Constructivist pedagogies of interactivity on a CD-ROM to
enhance academic learning at a tertiary institution
- Juliette D. G. Goldman, Griffith University
- Geraldine Torrisi-Steele, Griffith University
Abstract
Many
tertiary institutions are encompassing a greater use of technology in their
subjects than ever before. All academic teachers are earnestly encouraged to
reconceptualise their subjects and incorporate multimedia of some sort whether
on CD-ROM or Web-based. This paper focuses on a CD-ROM written by two academics
for three subjects in the Bachelor of Education at an Australian university.
Based on the principles on constructivist theory of learning, three examples of
appropriate interactivity and their pedagogies are examined here to indicate
the variety, relevance, pedagogical principles and interest that can be
generated to enhance students’ academic learning using multimedia. It is suggested that the application of
Constructivist principles may assist educational developers in designing
pedagogical interactivities that are productive and effective.
Introduction
Multimedia technologies such as CD-ROMs
and websites probably offer the greatest potential, to date, for enhancing
learning. It is the interactive nature
of these media that offers the greatest pedagogical promise. Boling and Kirkley, (1995, p. 1) note that;
“Multimedia is experiential ... Although
every medium has experiential elements, multimedia frequently offers multiple
elements simultaneously, or in rapid succession (text and animation and
video and sound and hyperlinks and so on). At the same time
the user of the multimedia program is usually invited to interact with it; in
fact, most instructional programs won't do much of anything unless the user
does interact with them.”
At the simplest level, many multimedia
educational products are nothing more than electronic page turners. Interaction is limited to the ability of the
student to ‘turn the pages’ by scrolling or clicking a button. However, the essential value of interactive
multimedia technologies is that they can be used effectively to empower
students to take a more pro-active role in acquiring, analysing and
synthesising information. It is the potential of multimedia to foster this
higher level of interactivity that distinguishes it from older technologies
such as projectors, radio and television.
That is, multimedia is an active form of learning, whereas projectors,
radio and television are passive forms.
The focus on interactivity being of special value in facilitating
learning, stems from the constructivist view that learners learn best when they
are actively constructing their own knowledge based on their own experiences
and their own information (Biggs, 1999; Torrisi and Davis, 2000).
The focus on
interactivity to maximise the pedagogical potential of multimedia emerges from
the adoption of constructivism as the guiding theoretical basis for the design
of many multimedia materials including the three examples examined later. The constructivist view of teaching and
learning is commonly accepted as a framework for developing teaching and
learning strategies for designing multimedia learning environments in ways
which will promote the reshaping of teaching practice towards student-centred
learning environments (Torrisi-Steele and Davis, 2000). As Strommen (1999, p. 2) says,
‘...simply thinking up clever ways to use computers in traditional
courses [relegates] technology to a secondary, supplemental role that fails to
capitalise on its most potent strengths.
What is needed is a guiding philosophy that suggests principled changes
in the curriculum, and effective uses of technology as part of these
changes. We think that this philosophy
must be constructivism.’
Constructivism theory of
learning
Constructivism is a
philosophical theory of learning and understanding based on three primary
propositions (Savery and Duffy, 1996, p.1), namely;
1. Understanding
is in our interactions with the environment. That is,“…what we understand
is a function of the content, the context, the activity of the learner, and
perhaps, most importantly, the goals of the learner” (Savery and Duffy, 1996,
p.1).
2. Cognitive
conflict or puzzlement is the stimulus for learning and determines the
organisation and nature of what is learned. That is, the goal of the
learning is “… a primary factor in determining what the learner attends to,
what prior experience the learner brings to bear in constructing an
understanding, and, basically what understanding is eventually constructed.” (Savery and Duffy, 1996, p.1).
3. Knowledge evolves through social
negotiation and through the evaluation of the viability of individual
understandings (Savery and Duffy, 1996, p.2). That is, “…concepts that we
call knowledge … are simply the most viable interpretation of our experiential
world” and that “all views, or all constructions, are not equally viable”
(Savery
and Duffy, 1996, p.2).
The constructivist philosophy, by contrast to
the instructivist philosophy, espouses a view of learners as actively
constructing knowledge on what they already know and understand, rather than as
passive recipients of knowledge (Biggs, 1999). Thus, “…meaning is not imposed or
transmitted by direct instruction, but is created by the students’ learning
activities, [by] their ‘approaches to learning…’ ” (Biggs,1999, p.12).
In
doing so, learners become part of the learning process at a deeper level, feel
actively involved in the process, and take on ownership for their own learning
(See Biggs, 1999). Similarly, Dewey (1916), more than 100 years ago, referred
to the “…disposition to penetrate to deeper levels of meaning – to go below the
surface and find out the connections of any event or object…[to]…try to place
an act in its context which constitutes significance…” for the learner (p.
326). .
The learner, rather
than the teacher, then becomes the focus of the learning environment (Tearle,
Dillon and Davis, 1999. See Torrisi and Davis, 2000). From a constructivist perspective, the focus of curriculum design
shifts from being purely goal-orientated, strictly structured and ordered
knowledge transmission, to a process focused on re-conceptualisation of
curriculum design to ensure active exploration by the learner (Brown,
1997). Biggs (1999, p13) says that
Learning is … a way of interacting with
the world. As we learn, our conceptions
of phenomena change, and we see the world differently. The acquisition of
information in itself does not bring about such a change, but the way we
structure that information and think with it does. Thus, education is about
conceptual change, not just the acquisition of information.
In a
similar vein, Sorrell (2000) says, “Information is no longer power, it’s
interpretation that is important”. Further, Biggs (1999, p. 13) notes that
What people construct from a learning encounter depends on
their motives and intentions, on what they know already and on how they use
their prior knowledge. Meaning is therefore personal…. The alternative is that
meaning is ‘transmitted from teacher to student, like dubbing an audio-tape,
which …is an untenable but not uncommon view.
Thus,
the constructivist theory of learning generates a focus on learning to the
learner him/herself, students’ prior experiences of learning, their perceptions
of their learning situation, their approaches to learning and their learning
outcomes (See Prosser and Trigwell, 1999; Marton,
Hounsell and Entwistle, 1997). It is
the process of engagement in the activities that results in learning (Dewey,
1916, p. 169).
The changing role of the
teacher
In applying
constructivism theory to the design of multimedia, the principal aim, then, is
to engage the learners in the active exploration and construction of their own
knowledge. Designing
tasks that are appropriate to the learner’s needs means that the process of design
of interactive multimedia materials forces a focus onto the characteristics of
the learner, rather than the teacher’s role (See Biggs, 1999; and Prosser and
Trigwell, 1999). Consideration of the
factors that influence how the learner learns best, then becomes of paramount
importance.
Furthermore,
interactive multimedia materials lack the dynamics of face-to-face human
engagement, during which the teacher can respond to learner needs ‘on the fly’
as the learning situation unfolds. Schon (1983, p.50) would probably refer to
this as ‘reflection-in-action’ whereby in the professional teacher’s skill,
many quality judgements are made instantaneously and are dependent on “..tacit
recognition, judgements and skilful performances“ which are often difficult to
articulate, but result in skilful action or response by the teacher. Thus, in
designing educational multimedia, the difficulties that students may encounter,
and the importance of constructive feedback needs to be predicted, and the
multimedia module designed to cater for these predictions as best as possible,
as a means of substitution of the teacher and his/her reflection-in-action (See Prosser and Trigwell, 1999; Marton, Hounsell and
Entwistle, 1997).
The teacher’s role
The teacher’s role
within the multimedia arena may be seen, then, as a manager of knowledge, a
facilitator who provides advice in exploration, a guide, a helper and an
assistant (See Prosser and Trigwell, 1999; Marton,
Hounsell and Entwistle, 1997). Dewey
(1916, p. 160) notes that “… the teacher is a learner, and the learner is,
without knowing it, a teacher – and upon the whole, the less consciousness
there is, on either side, of either giving or receiving instruction, the
better”. In
a study of Internet educational usage by High School students around the
world, Goldman and Hocking (1999) found that in their sample, nearly all
teachers who used the Internet believe its usage motivates students in their
learning, and since using it, nearly half the teachers had changed their
teaching techniques. In another study of internet connectivity of High School students
around the world, Goldman and Hocking (2000) found evidence that there are
self-motivated teachers in High schools who are constructing interesting and
useful planned activities for students on the Net. For examples of different
types of projects see Goldman & Hocking (2002). Further, students as young as Upper Primary School age, about 10
years to 11 years, are also proving competent using technology in their
learning, and some exhibit characteristics of being competent scriptwriters and
educational designers (See Goldman and Krause, 2001, 2002).
Teachers’
computer inhibitions
For
some teachers, whether at school or university, the incorporation of
technologies into the classroom, is difficult to contemplate, let alone carry
out. Technological merging with education practice, is, for these teachers,
uncomfortable and threatening, and even generates computer phobia. Bradley and
Russell (1997, p. 267) found that computer anxiety is present in a sizeable
minority of school teachers, and that such anxieties “were inversely related to
the quality of prior computer learning experiences, and to the extent of
current school support for computer usage”. Rowland ( 2000, p.13) in examining the enquiring university
teacher says that “…the development of
our teaching involves the kind of personal enquiry and openness to change that
inform our ability to make educational judgements in the light of personal and
professional values”.
This principle when
applied to modern educators suggests that they need to be open to the changing
needs of the technological and information-intensive society that is evolving (See Prosser and Trigwell, 1999). New technologies provide tools with the potential to
reconstruct education (Hammer & Kellner, 2001), and used effectively, new
technologies result in positive changes to the way teachers teach and the way
learners perceive information (Hamza & Alhalabi, 1999).
Designing multimedia
interactivities
Faradouly (1999)
suggests that interaction design should be guided by questions such as:
-
“Who are the learners? - What do they need or want to learn,
in what environment will the learning be applied, what do they already
know?
-
‘What is the teacher trying to achieve with the
instruction?’. Clearly define
goals and objectives and relevant content.
-
‘What skills, attitudes and knowledge are you
trying to develop?’
-
‘How will content be structured?’
-
‘What strategies might be used?’
However,
there also appear to be broader issues of design necessary to incorporate
within a constructivist paradigm.
Successful
interaction design which engages learners in actively exploring knowledge and
experiences, is the result of careful analysis of the learner and of the
learning outcomes. Biggs (1999, p.11) refers to such a process as constructive
alignment. He says that;
A good teaching system aligns teaching
method and assessment to the learning activities stated in the objectives, so
that all aspects of this system are in accord in supporting appropriate student
learning. This system is called constructive alignment, based as it is on the
twin principles of constructivism in learning and alignment in teaching
(Biggs,1999, p. 11)
Eight
constructivist principles
In
constructivism, learning is seen to be affected by the context of the learning,
and the beliefs and attitudes of the learner (Prosser and Trigwell, 1999, p.
168). Learners should be given the opportunity to build on prior knowledge,
encouraged to invent their own solutions, and to try out ideas and hypotheses.
Savery and Duffy (1996, p. 3) note that effective instructional design of
multimedia interactivities (as in other learning situations) may be based on
eight constructivist principles, namely;
1.
Anchor all learning activities to a larger task or problem.
2.
Support the learner in developing ownership for the overall problem or task.
3.
Design an authentic task.
4.
Design the task and learning environment to reflect
the complexity of the environment that students should be able to function in
at the end of learning.
5.
Give the learner ownership of the process used to
develop a solution.
6.
Design the learning environment to support and
challenge the learner's thinking.
7.
Encourage testing ideas against alternative views
and alternative contexts
8.
Provide opportunity for, and support reflection on,
both the content learned, and the learning process itself.
In encouraging
learners to participate in the interactive experience, interactivities need to
be designed to provide experiences that have an appropriate balance between
success and difficulty, and between control and discovery (See Smith and Ragan,
1999; Seels and Glasgow, 1998). Success
without difficulty does not promote optimal learning, nor does difficulty with
little or no success (Csikszentmihalyi, 1990. See also Dewey, 1916, p.157).
Methods
Aim
This paper analyses
three examples of interactivities designed for student-teachers undertaking a
Bachelor of Education (Primary school) at an Australian university in
Queensland. The activities are part of the modules on a CD-ROM which included
three semester-long subjects for undergraduates, and some for post-graduate
teachers. Each subject on the CD-ROM is estimated to take students about 52
hours to complete. This is equivalent to a semester of face-to-face teaching
(viz, 14 weeks x 3 hours). The scriptwriting of each of the subjects is
estimated to have taken 1,000 hours, and the educational design took a further
1,000 hours.
Background
This CD-ROM
includes a Social Studies curriculum subject called ‘Social and Environment
Education’, which was developed for university students intending to be Primary
School teachers. The CD-ROM covers appropriate content, objectives, goals,
strategies, resources, concepts and skills relevant for Grades 1-7, and is also
embedded with appropriate pedagogies for teachers to implement (See Marsh,
2001; Education Queensland, 2000). The subject “Social and Environment
Education” includes 10 modules, each containing a varying number of
sub-modules, and students are required to proceed though these at their own pace,
and respond in a variety of ways. Spread throughout the text are a number of
interactivities for practice and comprehension for the student-teacher,
followed by a number which are computer-marked. The total number of marks worked out to be 140. The total marks gained by
each student-teacher was, at the completion of the 10 modules, converted by the
computer to a percentage which was printed and signed by the student-teacher,
then delivered to the Subject Convener as evidence of completion of the subject.
The
three interactive examples of sub-modules addressed here are from the subject
Social and Environment Education, and cover “The Water Cycle”, “The Lifecycle
of the Frog”, and “Slipwriting”. Each is now examined.
The
Water Cycle
The interactivities in this sub-module proceeded as
follows;
• Text: A paragraph on the introduction to this
sub-module on Water.
• Text: Explanation of outline of module in text and
dotpoints.
•
Problem posed: “Type five other environments teachers
can address in Primary School.”
•
Comparison of response: “Compare your answers with the
following…”
Water
• Text: A paragraph on rainfall distribution in
Australia.
• Activity: On the following map of Australia draw a
line and shade in those areas which are have the highest rainfall.
• Text: A paragraph on cleanliness and purity of
water.
• Activity:
On the water cycle. Consider the water
that comes to the place where you live. Where does it come from? Type the
places in sequence where it came from before it came to your tap. There are at
least 10 sequences.
If
you need assistance, view the animation.

Figure
2. Animated watercycle frame
• Comparison
of response: Compare your water cycle sequences with this one.
1. Moisture is evaporated
from the Pacific Ocean into the air by the action of the sun.
2. This moisture gathers and forms
clouds which are pushed by winds onshore to the South Eastern coast of
Queensland.
3. The clouds are elevated by
the Macpherson Ranges and the Great Dividing Range (mountain ranges) as the
clouds pass near them.
4. The moisture in the clouds
condense (join together) into bigger droplets called rain.
5. Rain is heavy, is unable to
remain in the cloud, and falls to earth in South Eastern Queensland.
6. Some of this rain falls in the Catchment area of the Hinze
Dam and flows down a hillside into a creek.
7. The creek flowed into Hinze
Dam.
8. It remains stored in the
Hinze Dam until needed
9. The water is purified by
the Local City Council and has flouride (a chemical aimed to help prevent
tooth decay) added to it.
10. The water is pumped along a
water pipe called a conduit (pronounced con-dew-t).
11. Where the land under the pipe
is steep, going uphill, a pump is needed to boost the water along on its
path in the conduit.
12. The purified water is directed
to a smaller storage tank on the top of a hill.
13. The water remains in the
storage tank until needed.
14 .When humans turn on a tap, pure,
clean, fresh water comes out in practically unlimited supplies, suitable
for humans and animals to drink.
• Activity: Non-assessable activity on estimated cost of
this water infrastructure for Australia.
• Activity: Six assessable activities worth a quarter of a
mark each, including some on classroom pedagogies for primary children.
• Activity: Activity
on teachers helping children develop empathetic values about water
conservation.
• Comparison
of response: Compare your answers with these.
This
sub-module on the Water Cycle attempts to contextualise water into broad
environments, the water cycle itself, rainfall distribution, cleanliness of
water, addition of fluoride, costs of infrastructure associated with catchment,
and finally delivery of water. The
animation of the water cycle is used as a pedagogical prompt for students’
learning, to help them write the ten sequences. In terms of educational design, it seemed more effective to
design it in this manner than in reverse. Finally, students were given a
non-assessable activity as construction of knowledge for the six assessable
activities following, which were linked to classroom pedagogies for
children. This sub-module then ended on
a problem-solving activity related to the role of teachers in developing values
about water conservation in children.
The Lifecycle of the Frog
This sub-module is shorter than that of
the Water cycle, because its environmental contexts were addressed in previous
sub-modules.
•
Text: A paragraph about frogs
• Problem posed: “What does life-cycle of an animal (or human) mean? Type your
answer.”
• Comparison:
“Compare your answer to this.”
• Text: A paragraph about other life cycles, eg
humans.
•
Activity: “On the
following life-cycle, click and drag the various stages of the frog’s
life-cycle to their accurate position in the sequence”.
• Assessment
response: Positive reinforcement.

Figure
3. Lifecycle of the frog frame
This
sub-module provided information about frogs, posed a problem, provided answer
for comparison, then extended the information further to other life
cycles. Finally, in the drag and click
activity, learners were to provide forced choice ordinal steps within the life
cycle. The sub-module closed with positive reinforcement.
Slipwriting
Slipwriting is an
activity used in Social Studies Curricula (and other curricula) where a complex
problem or issue is being studied, say, recycling. Students write their ideas on slips of paper which are then
sorted, and grouped according to particular headings, and then linked according
to their relationships. From the
resulting piles, headings and inter-relationships, students then list, group,
label and establish a generalisation about the problem. Slipwriting is useful for any grade, and
helps children particularly understand concepts, and their links to other ideas,
conceptualisations, and the inter-relationships of many parts of our lives with
the environment and animals.
In this example,
Slipwriting is used as a pedagogical example for student-teachers, and applied
to learning about the environment as follows;
Slipwriting
strategy (student-teachers undertake the slipwriting activity)
• Problem posed: “What
are some ways in which we can care for the environment?”
• Direction
provided: “Type up to 10 entries in
the box below?”
• Direction
provided: “Click and drag your responses, to the circle,
one-by-one, into piles of ideas that are similar. Label each pile. Use the Draw
Pencil to link any of the piles that are inter-connected.”
• Direction
provided: “Discuss
with your partner/group what statements or generalisations you can make about
your piles of information.”
b) Student-teacher
analysis of the slipwriting activity above
• Problem posed:
Student-teachers were then asked, “Reflect on your undertaking of the
slipwriting exercise. What do you think are the main steps required to
implement this strategy in the classroom.”
• Comparison: “ Compare
your steps with these.”
Step 1. A problem
is presented or a question asked.
Step 2. Children
(form groups of 3-5) write individual responses on a number of slips of paper,
with one idea on each slip.
Step 3. Children
place their slips in the centre of their group, and discuss and arrange them
into piles, each with similar characteristics. Make a heading, generalisation
or statement about each pile and label it accordingly. Make links, as in a
spider’s web, between and among the piles where appropriate.
Step 4. As a class,
share your statements or generalisations, and give examples where relevant.
• Problem posed: “What
are the advantages and disadvantages of this pedagogy? Type your response in no
more than two paragraphs.”
This sub-module has
the learner undertake the slipwriting activity first. Then, students are asked
to decipher the strategy in 4 steps and report them. Then, students compare
their answer with the given one.
Finally, students are asked to construct what they consider are the
advantages and disadvantages of this pedagogy.
Discussion
The design of each
of these interactivities were based on constructivist theory, where the learner
is provided with a variety of learning activities whose pedagogies are aimed at
engendering a greater understanding based on students’ prior knowledge. Table 1 indicates the application of the
constructivist principles to the 3 sub-modules .
Table 1: Application of the 8
Constructivist principles to interactivities on The Water Cycle, The Lifecycle
of the Frog, and Slipwriting.
|
Constructivist
principles
|
The water cycle
|
The lifecycle of the
frog
|
Slipwriting
|
|
1.Anchor all
learning activities
to a larger task
or problem.
|
• Anchored in the
problem of environment and water generally.
• Purpose clear to learner by being anchored
in appropriate strategies for the Primary classroom.
•
Anchored to metacognition understanding
• Relevant to the
larger task of learning about the
Social Studies
Curriculum and its application
|
• Anchored in
concept of the good citizen; helping to save the environment.
• Anchored in
values; respecting the importance of biodiversity.
• Anchored in
viable scientifically proven knowledge.
|
• Anchored in understanding concepts and their
importance in simplifying the world for us; viz socially negotiated knowledge
• Relevant to informing understanding of
metacognition.
|
|
2. Support the learner
in developing ownership for the overall problem or task.
|
• Learner gains
marks for enhanced participation.
• Apply curriculum
activity for student-teachers to understand and teach.
• Instructional
goals relate to knowledge of the water cycle as essential for the teacher to
understand them then teach it
• Active
participative skills in the learning to encourage ownership of learning
• Learner
progresses easier if s/he is fully committed to the task.
• As participant
in multimedia learning in order to encourage multimedia learning by children.
• Experiencing
goals of respect for water; a limited natural resource.
|
• Learner
progresses easier if s/he is fully committed to the task.
• Learner gains
marks for enhanced participation.
• Apply curriculum
activity for student-teachers to understand and teach.
• Instructional
goals relate to knowledge of the frog cycle as essential for the teacher to
then teach about.
• Experiencing
goals of respect for frogs and wildlife.
|
• Learner to make
conceptual links.
• Learner to
experience making links.
• Learner
progresses easier if s/he is fully committed to the task.
• Learner gains
marks for enhanced participation.
• Apply curriculum
activity relevant for student-teachers to understand and teach.
• Instructional
goals relate to knowledge of the environment as essential for the teacher to
then teach about
• Experiencing
goals of respect for the environment
|
|
3. Design an
authentic task.
|
• Use the animated
water cycle to establish ordinality
• Conceptually
addressed in “bite-sized pieces”.
• Relevant to the
lives of the learners.
• Professionally
relevant for the student-teachers.
• Problem-solving pedagogies for children in the classroom.
|
•Construct ordinal
jigsaw of a frog’s lifecycle
• Task is relevant
to the lives of many Primary School children.
• Relevant to the
lives of the learners.
• Professionally
relevant for the student-teachers.
• Teachers
becoming more environmentally aware and active in protecting endangered
species.
• A
meaningful problem
to be solved
|
• Tasks relevant
to conceptual understanding and development.
•
Tasks relevant for student-teachers’ portfolio of teaching strategies.
•
Tasks relevant to Social Studies Curriculum.
• Tasks relevant
to children’s learning.
• Tasks relevant
to today’s and tomorrow’s social problems.
• Relevant to the
lives of the learners.
• Professionally
relevant for the student-teachers.
|
|
4.Design the task
and learning environment to reflect the complexity of the environment that
students students should be able to function in at the end of learning.
|
•
Inter-relationship of all environments on the globe
• Support the learner working
in a complex environment
of modern school teaching.
•
Importance of context and complexity of the role of the school teachers and
curriculum design.
•
Complexity of curriculum structures for schools.
•
Relevant to the day-to-day lives of the learners.
|
• Complexity and
Inter-relationship of all environments on the globe.
•
Support the learner working in a complex environment.
•
Importance of context and complexity of the role of the school teachers and
curriculum design.
•
Complexity of curriculum structures for schoolteachers.
|
• Simplifies
complexity into manageable cognitive “portions”.
•
Support the learner working in a complex environment.
• Importance
of context and complexity of the role of the school teachers and curriculum
design.
•
Complexity of curriculum structures for school teachers.
|
|
5.Give the learner
ownership of the process used to develop a solution.
|
• Student
progresses at own rate.
• Students use own
bookmarks according to their own “stop-start” learning pattern.
• Learners suggest
solutions
to the problems.
|
• Student
progresses at own rate.
• Students use own
bookmarks according to their own “stop-start” learning pattern.
• Students try
example and test own understanding prior to doing assessable questions.
•
Learners determine the problem-solving process.
|
• Student
progresses at own rate.
• Students use own
bookmarks according to their own “stop-start” learning pattern.
• Students try
examples and test own understanding prior to doing assessable questions.
•
Learners determine the problem-solving process.
|
|
6. Design the
learning environment to support and challenge the learner's thinking
|
• Problem-based
learning
• Zone
of proximal development; students write their answer even if unsure
of answer
•
Support the learner in becoming an effective thinker.
|
• Problem-based
learning
• Zone
of proximal
development; students
write their answer even if unsure of answer
•
Support the learner in becoming an effective thinker.
|
• Problem-based
learning
• Learner does
task, then compares with given answer
• Thinking
about concepts
and conceptualisations
and groupings of knowledge.
•
Support the learner in becoming an effective thinker.
• Zone
of proximal development; students write their answer even if unsure
of answer
|
|
7. Encourage
testing ideas against alternative views and alternative contexts
|
•
Ideas are discussed and understanding enhanced.
• Student compares
own responses to the suggested answer.
|
•
Ideas are discussed and understanding enhanced
• Student compares own responses to
the suggested answer.
|
•
Ideas are discussed and understanding enhanced
• Student compares
own responses to the suggested answer.
|
|
8. Provide
opportunity for and support reflection on both the content learned and the
learning process itself.
|
• In a later
sub-module, students were asked to reflect on their learning progress.
|
• In a later
sub-module, students were asked to reflect on their learning progress.
|
• Students
discover the advantages and disadvantages of this pedagogy, for themselves as
learners and for their future students.
|
Source: (Savery
& Duffy 1996, p. 3)
In Table 1, each of
the eight constructivist principles applicable to each of the three sub-modules
is addressed, resulting in both commonalities and in varied ways. For example, in the first principle to
anchor all learning activities to a larger task or problem, all three
sub-modules are anchored in the larger problem of environmental degradation and
it inter-related bio-diversity. In
others, there is variation.
Of the 8
constructivist principles, the one that was not specifically addressed here was
“Provide opportunity for, and support reflection on, both the content earned
and the learning process itself”. These
3 sub-modules were embedded within broader modules, and in the design, the
authors included this at varying stages within the modules, frequently
following the completion of a pedagogical task or problem-solving
activity. In each of these three
examples above, this constructivist principle was not evident, however, it was
present later in the modules where students were asked to write their
reflections on their learning process and their learning progress.
Conclusion
Multimedia has
enormous potential for enhancing the learning of adults and children. Here, a
selection of three examples of sub-modules designed for subjects in a CD-ROM
for Bachelor of Education students at an Australian university, were examined
in terms of the principles of a constructivist approach. Enhanced interactivity
of the learner, on an individual basis, and the knowledge and/or the
experiential, means that what is being learned is aimed to be more relevant to
the learner and therefore more likely to be relevant or reflected upon (Dewey,
1916). That is, the learner will be changed in some way/s for having had the
experience of learning (Biggs, 1999).
Grant and Vansledright (2001; pp.75-76) note that the promise of
constructivist views includes shifting control for learning to the learner,
enhancing motivation, increasing expectations of what students can learn, and
building interdisciplinary connections.
Thus, it seems that
the application of the eight constructivist principles had wide scope for its
application of enhancing learning and providing variation of pedagogy. This approach, to address such
characteristics, are the underlying principles used by the scriptwriter and the
educational designer here. No doubt, there are a very large number of
pedagogies that could be employed in teaching about the watercycle, the frog
cycle and slipwriting. However, the
variety chosen here has a two-fold aim; to enhance both student-teachers’
learning, and their understanding of how they can teach these topics to
children. Biggs (1999, p. 2) says
“there is no single all-purpose best method of teaching. Teaching is
individual”. This characteristic may be said to apply also to these three
sub-modules from our CD-ROM where variety of pedagogy is one of the key
characteristics included in addressing students’ variety of learning
styles.
The constructivist
theoretical approach, when used in conjunction with multimedia, may be summed
up, as Grant and Vansledright (2001; 158) note, to “… open up wonderful worlds to learners”. Such worlds are
increasingly being experienced by all university students, and any other
learners, to make learning more enjoyable and relevant. The implications of
such learning on-line have the potential to enhance individual growth to a
level of quality rarely experienced before (cf Dewey, 1916) as learning becomes
an activity where its self-consciousness is shed, and the act of learning
becomes meaningful, relevant, active, enjoyable and uplifting. Such characteristics of learning auger well
for enhanced lifelong learning for everyone with computer access, and
concurrently an enhanced quality of life in many societies.
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