Thursday, April 21, 2011

Learning Objects

I referenced Jack Johnson’s song lyrics from “The 3 Rs” in relation to the Case Based Reasoning model.  The song seems to also apply to Learning Objects as well.  "We've got to learn to/Reduce, Reuse, Recycle"


Learning objects are online resources that can be:
  • Reduced to smaller, manageable chunks that can be tagged and shared for later use  (Kopi explains that by classifying learning objects into 5 types, there is better understanding and ability for retrieval.)
  • Reused by others for a variety of purposes
  • Recycled in new ways, allowing for integration in multiple areas 


Advantages
I understand the benefits of learning objects in regard to cost effectiveness by being able to reuse content & not having to “recreate the wheel”, being able to tailor a program by using smaller applicable “chunks”, and the potential ease of tagging and sharing online.  Merrill writes that the use of “learning objects increases the precision with which instructional strategies can be described.”  Many recognize the benefit of embedding learning objects into web-based instruction models.  Bannan-Ritland, Dabbagh, and Murphy describe the learning object systems as providing “yet another technology-based instructional delivery environment with exciting features and attributes that can empower learner-driven experiences…”


Disadvantages
At this point, there are many disadvantages associated with learning objects (and the means of housing and sharing them).  Because of the economy types, there may not be easy access to the best materials and/or the credibility of content might not be secured.  As with a wiki, users should be aware that just because content is available, it does not mean that the information is accurate.  Another downside is the contextual component.  When the context is removed to break the learning objects into easily tagged bits, it can be challenging to then reframe the objects for use.  Wiley also brings up an interesting point in his article.  He feels strongly that learning objects are merely “content chunks” or “information containers” that limit a learners ability to execute higher level thinking.  He reflects, “They are utilized as glitzy information dumps, or lectures with high production values, as if all that online or distributed learning required was a larger megaphone for the instructor.”

As new ways to develop, shape, store, and share learning objects evolve, there is potential for them to be very effective components of web-based instruction.  I am reminded of the quote that "Rome wasn't built in a day" and recognize that it will take time for the sharing structure to be refined.

I started with a song reference, so it only seems fitting to end with one.  As few lines from an Ed Cash song remind us: 
     But he knew he still had work to do
     Because he remembered that
     Great things take time



Thursday, April 14, 2011

Cognitive Flexibility Theory

The school system where I work has proposed implementing Pay for Performance for teachers beginning in 2014.  One of the measures that will be used to evaluate teacher effectiveness with be a value added measure.  Using a formula that includes student testing results, each teacher will be assigned a value added number.  (You can imagine the uproar that this rating system has evoked.)  In an effort to have as much data as possible by 2014, students will be given a summative test (one test for each of the subjects including math, reading, social studies, and science) at the end of this school year.

There is already a significant amount of testing taking place in the system with state EOGs and formal system-wide formative & summative tests (not to mention the myriad of informal testing that takes place throughout the course of the year).  I understand the value of assessing students’ skills to celebrate successes and adjust teaching methods to reach & challenge each student.  Unfortunately, standardized tests most often only assess students on basic level thinking skills. 

There have been major concerns voiced from parents and teachers regarding this new round of testing that will take away from meaningful instructional time.  Another predominant concern is that students and teachers will be focused on test-taking skills and strategies (after all, a teacher's salary will be directly dependent on their students' test performance) rather than on problem-solving skills and higher order thinking which are key components in effective teaching and learning.

Enter the Cognitive Flexibility Theory…

While logistically it’s harder for me to wrap my head around this model, it is a great structure for helping learners to think critically.  By being scenario-based, students are engaged in real world situations.  I love the dual structure that include multiple media representations that introduce the same concepts, but in different formats as well as the multiple case perspectives that challenge students to look at examples from different points of view.  I love the elements of problem-solving and critical thinking that have to take place in this model.  When I think about ideals in education and buzz words linked to student learning, the ability to analyze, problem-solve, evaluate, construct meaning, think critically, make meaningful connections, and synthesize all come to mind.  This model of Cognitive Flexibility/Case-Based Learning go hand in hand to promote rich learning experiences.

So, let’s push for CFT & CBL rather than more standardized tests!  :)



Thursday, April 7, 2011

Case-Based Reasoning

“...stories are important to us, not just because they are enjoyable (exciting, funny, imaginative etc.), but because they enable us, through the various characters, to enter into and reflect on a range of feelings and experiences, and apply the insights gained.” 
(https://czone.eastsussex.gov.uk/teachinglearning/curriculum/religiouseducation/Documents/Primary/Y2_Stories.pdf)

The model of Case Based Reasoning reminded me of Jack Johnson’s song lyrics  from “The 3 Rs” and how important it is to “reduce, reuse, recycle” (or, as the model implies: retrieve, reuse, revise, and retain).

A case-based model builds on stories that provide the backdrop for learning.  The learner is able to select the most relevant information, reuse info from an old case to fit a new problem, revise the solution & test it by simulation, and retain information.

Rather than repeating the past, we are able to learn from it and make informed decisions as we move forward.

Thursday, March 31, 2011

MOST

I really liked the MOST model.  I wrestle daily with how to best reach my struggling learners.  This model provides a clear and impactful way to engage students in their literacy development.  Here are a few thoughts and connections as I read about the MOST model…


“at-risk students receive repetitive instruction on things they do not know—instruction that does not allow them to utilize the rich sources of every- day knowledge that they bring to the classroom (e.g., Palincsar & Klenk, 1991).”

"It seems quite plausible that as the poor readers continued to work on decoding skills, they could have been helped to achieve at grade level on listening comprehension because new concepts and vocabulary could have been communicated with strong visual support (e.g., Bransford, Kinzer, Risko, Rowe, & Vye, 1989)."

I recently completed a course directed at reaching English Language Learners.  One of the points that was emphasized was utilizing meaningful text, visuals, etc.  A focus on flash cards for sight words, vocabulary taught in isolation, and a “skill and drill” approach to nonsense word fluency can actually be counterproductive.  The MOST model allows for students to make meaningful connections.  Also, by helping students attach meaning to the visual component, they are building their vocabulary & background knowledge, both critical for language development and growth.


“help students become active, rather than passive, viewers of television”

This notion of “active viewers of television” reminded me of the Baby Einstein video series that is popular for infants and toddlers.  It can serve as a crutch for mothers desperately in need of some “hands-free” time to complete tasks around the house.  The intended purpose, though, is for parents to engage with their child during their early development, building gross motor skills while also listening to classical music and making connections to themes presented on the screen.  The MOST model, similarly, provides a mode for students to engage in what they are seeing on the screen.


“Because there is usually a match between extralinguistic situations and linguistic statements when adults talk to children, children can eventually crack the linguistic code and determine what others mean by what they say.”

The infusion of multimedia in the MOST model provides visuals to “crack the linguistic code” allowing them to comprehend and find meaning in stories far better than through the sole use of print or audio formats.  Allowing students to engage, record, manipulate/sequence, revisit, review, retell, and capture their own words through this model is truly allowing them to influence the trajectory of their learning.  They feel engaged  and are a vital role in the larger story.


I do think that this would be time and labor intensive to create, implement, and maintain… but, oh so worth it so see students succeed!



Thursday, March 24, 2011

STAR Legacy Model

There are several elements of the STAR Legacy Model that stand out to me:

1. I like the clear steps of the process.
The learning model is so clearly mapped out with the five phases of Challenge, Initial Thoughts, Perspectives & Resources, Assessment, and Resources.

2. I like that the wrap-up provides an opportunity for the learner to revisit initial questions and reflect on their learning.
I currently teach at an IB school and one of the tenants of the curriculum is reflection.  Students (& teachers) are continually evaluating their ideas and work, determining strengths and weaknesses, and looking for ways to improve.  The STAR Legacy wrap-up allows for the important piece of reflection as learners reevaluate their initial thoughts and reflect on the knowledge & problem solving skills they have acquired as they have moved from Point A to Point B.

3. I like that the model can be enhanced with video clips.
Including video clips in the resource section is a great way to generate student thinking and promote understanding while interjecting important information.  In some ways, it has the feel of the "Ask the Expert" lifeline from the show Who Wants to Be a Millionaire.  Without explicitly answering the challenge question, though, the videos help to equip the learner as they seek out answers.

4. I like the term “inquiry cycle” that Schwartz uses to describe the STAR Legacy Model. 
As the learner moves through the 5 steps of the model, they are ultimately looped back to where they began.  Just because the process has come full circle doesn’t necessarily mean that it is finished.  I like that this learning model allows for the possibility of the inquiry cycle to spin off for numerous rounds of more in-depth learning and exploration.

5. I like that it has strong potential for student engagement.
“How Are You Smart?”  This is a question that my TD students are exploring right now.  With so many different types of learners, it can be challenging for a classroom teacher to create lessons & activities that engage all learners.  The STAR Legacy model has the capacity to include elements that would appeal to a wide range of learning styles by embedding video, audio clips, music, activities, etc.


Thursday, March 17, 2011

Anchored Instruction

anchor
verb
an·chor

1: to hold in place
2: to secure firmly


The anchored instruction model is one that resonates with me.  In thinking about my educational journey in middle & high school and the ways that problems were presented for me to solve, I rarely had the opportunity to mesh theory & practice through realistic scenarios.  I like how Goldman et al explain that the goal is "to increase students' skills at solving problems that require an understanding of the relationships between data and theory...”

The sample ECI 517 Anchored Instruction modules posted on the moodle provide both a clear big picture goal, while also requiring students to solve intermediary tasks to achieve the desired outcome.  The embedded video component allows the learning to “come to life” in a way that print and/or audio alone lack.

The article “Anchoring Science Instruction in Multimedia Learning Environments” outlines design elements that entwine to create a rich learning experience.  These elements include the narrative format, the generative design of the stories, embedded data, the complexity of the problems, use of video, links across the curricula, and episode pairing.  These components work in conjunction with the design features of posing challenges throughout the storyline rather than just at the end, the need for ancillary materials and/or experimentation beyond the video, and a first-person point of view to aid the learner in taking ownership.

For me, anchored instruction feels very manageable and just plain makes sense.  I enjoy being able to wrap my head around the big picture, work my way through small purposed steps, collaborate with others, have access to visuals (especially in video format), and the opportunity to get involved in a hands-on manner that relates to the bigger picture.  This model encompasses the notion that the learner’s knowledge and understanding will be deep-rooted & secured firmly.



Thursday, March 3, 2011

Choose Your Own Adventure

“An interest is a terrible think to waste.”  
(Shank, Fano, Bell, & Jona)

In the article “The Design of Goal-Based Scenarios”,  Schank, Fano, Bell, and Jona provide an overview of the Goal-Based Learning model in their description, “GBSs are problems in the domain of a student’s interest that present definable goals and encourage learning in service of achieving those goals.  A GBS is a type of learn-by-doing task with very specific constraints on the selection of material to be taught, the goals the student will pursue, the environment in which the student will work, the tasks the student will perform, and the resources that are made available to the student.”

The model is very clearly and intentionally laid out.  The components include:
  • The Learning Goals (process & content knowledge goals)
  • The Mission (motivational & realistic)
  • The Cover Story (create a need & allow for opportunities to both practice skills and seek knowledge)
  • The Role (the part of the person who will use the skills)
  • The Scenario Operations (activities that relate to the mission & goals that have decision points with consequences)
  • Resources (provide useful, story based information necessary to be successful)
  • Feedback (in the form of consequence of actions, coaches, experts’ stories)

Similar to the life lines (phone a friend, poll the audience, and ask an expert) incorporated in the show Who Wants to Be a Millionaire, the GBS model allows access to useful, story based information to guide students in the process of achieving their goals.

I am forever telling my students that we can learn from our mistakes (and here we have a model with an emphasis on doing just that!).  In “Learning By Doing”, Schank, Berman, and Macpherson explain the expectation failure component.  “You made a mistake, and now you have the chance to learn from it.”

This model reminds me of the choose your own adventure books that I loved as a kid.  But this model provides so much more than just a haphazard path to follow.  It allows for student engagement, opportunities to seek knowledge, a platform for testing ideas, and a means of learning from mistakes.



Hsu, C., Moore, D.  (2010).  An Example Implementation of Schank’s Goal-Based Scenarios.  Tech Trends. 54(1), 58-61.

Schank, Berman, Macpherson.  Learning By Doing. Institute for the Learning Sciences at Northwestern University. 161-181.

Schank, R., Fano, A., Jona, M., & Bell, B. (1993). The Design of Goal-Based Scenarios.  Evanston, IL: Northwestern University Press.