Scavenger+Hunt



=Behaviorism, Cognitivism, and Constructionism=

For my scavenger hunt, I chose to use Websites and Software. Examples from these two instructional media will be used to show instructional features of behaviorism, cognitivism, and constructivism learning theories. Although the Websites and Software are put into the behaviorism, congnitivism, and constructivism learning theory categories, the instructor’s design of the learning activity that ultimately determines which learning theory is used. = = =**Behaviorism** = The Behaviorism Theory of Learning includes activities that require practice, reinforcement, and a strong strategy of sequenced skills. As long as students follow the guided practice, they can acquire the needed habits and skills. Undesirable habits are weeded out as the new skills are developed.

**Type to Learn 4: Behavioral Example 1**


Type to Learn 4 is a fine example of a Behavioral learning program. Keyboarding is a lower level of learning, a skill that is dependent mostly upon practice. Effective keyboarding is influenced by the acquisition of good habits and techniques that can be learned by most individuals through guided practice. Type to Learn provides this as it mixes in suggestions, tips, and hints along with games and activities to reinforce learning.



> Since students can move at an independent level of instruction, dependent upon their acquisition of skills, Type to Learn is an excellent example of skill, drill, and reinforcement.
 * 1) After assessing a student’s abilities, students are assigned to a beginning instructional level.
 * 2) **Students then proceed through a sequence of lessons,** continually evaluated along the way. **Shaping** is used to start students at a more simplified level. Gradually, using a carefully planned sequence of skills, students are required to advance to more complex tasks.
 * 3) **Students are constantly provided reinforcement** of their success as they see the results of their scores. They are provided reports and can receive constant feedback from the animated agents that are guiding their progress through the series of lessons.
 * 4) **Review is built into the lessons** as they progress to a new acquisition skill, a new keyboard letter.



 AAA Math is a Website (www.aaamath.com) that provides students practice with math facts. The acquisition of math facts is centered on memorization, a perfect learning practice for the behavioral learning theory. AAA Math focuses on skill and drill, an essential element of Behavioral Learning Theory. Lessons are sorted both by grade level and by skill. For example, students or teachers can select first grade and then select a skill area to practice. There are explanations and examples but most students go directly to the activity.
 * AAAMath: Behavioral Example 2**

. > In addition, students can compare their timed results, another type of reinforcement, to see if learning continues to become more efficient.
 * 1) **Each skill is broken down into small sequenced steps for students to practice**. Lessons and skills are sequenced to provide continued practice towards skills for the next level of mastery.
 * 2) **Answers are provided with immediate reinforcement**, noting a correct or incorrect response. If the response is incorrect, the correct answer is provided.
 * 3) Students are also provided with information about cumulative results of their daily practice as they review the report stating the total (and percentage) correct and incorrect.
 * 1) **Classroom management is easy using this program**. The instructor is free to evaluate student practice by printing and viewing reports. This program is effective for large groups that have access that have access to a computer and internet.

=**Cognitivism** =  The Cognitive Learning Theory stresses that the student be an active participant in the learning process. The teacher needs to provide more feedback to students and be more active in providing examples of desired learning. Students can use their learning in new, similar situations.

**Microsoft Word 2007: Cognitivism Example 1**
// MS Word 2007 // offers numerous opportunities for instructors to design projects using the cognitivism learning theory. //Word 2007// can be used to create graphic organizers, similar to //Inspiration//. It may not have the library of graphics, but it is fairly simple and flexible to use. Even first and second graders can create graphic organizers, tables, cards, posters, and original documents. Word has numerous templates that can be used to create calendars, brochures, certificates, etc. Students can use these templates or be inspired by them to create an original product.




 * 1) **Instructors help students organize information in a meaningful way**. Learners can use information that they have learned from mini-lessons and make choices as they create original work.
 * 2) **Instructors provide examples** of products for students. As students examine these products, they make choices about how to do their product.
 * 3) **As students practice the skills, they can apply their prior knowledge to new assignments**. After using MS Word, students can compare how Word and Power Point are alike and different. Applying prior knowledge will allow them to use prior information in a meaningful way.
 * 4) As students develop knowledge and skills, they can advance to creating more complex projects.
 * 5) **The learner is an active participant**. Students aren’t simply filling in worksheets or copying material, they are actively involved in making decisions and using the tools in MS Office to create products.

**Microsoft Power Point 2007: Cognitivism Example 2**
 MS PowerPoint 2007 is an excellent tool for students to use to organize and share information. Slide shows can be relatively simple or quite complex, meeting the differentiated needs of learners. Students need to do research, organize information, and format it to make it graphically appealing to the audience. Depending on the instructor’s objectives, Power Point can be a good program reflecting the cognitivism learning theory.



> **Paint: Cognitivism Example 3** Paint is an excellent tool for students to use to develop computer skills in a creative manner. In the primary grades of elementary school, Paint can be used to help students learn how to control their mouse or touchpad. As students engage in more Paint projects, they are able to use prior learning to create more elaborate projects.
 * 1) **Student learning results from encoding information in a meaningful way**. Power Point is a tool that is used to organize information.
 * 2) As students become more comfortable with the tools and options in Power Point, **they are able to create more complex projects**.
 * 3) **Instructors show students appropriate strategies to create slide shows**.
 * 4) **Learning is organized around problem solving**. Although students are shown some skills using guidance and instruction, problem solving allows them to find new, varied techniques to use in their slide shows.
 * 5) **Students are active participants.** As students create projects, they are actively involved in making choices within the guidelines provided by the instructor.




 * 1) **Students are active participants.** Using Paint, students actively engage in creating a product as they use the various tools.
 * 2) Each project is unique because of the decisions made by the students.
 * 3) **Learning is transferred when students are able to make generalizations.** Students learn more effective ways to use the mouse, touchpad, and tools to get their desired results.
 * 4) **The instructor provides feedback**.
 * 5) **The instructor illustrates tools and techniques**. Showing different student examples or allowing students to show their work helps other students learn.

Constructivism
<span style="font-family: 'Arial','sans-serif';">The Constructivism Learning Theory is based on the premise that the learner constructs meaning as they progress through the learning experiences. Although some instructional media is more prone to a certain learning theory, the goals of the instructional task is what can determine the best learning theory that instructional media is most likely to be exemplified.

<span style="font-family: 'Arial','sans-serif'; font-size: 11pt; font-weight: normal; line-height: 115%;">**Wikispaces: Constructivism Example 1**
<span style="font-family: 'Arial','sans-serif';">Using Wikispaces, students can create Websites. For example, students could create an online school newspaper. Project based learning uses the constructivism learning theory. Creating a cooperative project, students must make choices, do research, and cooperate to complete their project. Although there are objectives and required guidelines, there are numerous opportunities to interpret the desired results. This is a communal learning project, requiring compromise and input from a variety of people. As the project progresses, students will develop techniques and skills to create a more appropriate project. There is a real audience with authentic feedback. Students will reflect on this feedback and adjust their project accordingly.



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 * 1) **The learners must create meaning to develop their project.** They need to decide on objectives before they can begin their work. For example, in creating an online student newspaper, students need to decide the goals of their newspaper, who their audience is, and how they will decide what to include on their site.
 * 2) **The teacher is the facilitator of learning.** Using guided questions, providing expectations, and helping students with initial materials, the teacher acts as a guide or facilitator to get students started with the project.
 * 3) **By using coaching, modeling, and scaffolding, the teacher engages students in learning by the use of mini lessons.** Each session, the teacher provides guidance through mini lessons, showing students how to use some of the technologies to complete their task. For example, the teacher shows students how to upload images and photos; how to take effective pictures; how to insert and format text; or how to write effective news articles.
 * 4) **The learner has many open ended opportunities to complete the project.** The learner must take an active role in deciding how to best meet the needs of this learning assignment. What sports stories will be discussed? What class news will the reporter target? Who will draw the comics?
 * 5) **Learning is transferred through the completion of authentic learning tasks that are significant to the learner**. Because of the choices, the learner is able to make the most of his or her learning by deciding their level of involvement or expertise. They can meet minimal requirements or show outstanding work as they take their assignment to a new level. For example, instead of taking a few photos, perhaps they will create a slide show or movie.

<span style="font-family: 'Arial','sans-serif'; font-size: 11pt; font-weight: normal; line-height: 115%;">**Windows Live Movie Maker or iMovie: Constructivism Example 2**
==<span style="font-family: 'Arial','sans-serif'; font-size: 11pt; font-weight: normal; line-height: 115%;"><span style="font-family: 'Arial','sans-serif'; font-size: 11pt; font-weight: normal; line-height: 115%;"> == <span style="font-family: 'Arial','sans-serif';">Windows Live Movie Maker and iMovie are excellent programs to illustrate constructivism learning. After providing students with objectives, students can have an opportunity to create an original movie. The teacher’s objectives will determine if this is truly following the constructivism learning theory. For example, an assignment that asks students to create a commercial about a product from the Civil War reflects the constructivism learning theory. Students will be creating an original product that reflects the guidelines provided by the instructor. No two products will look alike. Although there are guidelines, there are open ended opportunities for students to excel or expand. Creative, original thinking is essential for the movie’s success.



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 * 1) **Authentic Learning** takes place as the students create a meaningful movie. Following the teacher’s objectives, students will have to plan a movie for start to finish.
 * 2) **Multiple representation is used as students incorporate movie making techniques as they explore concepts from the Civil War**. Students must understand the product before they can plan the commercial.
 * 3) **Discovery Learning takes place as students reflect on their progressing project**. Students will continually assess the project, making changes as needed to reach their desired product.
 * 4) **The instructor works as a coach, helping students with challenges and needed skills.**
 * 5) At the completion of the project, **students create meaning as they reflect on their work**. Using a rubric to evaluate objectives, students critique their work and the work of their peers.