Games, Play and Education: Learning Theories
From Mmswiki
Contents |
Behaviorism
Cognitivism
Constructivism
Focus on Constructivism
Key Questions
Practices and examples
Links
Learningtheories
Astrid Blumstengel
http://dsor-fs.upb.de/~blumstengel ...
http://dsor.upb.de/~blumstengel/Lerntheorien. ...
http://dsor-fs.upb.de/~blumstengel/Motivation ...
Good structured table
http://classweb.gmu.edu/ndabbagh/Resources/IDKB/models_theories.htm
John Keller:
http://www.learning-theories.com/kellers-arcs
Brenda Mergel
http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm
Dean R. Spitzer
http://www.usask.ca/education/coursework/802papers/Frith/Motivation.HTM
http://edutechwiki.unige.ch/en/Super_motivation
E-teaching.org, Motivation
http://www.e-teaching.org/didaktik/konzeption/zielgruppe/motivation/
Constructivism
J.S.Brown
http://www.exploratorium.edu/ifi/resources/museumeducation/situated.html
Gregory Bateson
http://www.narberthpa.com/Bale/lsbale_dop/learn.htm
Heinz von Foerster
http://www.educommsy.uni-hamburg.de/commsy.php/foerster_ethicsAndSecondOrderCybernetics.html?cid=1360456&mod=material&fct=getfile&iid=456650
http://www.ivanovas.com/english/kybernetes.html
Literature
Astrid Blumstengel
Entwicklung hypermedialer Lernsysteme
Bibl. Angaben: Blumstengel, Astrid (1998). Berlin: Wiss. Verlag Berlin. Internet: http://dsor-fs.upb.de/~blumstengel/main_index ... (besucht am: 16.3.2008).
An excellent online-ressource in form of a hypertext on different approaches to learning environments.
Unfortunately this source is in German, and I haven't found a comparable online-equivalent in English. Anyone?
http://dsor-fs.upb.de/~blumstengel/main_index ...
Recommended reads:
2.2.2. Lerntheorien: http://dsor.upb.de/~blumstengel/Lerntheorien. ...
Go for 'Behaviourismus', 'Kognitivismus', 'Konstruktivismus'.
2.2.3.5 Motivation: http://dsor-fs.upb.de/~blumstengel/Motivation ...
From the abstract:
(...)
Zu den vielfältigen Erfolgsfaktoren der pädagogisch-didaktischen Gestaltung zählen neben der Form der curricularen Einbindung die zugrundeliegende Lerntheorie,
die in jeder Lernsoftware zum Ausdruck kommt, ebenso wie die Lernziele, der Interaktivitätsgrad sowie die Berücksichtigung individueller Differenzen.
John Keller
Bibl. Angaben:Keller, John, Internet: http://www.learning-theories.com/kellers-arcs ... (besucht am: 12.4.2008).
This is a comprehensive short summary of Keller's Model: http://www.learning-theories.com/kellers-arcs ...
Summary: According to John Keller’s ARCS Model of Motivational Design, there are four steps for promoting and sustaining motivation in the learning process: Attention, Relevance, Confidence, Satisfaction (ARCS).
Originator: John Keller
Key terms: Attention, Relevance, Confidence, Satisfaction (ARCS)
ARCS Model of Motivational Design (Keller)
1. Attention
- Attention can be gained in two ways: (1) Perceptual arousal - uses surprise or uncertainty to gain interest. Uses novel, surprising, incongruous, and uncertain events; or (2) Inquiry arousal - stimulates curiosity by posing challenging questions or problems to be solved.
- Methods for grabbing the learners’ attention include the use of:
o Active participation -Adopt strategies such as games, roleplay or other hands-on methods to get learners involved with the material or subject matter. o Variability - To better reinforce materials and account for individual differences in learning styles, use a variety of methods in presenting material (e.g. use of videos, short lectures, mini-discussion groups). o Humor -Maintain interest by use a small amount of humor (but not too much to be distracting) o Incongruity and Conflict - A devil’s advocate approach in which statements are posed that go against a learner’s past experiences. o Specific examples - Use a visual stimuli, story, or biography. o Inquiry - Pose questions or problems for the learners to solve, e.g. brainstorming activities.
2. Relevance
- Establish relevance in order to increase a learner’s motivation. To do this, use concrete language and examples with which the learners are familiar. Six major strategies described by Keller include:
o Experience - Tell the learners how the new learning will use their existing skills. We best learn by building upon our preset knowledge or skills. o Present Worth - What will the subject matter do for me today? o Future Usefulness - What will the subject matter do for me tomorrow? o Needs Matching - Take advantage of the dynamics of achievement, risk taking, power, and affiliation. o Modeling - First of all, “be what you want them to do!” Other strategies include guest speakers, videos, and having the learners who finish their work first to serve as tutors. o Choice - Allow the learners to use different methods to pursue their work or allowing s choice in how they organize it.
3. Confidence
- Help students understand their likelihood for success. If they feel they cannot meet the objectives or that the cost (time or effort) is too high, their motivation will decrease.
- Provide objectives and prerequisites - Help students estimate the probability of success by presenting performance requirements and evaluation criteria. Ensure the learners are aware of performance requirements and evaluative criteria.
- Allow for success that is meaningful.
- Grow the Learners - Allow for small steps of growth during the learning process.
- Feedback - Provide feedback and support internal attributions for success.
- Learner Control - Learners should feel some degree of control over their learning and assessment. They should believe that their success is a direct result of the amount of effort they have put forth.
4. Satisfaction
- Learning must be rewarding or satisfying in some way, whether it is from a sense of achievement, praise from a higher-up, or mere entertainment.
- Make the learner feel as though the skill is useful or beneficial by providing opportunities to use newly acquired knowledge in a real setting.
- Provide feedback and reinforcement. When learners appreciate the results, they will be motivated to learn. Satisfaction is based upon motivation, which can be intrinsic or extrinsic.
- Do not patronize the learner by over-rewarding easy tasks.
For more information, see:
- Keller, J. M. (1983). Motivational design of instruction. In C. M. Reigeluth (Ed.), Instructional-design theories and models: An overview of their current status. Hillsdale, NJ: Lawrence Erlbaum Associates.
- Keller, J. M. (1984). The use of the ARCS model of motivation in teacher training. In K. Shaw & A. J. Trott (Eds.), Aspects of Educational Technology Volume XVII: staff Development and Career Updating. London: Kogan Page.
- Keller, J. M. (1987). Development and use of the ARCS model of motivational design. Journal of Instructional Development, 10(3), 2-10. John Keller’s Official ARCS Model ...
Brenda Mergel
Bibl. Angaben: Mergel, Brenda (1998).
This is a good general overview over the three common learning paradigms of the last century.
Link to the webpage: http://www.usask.ca/education/coursework/802papers/mergel/brenda.htm
Introduction:
To students of instructional design the introduction and subsequent "sorting out" of the various learning theories and associated instructional design strategies can be somewhat confusing.
It was out of this feeling of cognitive dissonance that this site was born.
Why does it seem so difficult to differentiate between three basic theories of learning?
Why do the names of theorists appear connected to more than one theory?
Why do the terms and strategies of each theory overlap?
The need for answers to these questions sparked my investigation into the available literature on learning theories and their implications for instructional design.
I found many articles and internet sites that dealt with learning theory and ID, in fact, it was difficult to know when and where to draw the line.
When I stopped finding new information, and the articles were reaffirming what I had already read, I began to write.
The writing process was a learning experience for me and now that I have finished, I want to start over and make it even better, because I know more now than I did when I began.
Every time I reread an article, there were ideas and lists that I would wish to add to my writing.
Perhaps in further development of this site I will change and refine my presentation.
Reading about the development of learning theories and their connection to instructional design evoked, for me, many parallels with the development of other theories in sciences.
I have included some of those thoughts as asides within the main body of text.
Besides behaviorism, cognitivism and constructivism one could discuss such topics as connoisseurship, semiotics, and contextualism,but I decided that a clear understanding of the basic learning theories would be best.
Dean R. Spitzer
AutorInnen:Constance Frith
Paragraph taken from a paper by Constance Frith, University of Saskatchewan, June, 1997 http://www.usask.ca/education/coursework/802papers/Frith/Motivation.HTM Spitzer, D. R. (1996). Motivation: The neglected factor in instructional design. Educational Technology, May-June.
Spitzer's (1996) concept of supermotivation puts emphasis on the activity rather on the individual. Comparing learning to sport, he acknowledges that most activities are inherently boring. The activity of golf for example is rather repetitive and boring if taken out of the context of the game. The motivating contexts of the game include: action, fun, choice, social interaction, error tolerance, measurement, feedback, challenge and recognition. These factors applied to a learning situation are motivating for students.
Action involves getting learners out of their seats and actively involved in the learning process both mentally and physically.
Fun helps to energize students and provides opportunities for different formats and student involvement. Computer games are a good example of how to imbed learning activities with fun.
Choice provides variety and learner control. Choice may be provided through choice of learning method, content or instructional materials.
Social Interaction is a higher-level need according to Maslow. Opportunities for social interaction can include small group discussions, peer tutoring, collaborative problem-solving and decision-making.
Error tolerance is often low in educational settings. Learners must feel comfortable to make mistakes and have opportunities to learn from them.
Measurement such as score keeping in sports is a motivating factor. Measurement in sports tracks progress. In a learning environment measurement can be repositioned into a facilitating force that includes focusing on formative evaluation, soliciting learner input into what should be measured, and encouraging self-measurement.
Feedback in sports is always immediate and predominately positive. In learning often feedback is discouraging. Constructive feedback should be continuous, pointing out the positive and focusing on how performance can be improved in the future.
Challenges can be motivating particularly if the learner responds to challenges by setting goals. Surprisingly self set goals tend to be more ambitious then those set by others.
Recognition should occur for minor achievements as well as major ones. It is important to point out many positives to the learner.
Based on
Spitzer, D. R. (1996). Motivation: The neglected factor in instructional design. Educational Technology, May-June.
Spitzer's (1996) concept of supermotivation puts emphasis on the activity rather on the individual. Comparing learning to sport, he acknowledges that most activities are inherently boring. The activity of golf for example is rather repetitive and boring if taken out of the context of the game. The motivating contexts of the game include: action, fun, choice, social interaction, error tolerance, measurement, feedback, challenge and recognition. These factors applied to a learning situation are motivating for students.
Action involves getting learners out of their seats and actively involved in the learning process both mentally and physically.
Fun helps to energize students and provides opportunities for different formats and student involvement. Computer games are a good example of how to imbed learning activities with fun.
Choice provides variety and learner control. Choice may be provided through choice of learning method, content or instructional materials.
Social Interaction is a higher-level need according to Maslow. Opportunities for social interaction can include small group discussions, peer tutoring, collaborative problem-solving and decision-making.
Error tolerance is often low in educational settings. Learners must feel comfortable to make mistakes and have opportunities to learn from them.
Measurement such as score keeping in sports is a motivating factor. Measurement in sports tracks progress. In a learning environment measurement can be repositioned into a facilitating force that includes focusing on formative evaluation, soliciting learner input into what should be measured, and encouraging self-measurement.
Feedback in sports is always immediate and predominately positive. In learning often feedback is discouraging. Constructive feedback should be continuous, pointing out the positive and focusing on how performance can be improved in the future.
Challenges can be motivating particularly if the learner responds to challenges by setting goals. Surprisingly self set goals tend to be more ambitious then those set by others.
Recognition should occur for minor achievements as well as major ones. It is important to point out many positives to the learner.
A summary: http://edutechwiki.unige.ch/en/Super_motivation
J.S.Brown
Bibl. Angaben:Brown, J.S.; Collins, A. and Duguid, P. (1989). In: Educational Researcher, 18, S. 32-42.
Internet: http://www.exploratorium.edu/ifi/resources/museumeducation/situated.html
John Seely Brown, Allan Collins and Paul Duguid
"Situated Learning", resp. "Situated Knowledge" is a key concept of moderate constructivist learning theory and practices. You can find it explicitly and implicitly in anchored instruction (story hooks), cognitive apprenticeship (this text), cognitive flexibility (multi-perspective browsing and creation) and constructionism (creating meaningful objects).
Recommended read: Situated Knowledge and Learning Learning and tools Learning and enculturation Authentic Activity Cognitive apprenticeship and collaborative learning (one from the end)
Abstract:
Many teaching practices implicitly assume that conceptual knowledge can be abstracted from the situations in which it is learned and used. This article argues that this assumption inevitably limits the effectiveness of such practices. Drawing on recent research into cognition as it is manifest in everyday activity, the authors argue that knowledge is situated, being in part a product of the activity, context, and culture in which it is developed and used. They discuss how this view of knowledge affects our understanding of learning, and they note that conventional schooling too often ignores the influence of school culture on what is learned in school. As an alternative to conventional practices, they propose cognitive apprenticeship (Collins, Brown, Newman, in press), which honors the situated nature of knowledge. They examine two examples of mathematics instruction that exhibit certain key features of this approach to teaching.
Gregory Bateson
Bibl. reference:Bateson, Gregory (1972):
Steps to an Ecology of Mind. The University of Chicago Press, Chicago and London 2000
Files: To read the files you have to get an account at: http://www.educommsy.uni-hamburg.de/
Further you have to subscribe to the "Room" Games, Play and Education (Sose 2009)
- Introduction. The Science of Mind and Order (xxiii-xxxiii) – Includes the famous spinach-question.
- Part I: Metalogues. Metalogue: About Games and Being Serious (1, 14-20)
- A Theory of Play and Fantasy (177-193)
- The Logical Categories of Learning and Communications (279-308) – Three types of learning (and perception)
Gregory Bateson is a pivotal figure of constructivist philosophy; like many of the early founders of cybernetics - which provided the base for cognitivism as learning theory - he later turned to a critical review of it.
This kind of 'second order cybernetics', to take the notion from Heinz von Foerster, thus became part of radical constructivism:
Not to analyse and re-shape systems of cognisance to greater efficiency, but to reflect on how these systems are arbitrarily created by scientists, educators, politicians, religious leaders, society, individuals.
Bateson's ideas and Game Based Learning
What sets some of Batesons theories up as prime ideas for higher educational game design is his critical view on rule systems.
It's easy to recognise the rules of a game of Monopoly (tm) as constructed and external - after all, you get them marked as 'rules' in the player's manual - but it is very difficult to discern them in 'your society' or 'your life' (who holds the trademark there?) How do we react to rules we think are unfair or hinder play in a game?
How does it influence our actions if we cannot discern these made rules from natural laws?
Bateson proposes that by playing we early on develop the ability to discern between the sign and the real.
Chasing something seems to be the same, independent of being a game of tag or a manhunt - but the players (should) know that the hunt is purely symbolic, they operate with just a sign for a hunt, not a real hunt.
This is on the one hand a usable approach for media-effects-research, on the other hand a foundation for higher-order learning and playing.
Bateson describes (from a total of five) three types of operative knowledge we can acquire:
- Type I allows to connect a certain reaction or set of reactions to a certain stimulus, like answering "2" when asked for the result of "1 + 1".
- Type II allows for successful strategies and contexts to learn Type I knowledge, for example knowing that knowledge consists of well-defined facts that can almost entirely be learned by internet-recherche.
With this type comes a dependence on the mode of acquisition and the reasoning on the validity of one's knowledge tpye II.
- Type III allows for a changing between different - and maybe antagonistic - forms of type II knowledge, for example the cognisance that every single 'fact' on the internet is filtered and formed by social and individual paradigmatic approaches, and thus not objective.
You could see type I, II and III as different playing styles: Type I lets you play as reaction to a certain action you encounter as player.
Type II lets you build up strategies and tactics to act and react in greater contingency in this special game.
And type III gives you the possibility to leave the game for another game, to change or reflect on rules of one's game, to see comparisions or contradictions between different games.
If you exchange 'game' and 'play' for 'society' and 'living', Batesons two texts on playing and learning represent a beautiful metaphor on widening one's range of options to cope with complex or antagonistic situations - in reality.
Together with Paul Watzlawick, Gregory Bateson had a considerable impact on modern psychotherapeutical practice.
Hint:
"The Logical Categories of Learning and Communication", included in Bateson's "Ecology of Mind", gets a useful, comprehensive summary and review from Lawrence S. Bale in "Gregory Bateson's Theory of Mind: Practical Applications to Pedagogy", in the finishing chapter "The Logical Categories of Changing Mind: Bateson's Theory of Learning" - for a concise explanation of
factual/repetitive knowledge (I),
the knowlegde of how to get factual/repetetive knowledge (II),
and the critical reflection on the knowlegde of how to get factual/repetetive knowledge (III)...
http://www.narberthpa.com/Bale/lsbale_dop/learn.htm
Heinz von Foerster
ethics and second-order cybernetics
Author/s:Foerster, Heinz von
Bibl. reference:Foerster, Heinz von: Ethics and Second-Order Cybernetics. In SEHR, volume 4, issue 2: Constructions of the Mind.
Updated 4 June 1995
http://www.educommsy.uni-hamburg.de/commsy.php/foerster_ethicsAndSecondOrderCybernetics.html?cid=1360456&mod=material&fct=getfile&iid=456650
Files: foerster_ethicsAndSecondOrderCybernetics.html (35 KB)
Heinz von Foerster, famous proponent of radical constructivism, explains in the section titled "Metaphysics" the difference between in principle decidable and undecidable questions.
Quote from the paragraph "Metaphysics":
"Only those questions that are in principle undecidable, we can decide.
Why?
Simply because the decidable questions are already decided by the choice of the framework in which they are asked, and by the choice of rules of how to connect what we call "the question" with what we may take for an "answer."
In some cases it may go fast, in others it may take a long, long time, but ultimately we will arrive, after a sequence of compelling logical steps, at an irrefutable answer:
a definite Yes, or a definite No.
But we are under no compulsion, not even under that of logic, when we decide upon in principle undecidable questions.
There is no external necessity that forces us to answer such questions one way or another.
We are free! The complement to necessity is not chance, it is choice! We can choose who we wish to become when we have decided on in principle undecidable questions."
For those interested, this is also connected to a long lasting claim of scientific (non-) cognisance, summed up in the latin mottoe "Ignoramus et ignorabimus" ("we don't know and we will not know"), which led to David Hilberts try on the formalisation of mathematics' foundation, which led to Kurt Gödel and his incompleteness theorem, which led to Alan Turing's Universal Machine and Alonzo Church's Lambda calculus - which represents the foundations of today's basic computer architecture.
You could say that at this very moment you're reading this text on the conceptual offspring of this question.
Trivializing non-trivial machines
Heinz von Foerster always maintained that man is a non-trivial machine.
His well-known example is that of a child answering the question “How much is 2 x 2?” with “green”.
Such a child, he said, would be sent immediately to a ‘trivializing institution’ thereafter giving the ‘right’ answer (von Foerster, 1999).
What was initially thought of as more anecdotal - von Foerster, as he told me, was unaware of the clinical picture of synaesthetics -, which turns out to be an exact description of how complex behaviour is trivialized.
Synaesthetics is a state of perception where different sensual qualities are inseparably connected, shapes have colours, names have odours etc. One of these children during first grade indeed answered the question “How much is 1 plus 1?” with “dark green” (Schneider, 2003).
Synaesthetics is said to be quite common if not ubiquitous in early childhood before a more social perception is adopted (Hackenbroch, 2000).
This corresponds to the finding that the infant’s ability to discriminate among native speech sounds improves, whereas the same ability to discriminate among foreign speech sounds decreases (Kuhl, Tsao & Liu, 2003).
Similarly 6-month old infants are equally good in recognizing facial identity in humans and non-human primates.
Something they have lost at the age of nine months (Pascalis, Haan & Nelson, 2002).
Early childhood is characterized by a great variety of non-trivial, non-linear, non-formed behaviour that brings forth a stable social behaviour only through recursive interaction.
This is accompanied by a stabilization of neuronal brain organisation.
Biology does not discriminate between structure and function.
Function changes the structure and structure shapes function.
The genomic foundation only provides a very wide framework.
Trivialization is the necessary condition for the development of social behaviour.
However, this organization is not fixed as brain research of the last years showed (Gross, 2000).
This corresponds to the observation of Keeney (in this issue) that synaesthetic perception can be achieved by certain rituals (Keeney, 2004).
Perception can hardly be called ‘learned’ or acquired. But its organization is much more flexible than we had expected. It is based on recursive social interaction.
(Georg Ivanova, http://www.ivanovas.com/english/kybernetes.html
