Wednesday, October 27, 2010

Teaching Strategies


Solution Tree: Dr. Marzano on Instructional Strategies

Instructional Strategies and Technology for Teachers and Students
            The 21st century classroom allows for the implementation of technology tools that enable the teacher to use a variety of instructional strategies; and can promote a student-centered and or teacher-centered classroom that meets the needs of all students. An instructional strategy is a way of involving learners in a particular teaching–learning activity. We describe strategies as a procedure of instruction selected to help learners achieve their objective or internalize content” (Lowther, Russell, Smaldino, 2008, page 18).  Strategies that use technology have proven to be engage and motive students to such a degree that they are empowered 21st century learners.  Strategies can be based on one learning theory or a combination of learning theories.
How teachers view the role of technology and media in the classroom depends very much on their beliefs about how people learn. Over the past half-century there have been several dominant theories of learning. Each has implications for instruction in general and for the use of technology and media in particular” (Lowther, Russell, Smaldino, 2008, page 10).
 The dominant learning perspectives will be briefly described and suggested strategies will be provided. The tables in this document serve as a snap shot of sample strategies with possible advantages, limitations, technology enhancements, and impact on student learning.  
“Cognitivism focuses on the inner mental activities – opening the “black box” of the human mind is valuable and necessary for understanding how people learn. Mental processes such as thinking, memory, knowing, and problem-solving need to be explored. Knowledge can be seen as schema or symbolic mental constructions. Learning is defined as change in a learner’s schemata" (Cognitivism, n.d.).   See table 1.
“Constructivism learning theory suggests that “the learner is an information constructor. People actively construct or create their own subjective representations of objective reality. New information is linked to prior knowledge, thus mental representations are subjective” (Constructivism, n.d.).  See table 2.
            “Behaviorists refuse to speculate on what goes on internally when learning takes place. They rely solely on observable behaviors. As a result, they are more comfortable explaining relatively simple learning tasks. Because of this posture, behaviorism has limited applications in teaching higher-level skills. For example, behaviorists are reluctant to make inferences about how learners process information” (Lowther, Russell, Smaldino, page 11).  See table 3.
     Social-Psychological Perspective looks at the social organization of the learning environment. Social organization factor such as group structure, authority structure and the reward system are all considered. “Researchers such as Robert Slavin (1990) have taken the position that cooperative learning is both more effective and more socially beneficial than competitive and individualistic learning” (Lowther, Russell, Smaldino, page 11).  See table 4.

           






Table 1
Cognitivist Learning Perspective Strategies


Problem-based*
Discovery**
Digital games***
Discussion*
Concept mapping****
Advantages
real world problems, student in control
scaffold,  engaging,  repeated  steps
learner focused, scaffold, chunking of concepts
opportunity for all students, interesting, new ideas
organization of research and thoughts
Limitations
students must be self- motivated, clear objectives and anticipated outcomes, time consuming to prepare and implement
misunderstanding of  concept, time consuming to prepare and implement
lack gaming or computer skills
not all students participate, challenging questions
staying  focused on topic, lack of 21st century skills
Technology
web-quest, online collaboration, research, communicate with expert
video, audio, internet research
adventure game software and websites
video, audio, multimedia
online mind mapping tools, internet research
Impact
development of critical thinking skills, awareness of real word problems and solutions
promotes inquiry
discovery of content, increased 21st century skills
promotes interest, student questions,
increased 21st century  skills, discovery of new information
Centered
student
teacher
teacher
teacher
teacher

* McMahoun, T., O’Neill, G. (2005). Student-centered learning: What does it mean for students
lectures. Retrieved September 12, 2010, from                                                           http://www.aishe.org/readings/2005-1/oneill-mcmahon-Tues_19th_Oct_SCL.html
** Lowther, D. L., Russell, J. D., Smaldino, S. E. (2008). Instructional technology and media for          learning (9th ed). New Jersey: Merrill Prentice Hall

*** Gros, B. (2007). Digital games in education: the design of games-based learning
environments.  Journal of Research on Technology in Education, 40(1), 23-38. Retrieved September 12, 2010, from http://www.iste.org/Content/NavigationMenu/EducatorResources/YourLearningJourney/CreativityandInnovation/jrte-40-1-023-gro.pdf
**** What are concept maps?.  (n.d.). Retrieved September 12, 2010, from


Table 2
Constructivist Learning Perspective Strategies


Problem solving*
Collaborative groups*
Digital games**
Advantages
engaging, level of complexity increases overtime
promotes social interaction, varying ability in groups in beneficial for learning, groups can be formal or informal
Setting focused, social interaction, culture, engaging
Limitations
time consuming, difficult to create, requires debriefing
work is not divided evenly by number  and/or ability, social norms are not well developed, over use
students must be self-motivated, lack gaming or computer skills
Technology
internet research, online collaboration
internet research, Power Point, Movie Maker, VoiceThread
simulation and strategy game software and websites
Impact
development of critical thinking skills
lifelong social skills, increased 21st century skills

increased 21st century skills
Centered
student
student
student

*Lowther, D. L., Russell, J. D., Smaldino, S. E. (2008). Instructional technology and media for            learning (9th ed). New Jersey: Merrill Prentice Hall

**Gros, B. (2007). Digital games in education: the design of games-based learning
environments.  Journal of Research on Technology in Education, 40(1), 23-38. Retrieved September 12, 2010, from http://www.iste.org/Content/NavigationMenu/EducatorResources/YourLearningJourney/CreativityandInnovation/jrte-40-1-023-gro.pdf


















Table 3
Behaviorist Learning Perspective Strategies


Drill and Practice*
Self-Study
Digital games**
Presentation*
Advantages
reinforcement, practice, feedback
self-paced,  individualized
focus on behavior with reinforcements
one presentation, development of note taking skills
Limitations
boring, lack of instruction, lacks high level skills
lack of directions, boring, student must be self- motivated
teacher controls input, lacks high level skills
hear presentation only once, boring, keeping  notes
Technology
drill and practice software and websites
video, audio,

action gaming software and websites
PowerPoint, Movie Maker, VoiceThread, images, video, audio
Impact
mastery of skills
ownership of learning
mastery of skills
all information as once, leads to interest
Centered
teacher
student
teacher
teacher

*Lowther, D. L., Russell, J. D., Smaldino, S. E. (2008). Instructional technology and media for            learning (9th ed). New Jersey: Merrill Prentice Hall

**Gros, B. (2007). Digital games in education: the design of games-based learning
environments.  Journal of Research on Technology in Education, 40(1), 23-38. Retrieved September 12, 2010, from http://www.iste.org/Content/NavigationMenu/EducatorResources/YourLearningJourney/CreativityandInnovation/jrte-40-1-023-gro.pdf



















Table 4
Social-Psychological Learning Perspective Strategies


Collaborative groups*
Digital games**
Think aloud
Think-pair-share***
Advantages
promotes social interaction, varying ability in groups in beneficial for learning, groups can be formal or informal
social interaction, setting focused, meaningful, engaging
students hear the thought process
ease of use, social interaction, formulate and share ideas, think time

Limitations
work is not divided evenly by number  and/or ability, social norms are not well developed, over use
lack gaming or computer skills
overuse, lack attention, boring
overuse, not all students share
Technology
internet research, Power Point, Movie Maker, VoiceThread
online game rooms
Power Point, Movie Maker, VoiceThread
online communication,
electronic note taking

Impact
lifelong social skills, increased 21st century skills

increased 21st century skills, lifelong social skills
Clear how to steps, compare though processes
lifelong social skills, conceptual understanding, draw conclusions, consider other points of view
Centered
student
student
teacher
student

*Lowther, D. L., Russell, J. D., Smaldino, S. E. (2008). Instructional technology and media for
             learning (9th ed). New Jersey: Merrill Prentice Hall
           
**Gros, B. (2007). Digital games in education: the design of games-based learning
environments.  Journal of Research on Technology in Education, 40(1), 23-38. Retrieved September 12, 2010, from http://www.iste.org/Content/NavigationMenu/EducatorResources/YourLearningJourney/CreativityandInnovation/jrte-40-1-023-gro.pdf

***Think-pair-share. (n.d.) Retrieved September 14, 2010, from










References
Cognitivism.  (n.d.).  Retrieved September 12, 2010, from
Constructivism. (n.d.). Retrieved September 12, 2010, from
Gros, B. (2007). Digital games in education: the design of games-based learning

environments.  Journal of Research on Technology in Education, 40(1), 23-38.
Retrieved September 12, 2010, from
Lowther, D. L., Russell, J. D., Smaldino, S. E. (2008). Instructional technology and media for
            learning (9th ed). New Jersey: Merrill Prentice Hall
McMahoun, T., O’Neill, G. (2005). Student-centered learning: What does it mean for students
lectures. Retrieved September 12, 2010, from                                                                                                                                                                                   http://www.aishe.org/readings/2005-1/oneill-mcmahon-Tues_19th_Oct_SCL.html
Think-pair-share. (n.d.) Retrieved September 14, 2010, from

What are concept maps?.  (n.d.). Retrieved September 12, 2010, from