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LINKING INSTRUCTIONAL Verbal Information

STRATEGIES TO LEARNING  Knowing that something is the case, for


OBJECTIVES example, knowing that there are 24 h in a day or
that tides occur twice daily; also known as,
Linking Learning Objectives, Pedagogies, and declarative knowledge.
Technologies
 Examples of verbal information include
 The idea of linking learning theories and knowing that insects have six legs or that a byte
technologies became important as learning consists of eight bits (zeros or ones).
theories become more mature and new
technologies became affordable and Cognitive Strategy
commonplace.
 Cognitive process that involves awareness of the
 The critical appraisal of the link between problem as well as awareness of one’s own
learning theories and technologies can be knowledge and ability relevant to the problem,
structured around the following observations: also known as contextual or causal knowledge.

 Changes in society and education have  Examples of cognitive strategies include using a
influenced the selection and use of learning split-half approach to solving a troubleshooting
theories and technologies problem or applying a bubble sorting algorithm
for a selected data set.
 learning theories and technologies are situated in
a broad and ill-defined conceptual field; Intellectual Skills

 learning theories and technologies are connected  Learning how to do something; also known as
and intertwined with information processing and procedural knowledge. Subskills include
knowledge acquisition and development; discrimination, concept application, rule using,
and problem solving; intellectual skills are also
 educational technologies have shifted in known as procedural knowledge.
emphasis from program or instructor control
toward more shared and learner control; and  Examples of intellectual skills include solving
equations, sorting objects into categories, and
 learning theories and findings represent a identifying relevant principles to apply in
complex mixture of principles and applications particular situations,
(Spector, Merrill, van Merriënboer, & Driscoll,
2008). Attitudes

Types of Learning Objectives  Internal states which affect an individual’s


choice of action toward some object, person, or
Motor Skills event. Example of attitudes is being predisposed
to react in certain ways and having a particular
 These include physical skills and bodily
interest in something.
movements involving muscular activity.
Discrimination
 Examples of motor skills are drawing a straight
line, learning to ride a bicycle, changing a flat  Identifying things so as to be able to make
tire. Many motor skills also require verbal different responses to the different members of a
information, cognitive strategies, and particular class. Examples of discrimination
intellectual. tasks include distinguishing different classes of
objects, such as flowers, dogs, vegetables, and
people of different nationalities.
Concept Application  Lecture—appropriate for introducing a new
topic and creating some motivation and an
 Identifying and using appropriate concepts (both appropriate foundation for that topic.
concrete and abstract concepts).
 Exploratory instruction—appropriate for
 Examples of concrete objects include chairs and promoting understanding about phenomena new
tables. Examples of abstract objects include hate to the learner.
and social cohesion.
 Interactive simulation—appropriate for
Rule Using promoting critical reasoning about dynamic,
complex systems.
 Applying a rule to a given situation or condition
by responding to a class of inputs with a class of  Socratic questioning—appropriate for helping a
actions. learner link something new and seemingly
 An example of rule using is to multiple the unfamiliar to something already understood.
probabilities of individual events to determine
the probability of both events happening.
Mastery Learning
Problem Solving
 The mastery learning model is based on the
 Combining lower level rules to solve assumption that all students of a class can learn
challenging problems. Solving problems is the and attain the mastery level if sufficient time,
aim of most learning tasks and the tasks are adequate instruction, and timely help are
often complicated. provided to them according to their needs,
interests, and abilities (Schwartz & Beichner,
1998).
Instructional Strategies
Programmed Learning
 An instructional strategy is a description of an
 The learning performed or instruction provided
approach to a particular instructional or learning
by a teaching machine or programmed textbook
activity.
is referred to as programmed learning or
 Instructional strategies are closely linked with instruction.
the type of thing to be learned.
 Programmed learning is a method or technique
 A strategy for learning such a task could be a of giving or receiving individualized instruction
combination of demonstrating and modeling the from a variety of sources such as programmed
task, and then having learners perform the task, textbook, teaching machine, and computers with
with feedback provided along the way. A or without the help of a teacher (Schwartz &
variation could be breaking the task down into Beichner, 1998).
subtasks and using a part-task approach.
Simulation
 Drill and practice — appropriate for learning
 Simulation is used as a technique for providing
verbal information that for whatever reason must
training to the students. Such type of
be committed to memory.
instructional activities provides powerful
 Tutorial instruction — appropriate for learning learning tools to them (Schwartz & Beichner,
simple procedures or how to navigate within a 1998).
particular software system.
Direct Teaching  Group investigation is a pedagogical approach
that allows a class to work actively and
 It is the pedagogy that makes mastering collaboratively in small groups and enables
academic knowledge and skills its central students to take an active role in determining
purpose. their own learning goals and processes.
 It can also be used to develop strategies for  Examples for group investigation are observing
learning in a wide variety of content areas the behavior of insects in groups, discovering
(Schwartz & Beichner, 1998). the motion curve of an asteroid within a
scientific team (Sharan & Sharan, 1990).
Inductive Teaching
Classroom Meeting Strategy
 The inductive thinking model is an example of
concept formation based on allowing students to  The classroom meeting model is a multipurpose
infer a general rule or patterns based on multiple approach for classroom management by setting
examples and non-examples. aside time for students to discuss classroom
issues as a group.
 This approach was developed by Hilda.
Project Based Learning Approach
Concept Attainment
 Project-based learning is a pedagogical approach
 The concept attainment model facilitates the
that encourages active learning within the
type of learning referred to as conceptual
constraints set by the teacher.
learning in contrast with the rote learning of
factual information or of vocabulary. Inquiry-Based Learning Approach
 In practice, the model works as an inductive  Inquiry-based learning approach is a method
model designed to teach concept through the use with which students learn knowledge driven by
of examples. specific questions or a complex problem.
Advance Organizers  The teacher scaffolds and helps students as they
make contributions, identify questions, and
 As Ausubel maintains, advance organizers are
gather relevant data on the Web.
the primary means of enriching or strengthening
the learner’s cognitive structure and enhancing Collaborative Learning
the possibilities of learning or retention of new
knowledge or information.  Collaborative learning is broadly defined as a
situation in which two or more people attempt to
 Ausubel describes advance organizers as learn together (Dillenbourg, 1999) or to
introductory materials or activities presented accomplish shared goals (Johnson & Johnson,
ahead of the learning task and at a higher level 1986).
of abstraction and inclusiveness than the
learning task itself.  Collaborative learning is a situation in which
two or more people learn or attempt to learn
 Their purpose is to explain, integrate and something together.
interrelate the material in the learning task with
the previously learned material (Ausubel, 1968). Collaborative Knowledge Learning

 Advance organizers increase the ability to  Collaborative knowledge building focuses on


absorb information and organize it, especially problems and depth of understanding.
when learning from lectures and readings.
 It takes steps of the creation, testing, and
Group Investigation improvement of conceptual artifacts in groups.
Possible Instructional Strategies to

Types of Learning Objectives

Types of Learning Objectives Possible Instructional/Strategies/Pedagogies


Motor Skills Drill and Practice
Part-task Training
Mastery Learning
Programmed Learning
Direct Teaching
Attitudes Role Playing
Scenario Analysis
Classroom Meeting
Experience-Based Learning

Types of Learning Objectives Possible Instructional/Strategies/Pedagogies

Verbal Information Drill and Practice


Tutorial
Programmed Learning
Games
Lecture & Mastery Learning
Direct Teaching

Cognitive Strategies Explanatory Learning


Simulations
Socratic Questioning
Group Investigation

Types of Learning Objectives Possible Instructional/Strategies/Pedagogies


Intellectual Skills – Explanatory Learning
Collaborative Learning
Problem Solving Collaborative Knowledge Building
Socratic Questioning Project-Based Learning

Intellectual Skills – Tutorial


Explanatory Learning
Principles Simulations
Case Study: Game, Lecture, Debate

Types of Learning Objectives Possible Instructional/Strategies/Pedagogies

Intellectual Skills – Drill and Practice


Discrimination, Concept Tutorial
Use Case Study
Lecture
Inductive Thinking (Classification)
Concept Attainment
Advanced Organizer
BLOOM’S TAXONOMY Understand

Educators often use Bloom's Taxonomy to create • Sample learning outcome: Understand and
learning outcomes that target not only subject matter but explain the main ideas of a play or piece of
also the depth of learning they want students to achieve, literature.
and to then create assessments that accurately report on
• Sample assessment/activity: Write a short (1
students’ progress towards these outcomes
page) paper summarizing the plot and most
(Anderson & Krathwohl, 2001). important events in the play.

Bloom’s Taxonomy Revised • Rationale: Writing a summary encourages


(Anderson and Krathwol, 2001) learners to think about what the most important
parts of a piece of literature are, and to decide
which aspects of the plot to discard in favor of a
concise summary. It allows educators to evaluate
whether or not they have understood the main
idea of the play.

Apply

• Sample learning outcome: Apply the main


ideas/themes in the play to another context.

• Sample assessment/activity: Write an advice


COGNITIVE DOMAIN column responding to one of the characters.

• It is focused on intellectual skills such as critical • Rationale: In doing this assignment, learners
thinking, problem solving, and creating a will consider the implications of a character’s
knowledge base. actions outside of the consequences shown in the
play.
• The cognitive hierarchy spans from simple
memorization designed to build the knowledge • Sample learning outcome: Be able to analyze the
of learners, to creating something new based on relative roles of each character in the play and
previously-learned information. their relationships to each other.

• In this domain, learners are expected to progress • Sample assessment/activity: Write an analytical
linearly through the hierarchy, beginning at paper comparing the antagonists and
"remember" and ending at "create." protagonists of the play.

COGNITIVE HIERARCHY • Rationale: Through this assignment, as learners


consider what makes each character an
Remember antagonist or a protagonist, they need to use both
their knowledge of the play and critical thinking
• Sample learning outcome: Remember the names skills.
and relationships of a cast of characters in a
play. Evaluate

• Sample assessment/activity: A multiple-choice • Sample learning outcome: Evaluate the


test designed to test the memory of learners. decisions of characters in the play, and support
your evaluation with textual evidence.
• Rationale: A multiple-choice test will allow
educators to see whether students have • Sample assessment/activity: Write a response to
effectively memorized the given material. one of the events in the play, either supporting
or rejecting their actions on the basis of evidence • Sample learning outcome: Perform a simple
from the play as well as personal opinion and action (including running and throwing).
projected/actual consequences of action.
• Sample assessment/activity: A game of
• Rationale: Through this assignment, learners dodgeball.
will consider the rationale and consequences for
actions in the play, leading them to understand • Rationale: Learners must run and throw to
and make judgments about the validity of a actively engage the opposing team, allowing
character’s decision making. them to develop these skills.

Create Perceptual abilities

• Sample learning outcome: Create a new and • Sample learning outcome: Use more than one
unique piece of writing using similar plot ability to integrate different sensory perceptions.
devices.
• Sample assessment/activity: A game of catch or
• Sample assessment/activity: Create a short story soccer (or other game involving movement and
using similar plot devices in a new time or passing).
setting.
• Rationale: Learners must integrate running,
• Rationale: Through this activity, learners must visual information about the position of the ball,
integrate the plot devices and writing techniques and predictive information about the future
into a new setting, allowing them to practice position of the ball.
their creative writing skills and showing their
Physical abilities
full understanding of the writer's techniques.
• Sample learning outcome: Sustain an activity for
PSYCHOMOTOR DOMAIN
a set period of time.
• It encompasses the ability of learners to
• Sample assessment/activity: Run for 25 minutes
physically accomplish tasks and perform
steadily.
movement and skills. There are several different
versions including different hierarchies – the • Rationale: This activity is a measure of the
examples here fall into Harrow’s (1972) theory learner’s stamina and physical fitness.
of the psychomotor domain.
Skilled movements
• This hierarchy ranges from reflexes and basic
movement to non-discursive communication and • Sample learning outcome: Adapt one’s behavior
meaningfully expressive activity. and movement to better achieve goals.

PSYCHOMOTOR HIERARCHY • Sample assessment/activity: A soccer or other


strategic game (football, hockey).
Reflex
• Rationale: This activity allows teams to change
• Sample learning outcome: Instinctively respond their strategy and individuals to change their
to a physical stimulus. physical behavior depending on the response of
the other team.
• Sample assessment/activity: A game of dodge
ball. Non-discursive communication

• Rationale: Learners must react (dodge) the balls • Sample learning outcome: Express oneself
that are being thrown at them, allowing them to through purposeful movement and activity.
develop their reflexive skills.
• Sample assessment/activity: A soccer or other
Basic fundamental movements strategic game (football, hockey)
• Rationale: These games all involve teamwork, • Sample learning outcome: Demonstrate and
strategy, and integrative and purposeful explain own values regarding various topics.
movement. Successful teams must integrate all
of their senses, communicate through • Sample assessment/activity: Write an opinion
movement, and use a variety of adaptive piece on any issue, explaining one’s own stance
strategies. and reasons supporting that stance.

• PSYCHOMOTOR HEIRARCHY It focuses on • Rationale: Through this, learners will explore


the attitudes, values, interests, and appreciation not only their own values but why they support
of learners. their values, giving them a chance to understand
more fully their own value system.
• The hierarchy associated with it begins with
receiving and listening to information, and Organization
extends to characterization, or internalizing
• Sample learning outcome: Compare value
values and consistently acting upon them.
systems and understand evidence behind values.
AFFECTIVE DOMAIN
• Sample assessment/activity: Organize and
• It focuses on allowing learners to understand compare different cultural value systems,
what their own values are and how they have evaluating the differences between them and
developed. why these differences may have arisen.

AFFECTIVE HIERARCHY • Rationale: In doing this activity, learners will


consider how value systems are put into place
Receiving and organized, as well as the evidence that
supports different value systems across the
• Sample learning outcome: Listen to other world.
students with respect.
Characterization
• Sample assessment/activity: Be an audience
member to another student’s presentation, and • Sample learning outcome: Work well in a team
then write a summary. of peers.

• Rationale: Through this assignment, learners • Sample assessment/activity: A group project,


will learn how to listen effectively to others as including group work on any assignment.
well as remember key details about their
presentation (used in writing the summary). • Rationale: By working in a group, learners must
balance their own values with the values of the
Responding team, as well as prioritize tasks and practice
teamwork.
• Sample learning outcome: Speak effectively in
front of an audience and actively respond to
others.

• Sample assessment/activity: Present on a subject


in front of the class, and answer questions from
peers about their presentation.

• Rationale: Through this, learners will become


more comfortable with public speaking as well
as more comfortable with contributing to a
discussion in the form of answering questions.

Valuing

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