Module Development
Module Development
Learning Outcomes
Describe why it is important to cater for individual differences when designing learning materials Describe learning theories for developing learning materials Describe an acceptable model for module development Work as a team to script a sample module
Your Experience
Think back to when you were a student. What two strategies the teacher/instructor/professor used to help you learn?
If learning modules are welldesigned, all students will achieve mastery (100%) all of the time.
Individual Differences
Students learning preference during the learning process. This include student learning style and the way students approach the learning process.
Individual Differences
Intelligence Creativity Personality Extrovert and Introvert Motivation Learning Style Cognitive Style Interests Cultural
Intelligence
Logical-Mathematical Intelligence: ability to think logically, use numerical concepts, solve scientific problems, and see patterns and relationships between concepts and things. Spatial Intelligence: ability to think visually and orient oneself spatially and to graphically represent visual and spatial ideas.
Intelligence
Bodily-Kinesthetic Intelligence: use of ones body as a means of expression and to use and create objects. Musical Intelligence: ability to appreciate a variety of musical forms and use of music as a vehicle of expression.
Albert Einstein
Reading problems in schools. A genius visualizing the fundamentals of physics. Very high in spatial cognition.
Diverger
Combination of concrete experience and reflective observation Strengths lie in an imaginative ability Interested in people and emotional elements Have broad cultural interests
Assimilator
Combination of abstract conceptualization and reflective observation Like to create theoretical models More concerned with abstract concepts rather than with people. They are good at planning
Converger
Combination of abstract conceptualization and active experimentation. Like to apply ideas Tend to be unemotional Prefer to work with things rather than with people They have narrow technical interest
Accommodator
Combination of concrete experience and active experimentation Like to do things and involve themselves in new experiences Very adaptable to new situations Tend to solve problems intuitively Rely on others for information Like to work with people
Behaviorists
Learning is a change in behavior caused by external stimuli in the environment and the behavior is observable. Some educators claimed that not all learning is observable and that there is more to learning than a change in behavior. Shift away from the behaviorist school of thought to cognitive learning theories.
Cognitivists
Learning involves use of memory, motivation, thinking, and reflection Learning is an internal process and the amount learned depends on:
Processing capacity of the learner Amount of effort expended during the learning process Depth of processing The learner existing knowledge structure.
Information should be chunked to prevent overload of working memory. According to Miller (1956) working memory or attention span is limited to seven plus or minus 2 (7 2 chunks of information. Information maps should be used to help learners identify the main concepts and the relationships between the concepts (Ally, 1990).
Transfer of Learning
Strategies that facilitate transfer of learning should be used to encourage application in different and real life situations. Simulation of the real situation real life cases should be part of the lesson. Learners should be given the opportunity to complete assignments and projects that utilize real life examples and information.
Constructivists
Learners interpret the information and the world according to their reality Learn by observation, processing, and interpretation Learners are active rather than passive Knowledge is not received from the outside or from someone but it is the individual learner interpretation of what is received through the senses The learner is the center of the learning with the tutor playing an advising and facilitating role
Constructivists - Implications
Learning should be an active process. Learners should construct their own knowledge rather than given by the tutor. Collaborative and cooperative learning should be encouraged. Working with other learners will give learners real like experience of working in a group and will allow them to use their meta-cognitive skills.
Constructivism - Implications
Give learner control of the learning process. There should be a form of guided discovery where the learner is allowed to made decision on learning goals but there should be guidance from the tutor. Give learners time to reflect. Make the learning meaningful to learners. Learning should be based on the context in which it will be used.
Object interactivity (proactive inquiry) - objects (buttons, people, things) are activated by using a mouse or other pointing device. Linear interactivity (reactive pacing) - the user is able to move (forwards or backwards) through a predetermined linear sequence. Support interactivity (reactive inquiry) generalized and context-sensitive support (help messages and tutorial supports).
Interactivity (contd)
Update Interactivity - individual application components or events in which a dialogue is initiated between the learner and computer-generated content (practice with feedback) Construct Interactivity - the creation of an instructional environment in which the learner is required to manipulate component objects to achieve specific goals (assemble an apparatus). Reflective Interactivity - text responses to prompts or questions where learners can reflect on their response and make their own judgment as to its accuracy or correctness.
Interactivity (contd)
Simulation Interactivity - extends the role of the learner to that of controller or operator, where individual selections determine the learning sequence. Hyperlinked Interactivity (proactive navigation) - the learner has access to a wealth of information, and may "travel" at will through that knowledge base.
Interactivity (contd)
Non-Immersive Contextual Interactivity - extends the various interactive levels into a complete virtual learning environment (mutual elaboration) in which the learner is able to work in a meaningful, jobrelated context. Immersive Virtual Interactivity - provides an interactive environment in which the learner is projected into a complete computer-generated world which responds to individual movement and actions.
Design Model
Give the Big Picture (Content map) Connect to the learner and gain interest (Rationale) Set expectations for learning (Objectives) Check for readiness (Prerequisites) Check for prior knowledge (Self-assessment)