The document discusses different learning theories and how they relate to learning technologies. It describes Oliver's framework, which categorizes learning along five dimensions: individual, social, reflection, non-reflection, information, and experience. The document then provides examples of how different learning technologies align with these theories. Drill programs are analyzed in terms of their individual/social, reflective/non-reflective, and information/experiential aspects. Behavioral elements in computer games and their links to conditioning are also discussed. Various constructivist learning systems are presented, including concept mapping tools and collaborative environments. Possibilities for ubiquitous learning are outlined as well.
2. Linking
learning
theories
with
learning
technology
• Oliver´s
framework:
– Individual
–
Where
the
individual
is
the
focus
of
learning.
– Social
–
learning
is
explained
through
interacHon
with
others
(such
as
a
tutor
or
fellow
students),
through
discourse
and
collaboraHon
and
the
wider
social
context
within
which
the
learning
takes
place.
– ReflecHon
–
Where
conscious
reflecHon
on
experience
is
the
basis
by
which
experience
is
transformed
into
learning.
– Non-‐reflecHon
–
Where
learning
is
explained
with
reference
to
processes
such
as
condiHoning,
preconscious
learning,
skills
learning
and
memorisaHon
(Jarvis,
Holford,
&
Griffin,
1998).
– InformaHon
–
Where
an
external
body
of
informaHon
such
as
text,
artefacts
and
bodies
of
knowledge
form
the
basis
of
experience
and
the
raw
material
for
learning.
– Experience
–
Where
learning
arises
through
direct
experience,
acHvity
and
pracHcal
applicaHon.
3. Linking
learning
theories
with
learning
technology
Oliver´s framework:
The representation emphasises the
relationships between
the ends of the spectrum in the form of
an octahedron:
• Individual – Social.
• Reflection – Non-reflection.
• Information – Experience.
The representation is useful in terms of
helping to identify learning pathways
8. Task
• Form
a
list
of
acHviHes
what
are
present
in
one
of
your
invesHgated
learning
technology
• Evaluate
acHviHes
in
the
3
dimensions:
– Individual
–
Social
– ReflecHon
–
Non-‐reflecHon
– InformaHon
–
Experience
• Decide
what
learning
theories
might
be
supported
by
this
learning
technology
• What
metafors
may
apply
to
these
learning
technologies
–
for
what
you
would
use
the
learning
environment?
9. Drill
programs
New task
Show answer!
3 x Show answer => new problem
Results: solved/correct Check answer!
• Chemistry
equaHons
10. Drill
programs
• Math 1
• Math 2
Choose activity and numbers
Interactivity
Competition
Timer Feedback
Check answer
correct/wrong answers
11. Drill
programs
Check answer
Language learning
Choose topic
Test
Feedback
13. Drill
programs
Find correct!
Feedback Game elements
Punishing system
Trials and error method
Phases: drilling and
testing knowledge
Biology
14. Behavioural
elements
in
computer
games
• System
of
tokens
in
computergames
serves
as
the
rewarding
element.
• Rewards
and
tokens
are
the
source
of
extrincic
moHvaHon.
• When
behaviour
is
condiHoned
with
tokens
the
behaviour
itself
becomes
pleasant
and
can
turn
into
the
source
of
intrincic
moHvaHon
to
play
the
game.
15. Behavioural
elements
in
computer
games
Warrock
Gaining
experience
to
proceed
in
levels
Gaining
points
to
earn
money
to
buy
new
weapons
16. Behavioural
elements
in
computer
games
www.honoloko.com
Decisions
give
resourse-‐
or
environment
points
and
you
can
make
the
environment
be`er.
When
your
health
points
decrease
you
can
see
that
the
environmental
condiHons
get
worse.