"Web as a platform" Applications
Signifies a gradual transformation of the Internet into a platform that contains tools traditionally understood as being native to desktop computer
Provide an online platform for communication and collaborative learning
Topic
Open Source
People are keen to monitor developments of collectively written articles of interest to them and quickly eliminate inaccurate entries
Designed for "hackability"
"Remixability"
Free for everything to download and edit the content
Topic
Mashups
A Web page or application that uses and combines data, presentation or functionality from two or more sources to create new services
Topic
Wide Spread of Web 2.0
Millions of "digital en citizens" across the world visit Web 2.0 sites
Provide their contribution in forms such as multimedia content, blogs comments and tags
Develop new partnerships
Discover new knowledge from a pool of collective intelligence existing in these environments
More than 25 million hits a day and over 40 million unique video clips uplaoding in YouTube (2006)
Over 90 million members of MySpace (2006)
Over 4.5 million articles in over 100 languages, millions of hits and thousands of edits and new articles per day in Wikipedia (2006)
75,000 blogs are created every day and over 50,000 updates every hour (2006)
Education and Web 2.0
In business, companies continuously strive to explore ways to redesign their strategies to meet the demands of emerging paradigms that dominate the understanding and expectations of a dynamic client base
In education, we are somehow stuck with a more rigid culture that often results in our being reluctant or slow in adapting
Applications of Web 2.0 in teaching & learning might promote
- new forms of assessment such as digital portfolios
- use of Internet-mediated social learning spaces and new forms of collaborative learning
- new models and methods for design of learning objects and other kinds of digital curriculum materials
- new models for resources sharing and support for technology integration of communities of teachers
- new generations of learning managements systems (LMS), or possibly no LMS at all, but rather modular content and services management platforms
Two ongoing studies
Use of a blog to support teaching and learning in a graduate university course
Social spaces and repositories for teachers
Web 2.0 Ideas
- folxonomy/folksonomy
- a wiki-like system
- syndication feeds
- tracking mechanisms along the line
- use of podcasting
Role of Concepts in Learning & Instructional Design
What are concepts?
Mental representations of categories of objects, events, or other entities.
Basis for making and communication
Essential roles in human reasoning
Essences of things
Patterns of synaptic connections
Discrete psychological phenomena
Similarity View of Concepts
Classical-Attribute Isolation View of Concepts
Representations of classes of objects, symbols, or events that are grouped together based on common properties or attributes
Limitations
specifying defining properties that exclude all nonmembers while capturing all properties of members is easier said than done.
goodness of examples effect
Prototype/Probabilistic View of Concepts
Concepts are based on properties that are characteristics or typical of category
Seeking more typical instances that have more of the characteristics associated with that category
Limitation
Difficulties in explaining combinations of concepts
Exemplar View of Concepts
People generalize concepts based on their cooccurrence or similarity to each other
More conservative about discarding information that facilitates predictions
Referring as a Relational View
Intermediate between classical and actional views
Concepts contain probabilistic and exemplar components
Similar to semantic network theory -
stress the importance of relational organization of concepts within a network of related concepts
Both views assume that categorization is driven by similarity among examples of any category
Problems with Similarity Views of Concepts
Assume...
Similarity between instances increases as the number of features or properties they share increases, and decreases as a function of mismatching or nonessential attributes
Features that determine similarity are at the same level of abstractness
Similarity features are sufficient to describe conceptual structure, so a concept is equivalent to its list of features
Numerous conceptual problems
Inability to account for the varying functions of concepts
Functions of concepts
Classification
Support inferences for understanding, explaining, and predicting
Construct new concepts
Communication
Lack of coherence
Other Views of Concepts -
Result from the limitations of similarity views of concepts
Actional Views of Concepts
Concepts are active, constructive and intentional
Ways of organizing people's experinces
Theory-based Views of Concepts
Concepts are organized by theories
Instruction should focus on the attributes plus explicitly represented relations of attributes and concept combinations
Concepts and Conceptual Change
Humans accommodate concepts only if they are comprehensible and coherent with existing conceptualizations and theories
The cognitive process of adapting and restructuring these theories is conceptual change
Occurring when learners change their understanding of the concepts they use and how they are organized within a conceptual framework
Necessary when information to be understood is inconsistent with personal beliefs and presuppositions
Depending on metacognitive, motivational, and affective processes
Implications of Conceptual Change for Concept Learning and Assessment
References
Mergel, B (1998). Instructional design & learning theories.
http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm
Mayer, E. R. (2003). The promise of multimedia learning: using the same
instructional design methods across different media. Learning & Instruction,
13, 125-139.
Savery, J. R., & Duffy, T. M. (1995). Problem based learning: an instructional model and its constructivist framework. Educational
Technology, 35(5), 31-38.
Jonassen, H. D. (2006). On the role of concepts in learning and instructional
design. ETR&D, 54(2), 177-196.
Churchill, D. (2007). Web 2.0 and possibilities for educational applications.
Educational Technology, 47(2), 24-29.
Other online resources please refer to the related links of different items