This document discusses learning theories that can be applied to digital resources and online learning. It provides brief explanations of several theories: constructivism, connectivism, situated learning, behaviorism, cognitivism, and experiential learning. Examples are given to illustrate how each theory could be applied to digital content and activities. The document also addresses what can go wrong in digital learning and what learners want, such as autonomy, short content, social and collaborative learning opportunities, and access anytime from any device.
3. building digital learning: 3 daycourse objectives
keydigitallearningtheories/
methodologiesandtheirpractical
applications
keydigitallearningprinciples:user
engagement,userexperience,
accessibility,interactions,feedback
theimplicationsoftrendsandfuture
driversin technologyenhancedlearning
forthefutureof
LandD inTelefonica
keyprinciplesofvisualdesignand
userexperience(UX) forbothe-
learningand mobilelearning
theprinciplesof user-
centreddesignasrelevantto
learningdesign
achieving consistencyforcontent
andprocesses,and foran agreedset
ofstandards
What we’ll be
covering…
4. This session
• Review some key learning theories
• Participate in an activity to enhance our
understanding
• Look at some content examples in
relation to learning theory
5. Learning theories: any ideas on these?
• Constructivist
• Situated
• Behaviourist
• Cognitive
• Connectivist
• Experiential …
6. Activity
• You will be given a card.
• This card belongs in a set of 3: theory, definition,
example
• Decide what you have on your card.
• Look for the other 2 members of your team.
• In this three, discuss the theory, and think of 2
more examples which demonstrate this theory.
• Share with everybody.
7. Learning Theory
Theory Definition Example
Constructivist Knowledge is generated from the
interaction between your experience
and your ideas (Piaget, Vygotsky).
QR / RFID tags in workplace: new
recruit activates via mobile code-
reader for Just in Time info,
performance support and instruction.
Newbie then takes photos/video and
adds user-generated content to a
shared site.
Situated Knowledge as a social process, co-
constructed in a community of
practice. (Lave and Wenger)
Immersive game taking new recruit
through simulated workplace with
interactive tasks. App on mobile, gives
key info about staff and systems, links
newbie to other staff e.g. mentor /
buddy
Behaviourist Learning is about conditioning, drill
and practice (Watson, Skinner)
Drill and practice for learning e.g.
German vocabulary (e.g.DuoLingo
app)
8. Learning Theory
Theory Definition Example
Cognitive Memory processes information, using
previous knowledge to organise:
individual not group process (relates
to Gestalt psychology)
Working on a Lynda course on a topic
that interests you personally, by
yourself.
Experiential Making meaning from reflecting on
direct experience, and re-applying in
new experience
Keeping a learning diary, where you
reflect on each day’s experience and
action plan for the next day.
Connectivist Learner-centred approach, where
learners encourage each other to be
involved in networks and make use of
their sense-making skills.
Incorporates social learning with
developing networks, including on-
line/social.
Social networking at work around a
specific task e.g. using a Yammer
group to share thoughts on a current
task. Taking part in a MOOC, using
forums and threads to encourage and
share learning.
9. Learning theories: brief explanations
• Constructivist: knowledge is generated from the interaction between
your experience and your ideas (Piaget, Vygotsky)
• Connectivist: learners encourage each other to be involved in networks
and make use of their sense-making skills (Siemens, Downes)
• Situated: knowledge as a social process, co-constructed in a community
of practice (Lave and Wenger)
• Behaviourist: learning is about conditioning, drill and practice (Watson,
Skinner)
• Cognitive: memory processes information, using previous knowledge to
organise, individual not group process (relates to Gestalt psychology)
• Experiential: making meaning from reflecting on direct experience,
and re-applying in new experience
10. Examples: Constructivist
Interaction between experience and ideas
Ways in which the self and the world of work interact (The Internet of Things)
Repairing jet engines with google glass
Digital home
The smart home and office? How might this technology affect working life
and learning in telefonica?
Choose a different ending:
Blood typing game
17. What goes wrong in digital learning?
• Model of classroom “lecture” – too much
information
• Static, shaped by teacher / instructor
• Passive learning / not engaging
• Learner gets lost: not enough scaffolding or
support
• Learner can’t see progress
• Evaluation and learning objective obscure
18. What do learners want?
• Autonomy
To choose what they want to learn, as well as when and how they want to learn it.
• Small & Short
To make use of short, bite-sized, pieces of content, but which are part of an
overall structure of learning
• Continuous
To see learning as a continuous process; training tends to be event-based and
packaged
• On demand
To look for quick JiT – through Google, colleagues, apps
• Social
To learn with and from others
• Anywhere, anytime, on any device
http://www.open.ac.uk/researchprojects/netgeneration/
Remind participants of key course objectives – this morning we are looking at key digital learning theories – move to next slide
Intro and agenda for session – explain this is about labeling things you do already, giving you an opportunity to review other learning theories and see how they relate to practice in learning design
Ask if people have heard of any of the above, discuss before showing next slide