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Learning Theories

Learning theories provide a pedagogical/andragogical basis for understanding how our students learn. As McLeod notes, "Each theoretical perspective offers benefits to designers but the
perspectives must be taken into context depending upon the situation, performance goal(s), and learners. And since the context in which the learning takes place can be dynamic and multi-
dimensional, some combination of the three learning theories and perhaps others should be considered and incorporated into the instructional design process to provide optimal learning."  

Learning Theory and Instructional Design/Technology

Comparisons      
Among
Behaviorism Cognitivism Constructivism
Learning
Theories

List of Key B.F. Skinner Jean Piaget John Dewey


Theorists
Ivan Pavlov Robert Gagne Jerome Bruner
Edward Thorndike Lev Vygotsky Merrill
John B. Watson   Lev Vygotsky
    Seymour Papert
Role of ·    Learners are basically passive, just ·    Learners process, store, and retrieve ·    Learning is an active process in
Learners responding to stimuli information for later use—creating which learners construct new ideas or
associations and creating a knowledge concepts based upon their current/past
 
set useful for living. The learner uses knowledge, social interactions, and
the information processing approach to motivation affect the construction.
transfer and assimilate new
information.
Role of ·Instructor designs the learning ·   Instructor manages problem solving · Educators focus on making
Teachers environment. and structured search activities, connections between facts and
especially with group learning fostering new understanding in
  ·Instructor shapes child’s behavior by
strategies. students. Instructors tailor their
positive/ negative reinforcement
teaching strategies to student
·Teacher presents the information and ·   Instructor provides opportunities for responses and encourage students to
then students demonstrate that they students to connect new information to analyze, interpret, and predict
understand the material.  Students are schema. information. Teachers also rely heavily
assessed primarily through tests. on open-ended questions and promote
extensive dialogue among students.
 
· Constructivism calls for the
 
elimination of a standardized
curriculum. Instead, it promotes using
curricula customized to the students'
prior knowledge. Also, it emphasizes
hands-on problem solving.
Key Concepts Behaviorism is a theory of animal and Cognitivism focuses on the “brain”.  Constructivism focuses on how learners
human learning that only focuses on How humans process and store construct their own meaning.  They ask
 
objectively observable behaviors and information was very important in the questions, develop answers and
discounts mental activities. Behavior process of learning. interact and interpret the
theorists define learning as nothing environment.  By doing these things,
·   Schema - An internal knowledge
more than the acquisition of new they incorporate new knowledge with
structure. New information is
behavior. prior knowledge to create new
compared to existing cognitive
meanings.
  structures called "schema". Schema
may be combined, extended or altered  
Experiments by behaviorists
to accommodate new information.
identifyconditioning as a universal 1.  Multiple perspectives and
learning process. There are two ·   Three-Stage Information Processing representations of concepts and
different types of conditioning, each Model - input first enters a sensory content are presented and encouraged.
yielding a different behavioral pattern: register, then is processed in short-
2.  Goals and objectives are derived by
term memory, and then is transferred
1.Classic conditioning occurs when a the student or in negotiation with the
to long-term memory for storage and
natural reflex responds to a stimulus. teacher or system.
retrieval.
The most popular example is Pavlov's
3.  Teachers serve in the role of guides,
observation that dogs salivate when o  Sensory Register - receives input monitors, coaches, tutors and
they eat or even see food. Essentially,
from senses which lasts from less than facilitators.
animals and people are biologically a second to four seconds and then
4.  Activities, opportunities, tools and
"wired" so that a certain stimulus will
disappears through decay or
environments are provided to
produce a specific response. replacement. Much of the information
encourage metacognition, self-analysis
never reaches short term memory but
2.Behavioral or operant -regulation, -reflection & -awareness.
all information is monitored at some
conditioningoccurs when a response to
level and acted upon if necessary. 5.  The student plays a central role in
a stimulus is reinforced. Basically,
mediating and controlling learning.
operant conditioning is a simple o  Short-Term Memory (STM) - sensory
feedback system: If a reward or input that is important or interesting is 6.  Learning situations, environments,
reinforcement follows the response to transferred from the sensory register to skills, content and tasks are relevant,
a stimulus, then the response becomes the STM. Memory can be retained here realistic, authentic and represent the
more probable in the future. For for up to 20 seconds or more if natural complexities of the 'real world'.
example, leading behaviorist B.F. rehearsed repeatedly. Short-term 7.  Primary sources of data are used in
Skinner used reinforcement techniques memory can hold up to 7 plus or minus order to ensure authenticity and real-
to teach pigeons to dance and bowl a 2 items. STM capacity can be increased world complexity.
ball in a mini-alley. if material is chunked into meaningful
parts. 8.  Knowledge construction and not
  reproduction is emphasized.
o  Long-Term Memory and Storage
(LTM) - stores information from STM 9.  This construction takes place in
for long term use. Long-term memory individual contexts and through social
has unlimited capacity. Some materials negotiation, collaboration and
are "forced" into LTM by rote experience.
memorization and over learning. 10.      The learner's previous
Deeper levels of processing such as knowledge constructions, beliefs and
generating linkages between old and attitudes are considered in the
new information are much better for knowledge construction process.
successful retention of material.
11.      Problem-solving, higher-order
·   Meaningful Effects - Meaningful thinking skills and deep understanding
information is easier to learn and are emphasized.
remember. If a learner links relatively
12.      Errors provide the opportunity
meaningless information with prior
for insight into students' previous
schema it will be easier to retain.
knowledge constructions.
·   Serial Position Effects - It is easier to
13.      Exploration is a favored approach
remember items from the beginning or
in order to encourage students to seek
end of a list rather than those in the
knowledge independently and to
middle of the list, unless that item is
manage the pursuit of their goals.
distinctly different.
14.      Learners are provided with the
·   Practice Effects - Practicing or
opportunity for apprenticeship learning
rehearsing improves retention
in which there is an increasing
especially when it is distributed
complexity of tasks, skills and
practice. By distributing practices the
knowledge acquisition.
learner associates the material with
many different contexts rather than the 15.      Knowledge complexity is
one context afforded by mass practice. reflected in an emphasis on conceptual
interrelatedness and interdisciplinary
·   Transfer Effects - The effects of prior
learning.
learning on learning new tasks or
material. 16.      Collaborative and cooperative
learning are favored in order to expose
·   Interference Effects - Occurs when
the learner to alternative viewpoints.
prior learning interferes with the
learning of new material. 17.      Scaffolding is facilitated to help
students perform just beyond the limits
·   Organization Effects - When a learner
of their ability.
categorizes input such as a grocery list,
it is easier to remember. 18.      Assessment is authentic and
interwoven with teaching.
·   Levels of Processing Effects - Words
may be processed at a low-level
sensory analysis of their physical
characteristics to high-level semantic
analysis of their meaning. The more
deeply a word is process the easier it
will be to remember.
·   State Dependent Effects - If learning
takes place within a certain context it
will be easier to remember within that
context rather than in a new context.
How Does Skinner Piaget Constructivism promotes a more open-
Learning Take ended learning experience where the
·   Known for operant conditioning ·   Human intelligence and biological
Place methods and results of learning are not
organisms function in similar ways. 
·   A stimulus is provided easily measured and may not be the
They are both organized systems that
·   A response is generated. same for each learner.
constantly interact with the
·   Consequence to the response is environment.  
present. ·   Knowledge is the interaction Piaget
·   Type of consequence is present. between the individual and the
·   All knowledge is a human
environment.
·   Reinforcement is provided which construction.
could be positive or negative. ·   Cognitive development is the growth
·   The learner starts with a blank slate.
of logical thinking from infancy to
  adulthood. ·   Not logical thinking.
    1. Learning is an internal process that
Pavlov occurs in the mind of the individual.
Vygotsky
·   Known for classical conditioning.  2. Cognitive conflict is essential to the
Vygotsky’s components of Cognitive
learning process.
Development:
·   A spontaneous reaction that occurs ·   Mastering symbols of the culture and  
automatically to a particular stimulus. developing the cultural forms of
Dewey
reasoning.
·   To alter the “natural” relationship
·   Education’s connection with society,
between a stimulus and a reaction was ·   Complex functions begin as social
outside world, life.
viewed as a major breakthrough in the interactions between individuals;
study of behavior. gradually acquire meaning and are ·   What we learn should have
internalized by the learner. meaningful relevancy.
 
·   Speech and other symbols are first ·   Instruction should center around the
Thorndike
mastered as a form of communication child’s experience
·   Thorndike concluded that animals and eventually structure and manage a
 
learn, solely, by trial and error, or child’s thinking.
reward and punishment. All learning Bruner
·   Zone of Proximal Development
involves the formation of connections,
focuses on interactive problem solving. ·   Learner constructs new ideas or
and connections are strengthened concepts based upon their current/past
according to the law of effect.   knowledge
Intelligence is the ability to form
connections and humans are the most ·   Learning by discovery through
evolved animal because they form developmental stages.
more connections then any other ·   Benchmarks reveal each stage of
being. child’s development, interaction &
The "law of effect" stated that when a discovery is learning.
connection between a stimulus and ·   Education relevant to student’s need,
response is positively rewarded it will stages in cognitive development
be strengthened and when it is
negatively rewarded it will be  
weakened. Thorndike later revised this Merrill
"law" when he found that negative
·       knowledge is constructed from
reward, (punishment) did not
necessarily weaken bonds, and that experience
some seemingly pleasurable
·       learning is a personal
consequences do not necessarily
interpretation of the world
motivate performance.
·       learning is an active process in
The "law of exercise" held that the
which meaning is developed on the
more an S-R (stimulus response) bond
basis of experience
is practiced the stronger it will become.
As with the law of effect, the law of ·       conceptual growth comes from the
exercise also had to be updated when negotiation of meaning, the sharing of
Thorndike found that practice without multiple perspectives and the changing
feedback does not necessarily enhance of our internal representations through
performance. collaborative learning

  ·       learning should be situated in


realistic settings; testing should be
Looking more specifically at academic
integrated with the task and not a
learning, i.e. the content of a lesson,
separate activity
rather than managing the behavior
within it, Thorndike's "Theory of  
Transfer of Identical Elements" Vygotsky's theory presents three
represents the central behaviorist principles:
stance, that the amount of learning
that can be generalized between a 1. Making meaning - the community
familiar situation and an unfamiliar one places a central role, and the people
is determined by the number of around the student greatly affect the
elements that the two situations have way he or she sees the world.
in common. He concluded that 2. Tools for cognitive development - the
education does not generalize easily type and quality of these tools (culture,
and that if it is to be preparation for life language, important adults to the
beyond school, then it should be as life- student) determine the pattern and
like as possible (footnote 6). rate of development.
   
Also Thorndike maintained that a skill 3. The Zone of Proximal Development -
should be introduced when a learner is problem solving skills of tasks can be
conscious of their need for it as a placed into three categories: Those
means of satisfying some useful performed independently by the
purpose. Regarding material, Skinner learner. Those that cannot be
specified that to teach well, a teacher performed even with help. Those that
must decide exactly what it is they fall between the two extremes, the
want to teach - only then can they tasks that can be performed with help
present the right material, know what from others.
responses to look for and hence when
 
to give reinforcement that usefully
shapes behavior. Seymour Papert

  ·       Mathetics—the art of learning.

He suggested 3 principles which ·       Guidelines for the art of learning.


teachers should use to promote First principle-Give yourself time. 
effective learning: Second principle-discussion.  Third
principle-look for connections.
1) present the information to be
learned in small behaviorally defined ·       The building of knowledge is the
steps. goal.  Decrease amount of teaching and
increase student projects.
2) give rapid feedback to pupils
regarding the accuracy of their learning
(learning being indicated by overt pupil
responses)
3) allow pupils to learn at their own
pace.
Building on these he proposed an
alternative teaching technique called
programmed learning/instruction and
also a teaching machine that could
present programmed material. 
 
Watson
Watson believed that humans are born
with a few reflexes and the emotional
reactions of love and rage. All other
behavior is established through
stimulus-response associations through
conditioning.
 
Relevance to ·   Identify possible reinforcers by Cognitivists believe learners develop As opposed to an objective approach to
Educational observing behaviors of learners learning through receiving, storing and learning,  constructivism is more
Technology retrieving information. With this idea, it open-ended in expectation where the
·   Select Stimulus
is important for instructional designers results and even the methods of
·   Identify and describe the terminal to thoroughly analyze and consider the learning themselves are not easily
objective - observable behavior appropriate tasks needed in order for measured and may not be consistent
·   By a process of shaping and smaller learners to effectively and with each learner.
steps achieve goals efficiently process the information
 
received. Likewise, designers must
·   Mastery learning is an example of consider the relevant learner ·    Case-Based Learning
behavioral approach characteristics that will promote or ·    Authentic situations
impede the cognitive processing of
·   Behaviorism still continues to play a information. ·    Multiple cases to build cognitive
large role in motivation, classroom flexibility
 
management, and special education
·    Social interactions, collaborations
needs ·      Do task analysis and learner
analysis ·    Assessment of activity
·      Create tests ·    Shift teachers role to scaffolding,
modeling, coaching of learners
·      Create learning materials according
to any one of the Instructional Design ·    Experiences are critical
Models
·    Shift from behavioral objectives to
activity goals
·    Advance organizers
Possible ·   Instructional cues to elicit correct ·   Explanations ·   Modeling
Learning response
·   Demonstrations ·   Collaborative Learning
Activities
·   Practice paired with target stimuli
·   Illustrative examples ·   Coaching
·   Reinforcement for correct responses
·   Gestalt Theory ·   Scaffolding
·   Building fluency (get responses
·   Matched non-examples ·   Problem-Based Learning
closer and closer to correct response)
·   Corrective feedback ·   Authentic Learning
·   Multiple opportunities/trials (Drill
and practice) ·   Outlining ·   Anchored Instruction

·   Discrimination (recalling facts) ·   Mnemonics ·   Cognitive Flexibility Hypertexts

·   Generalization (defining and ·   Dual-Coding Theory ·   Object-based Learning


illustrating concepts) ·   Chunking Information  
·   Associations (applying explanations) ·   Repetition
·   Chaining (automatically performing a
specified procedure) ·   Concept Mapping
  ·   Advanced Organizers
·   Analogies
·   Summaries
·   Keller's ARCS Model of Motivation
·   Interactivity
·   Synthesis
·   Schema Theory
·   Metaphor
·   Generative Learning
·   Organizational strategies
·   Elaboration Theory
 
Learning and One of the key areas where Computers process information in a Instructional design considerations
Instructional behaviorism impacts instructional similar fashion to how cognitive within a framework of constructivism
Design design is in the development of scientists believe humans process begin with taking into account the
instructional objectives. information: receive, store and learner’s prior knowledge,
retrieve. This analogy makes the understandings, and interests.
 
possibility of programming a computer
 
Computer-assisted instruction was very to "think" like a person conceivable, i.e.
much drill-and-practice - controlled by artificial intelligence. Artificial Constructivism is not compatible with
the program developer rather than the intelligence involves the computer the present systems approach to
learner. Little branching of instruction working to supply appropriate instructional design.
was implemented.
  responses to student input from the  
computer's data base. A trouble-
The systems approach developed out Jonassen points out that the difference
shooting programs are examples of
of the 1950s and 1960s focus on between constructivist and objectivist,
these programs.
language laboratories, teaching (behavioral and cognitive), instructional
machines, programmed instruction,   design is that objective design has a
multimedia presentations and the use predetermined outcome and
Implications
of the computer in instruction. Most intervenes in the learning process to
systems approaches are similar to When designing from a map a predetermined concept of
computer flow charts with steps that behaviorist/cognitivist stance, the reality into the learner's mind, while
the designer moves through during the designer analyzes the situation and sets constructivism maintains that because
development of instruction. a goal. Individual tasks are broken learning outcomes are not always
down and learning objectives are predictable, instruction should foster,
 
developed. Evaluation consists of not control, learning. With this in mind,
Implications determining whether the criterion for Jonassen looks at the commonalties
the objectives has been met. In this among constructivist approaches to
When designing from a
approach the designer decides what is learning to suggest a "model" for
behaviorist/cognitivist stance, the
important for the learner to know and designing constructivist learning
designer analyzes the situation and sets
attempts to transfer that knowledge to environments.
a goal. Individual tasks are broken
the learner. The learning package is
down and learning objectives are  
somewhat of a closed system, since
developed. Evaluation consists of
although it may allow for some One of the most useful tools for the
determining whether the criterion for
branching and remediation, the learner constructivist designer is hypertext and
the objectives has been met. In this
is still confined to the designer's hypermedia because it allows for a
approach the designer decides what is
"world". branched design rather than a linear
important for the learner to know and
format of instruction.  Most literature
attempts to transfer that knowledge to
on constructivist design suggests that
the learner. The learning package is
learners should not simply be let loose
somewhat of a closed system, since
in a hypermedia or hypertext
although it may allow for some
environment, but that a mix of old and
branching and remediation, the learner new (objective and constructive)
is still confined to the designer's instruction/learning design be
"world". implemented. Reigeluth and Chung
suggest a prescriptive system which
advocates increased learner control. In
this method, students have some
background knowledge and have been
given some instruction in developing
their own metacognitive strategies and
have some way to return along the
path they have taken, should they
become "lost".
 
To design from a constructivist
approach requires that the designer
produces a product that is much more
facilitative in nature than prescriptive.
The content is not prespecified,
direction is determined by the learner,
and assessment is much more
subjective because it does not depend
on specific quantitative criteria, but
rather the process and self-evaluation
of the learner. The standard pencil-and-
paper tests of mastery learning are not
used in constructive design; instead,
evaluation is based on notes, early
drafts, final products, and journals.
Strengths— The strength of instructional design Unlike behaviorism, which is Content can be presented from
related to ID grounded in behaviorism is that environment-focused, cognitivism multiple perspectives using case
when there are specific goals to be directs instructional designers to studies, learners can develop and
met, the learner is focused clearly consider the learner as the focus of the articulate new and individual
upon achieving those goals whenever design process. representations of information, and
there are cues to prompt the learner’s active knowledge construction is
 
behavior. promoted over passive transmission of
- The goal is to train learners to do a information.
 
task the same way to enable
 
-Clearly stated objectives allow the consistency. Because learners are
learner to focus on one goal. trained to perform a function the same Because the learner is able to interpret
way based on specific cues, their multiple realities, the learner is better
-Cueing responses to behavior allows
behavior will be consistent with others able to deal with real life situations. If
the learner to react in a predictable
who are trained in the same manner. learners can problem solve, they may
way under certain conditions. In a
better apply their existing knowledge to
stressful situation like combat or flying - The context of a learner - their
a novel situation.
a plane, cued responses can be a very thoughts, beliefs and values are
valuable tool. influential in the learning process.
   
Weaknesses— Since behaviorism is stimulus – A major weakness of cognitivism lies in Since constructivism promotes
related to ID response based, instructional its strength. Whereas schemas individual learner interpretations and
design is dependent on the workplace help to make learning more interests, this can pose an instructional
or classroom having and maintaining meaningful, a learner is markedly at a problem. There could potentially be
the appropriate stimuli to continue the disadvantage whenever relevant problems in adequately evaluating
intended behavior. Thus, if a certain schemas or prerequisite knowledge do learning. Learners may each have
incentive is not present or does not not exist. To account for this, an different experiences within the
occur, then the expected and desired instructional designer will need to learning process but each have valid
performance may not take place. ensure that the instruction is and sufficient learning take place
Additionally, learning is a reactionary appropriate for all skill levels and (McLeod, n.d.)
process to an environmental condition experiences. Designing such instruction  
and knowledge is considered finite. could be costly and time-consuming.
In a situation where conformity is
    essential divergent thinking and action
may cause problems.
Skinner realized there is a burden on One additional weakness of cognitivism
the instructor to is similar to behaviorism in the belief
maintain reinforcement. “Behavior that that there are only finite,
is not reinforced is likely to predetermined goals. Having
become less frequent and may even predetermined goals may be in fact
disappear” (Merriam and Caffarella, desirable for an organization since it
1999, p. 252). offers clear direction and purpose but
such a fixed set of expectations can
 
limit the potential of the learning.
The learner might find himself in a Learners and instructors may become
situation where he needs to respond, satisfied with obtaining minimum
but the mental "cues" he has learned competencies or carry the attitude
to respond to might not exist. that “if it’s not broke, then don’t fix it!”
  when the learning experience
could actually be designed better
Behaviorism does not explain some (McLeod, n.d.)
learning--such as the recognition of
new language patterns by young  
children--for which there is no As with behaviorism, the learner knows
reinforcement mechanism. a certain way to do things based upon
specific cues, but that way may not
always be the best, most efficient, or
safest way to do something in the
advent of different environmental
stresses or scenarios.

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