 |
Application of Constructivist Principles to the
Practice of Instructional Technology
|
And what are the implications
of this philosophy of knowledge for the design of instructional tools? Traditional
designers first attempt to analyze content and prerequisites (see Gagne and
Briggs, 1979) to identify a course sequence. A constructivist course designer
knows that content cannot be prespecified. Although a certain amount of content
may be available for students to use, they are encouraged to seek out as many
alternate sources of knowledge as they can find which will deepen their perspective
of the topic they are working on. And the notion of situated learning is important,
where students are encouraged to consider what real life people in a particular
environment would do. Traditional theory focused on the typical learner and
what he would know when the course was completed. A constructivist learner is
not described. Instead, through metacognition, all learners are encouraged to
reflect on how and what they are learning and how it fits into what they already
know. Traditional theory specifies objectives for knowledge acquisition in advance.
Constructivism attempts to identify the culture of a knowledge domain. For example,
a constructivist learner would be encouraged to learn how to think like a historian,
as opposed to learning dates in history.
The synthesis, or design
phase of traditional instruction would involve the design of a sequence and
message which would achieve specified performance objectives. Prespecified content
and objectives are not congruent with the constructivist worldview. Substituted
for these activities would be: learning based on situating cognition in real
world contexts; cognitive apprenticeship and modelling; and negotiation of meaning
through collaborative learning which emphasizes multiple perspectives of analysis.
Another emphasis in constructivism is to make available an array of cognitive
tools which can scaffold the learner within this rich, sometimes confusing,
environment.
Wilson, et al (1993) provides
some interesting insights into how instructional design must change in a constructivism
environment. Below are some excerpts from a web article entitled "The
Impact of Constructivism (and Postmodernism) on ID Fundamentals". Wilson,
Teslow, & Osman-Jouchoux
Who Does the Design?
A key element in effective
ID is the nature of the design team. Instead of a designer and subject expert
working in relative isolation, constructivist ID suggests that all major constituencies
be represented on the design team, including teachers and students. These end
users' the "consumers" of the instructional "product" should contribute directly
to the project's design and development. Greenbaum & Kyng (1991) refer to
this as participatory design, and Clancey (1993) recommends "we must involve
students, teachers, administrators, future employers, and the community as participants
in design..., working with students and teachers in their setting not just calling
them into the...lab to work with us" (pp. 9, 20).
We can hear the comment
now: "But we've always incorporated the end user in our ID models; this sounds
like warmed-over formative evaluation." We respond: "If formative evaluation
got done a tenth as much as it gets talked about, ID practice would be in much
better shape."
Accommodating Multiple
Perspectives
In a pluralistic world,
more flexibility must be built into the instruction; after all, even experts
disagree on optimal solutions to problems. Not all students share the same learning
goals; not all students' learning goals converge completely with instructional
goals; students have different styles of learning, different background knowledge.
Rather than ignore these differences, instruction should acknowledge the evolving
nature of knowledge and encourage students to engage in a continuing search
for improved understanding. This plurality of content, strategies, and perspectives
typifies postmodern approaches to instruction. Such a pluralistic approach to
instruction follows a clear trend toward accommodating multiple goals, styles,
and perspectives in instruction (Collins, 1991). But is pluralism the exception
or the rule? What one views as "typical" may depend more on one's philosophical
and value orientation than on any actual conditions found in schools and training
environments. And that relates to a continuing them of the chapter constructivism
is a theory about how things are, about what the mind is like; then, through
the lens of that theory, one begins to see ID in new terms.
Guidelines for Doing
Constructivist ID
This section is composed
of a laundry list of tips for viewing ID from a constructivist perspective,
organized according to generic ID phases. For scope reasons, issues of implementation
are not addressed. Some of the tips are abstract and conceptual; others
are simple and practical. Some depart radically from current practice; others
reflect how most practitioners already view their jobs. Collectively, they provide
a clearer picture of what it means to do constructivist ID.
General Methodology
- Apply a holistic/systemic
design model that considers instructional factors (learner, task, setting,
etc.) in increasing detail throughout the development process. A number of
key factors are systemically related in any instructional situation. Rather
than doing a learner or task analysis once early in the process, return to
these factors and their interactions continuously through the project cycle
(see Wilson, Teslow, & Osman-Jouchoux, 1993, for an example).
- Use fast-track (Smith,
Miles, Ragan, & McMichael, 1993) or layers-of-need models (Wedman &
Tessmer, 1990). Adapt ID methodology to the constraints of a given situation.
A single generic ID model is not appropriate for all situations. Identify
key principles underlying ID methods; such as consideration of the learning
environment;then use those principles in determining a procedures that fits
the situation.
- Include end users (both
teachers and students) as part of the design team. Incorporate participatory
design techniques, with design activity moving out of the "lab" and into the
field.
- Use rapid prototyping
techniques to model products at early stages. Rapid prototyping is particularly
useful in testing out the feasibility of innovative methods or user interfaces
(see Tripp & Bichelmeyer, 1990).
Needs Assessment
- Consider solutions
that are closer to the performance context (job aids, just-in-time training,
performance support systems, etc.). This is consistent with situated models
of cognition and with the notion of distributed cognition (Perkins, 1993).
- Make use of consensus-
and market-oriented needs assessment strategies, in addition to gap-oriented
strategies. Not all instruction is designed to improve performance in a specific
work setting. Schools may develop curriculum based on a consensus among political
constituencies; Tom Snyder Productions may develop a Carmen Sandiego adventure
based on market considerations.
- Resist the temptation
to be driven by easily measured and manipulated content. Many important learning
outcomes cannot be easily measured.
- Ask: Who makes the
rules about what constitutes a need? Are there other perspectives to consider?
What (and whose) needs are being neglected? These questions arise out
of the postmodern notion of the ideological base of all human activity.
Goal/Task Analyses
- Distinguish between
educational and training situations and goals. Acknowledge that education
and training goals arise in every setting. Schools train as well as educate,
and workers must be educated not just trained in skills to work effectively
on the factory floor. Discerning different learning goals in every setting
provides a basis for appropriate instructional strategies.
- Use objectives as heuristics
to guide design. Don't always insist on operational performance descriptions
which may constrain the learners' goals and achievement. Pushing goal statements
to behavioral specifications can often be wasted work. The "intent" of instruction
can be made clear by examining goal statements, learning activities, and assessment
methods. Goals and objectives should be specific enough to serve as inputs
to the design of assessments and instructional strategies.
- Allow for multiple
layers of objectives clustering around learning experiences. Instruction need
not be objectives-driven. A rich learning experience may embody a whole cluster
of meaningful learning outcomes.
- Don't expect to capture
the content in your goal- or task analysis . Content on paper is not the expertise
in a practitioner's head (even if you believed expertise resided in someone's
head!). The best analysis always falls short of the mark. The only remedy
is to design rich learning experiences where learners can pick up on their
own the content missing between the gaps of analysis.
- Allow for instruction
and learning goals to emerge during instruction. Just as content cannot
be fully captured, learning goals cannot be fully pre-specified apart from
the actual learning context. See Winn (1990) for a thorough discussion of
this issue.
- Consider multiple stages
of expertise. Expertise is usually thought of as having two levels: Expert
or proficient performance and novice or initial performance. Of course, a
two-level model is insufficient for accurate modeling of student growth over
time. A series of qualitative models of expertise may be needed for modeling
students' progression in learning critical tasks (White & Frederiksen,
1986). Be prepared to confront learners' naive, intuitive theories and to
scaffold their learning.
- Give priority to problem-solving,
meaning-constructing learning goals. Instead of rule-following, emphasize
problem solving (which incorporates rule-following but is not limited to it).
Instead of simple recall tasks, ask learners to make sense out of material
and demonstrate their understanding of it.
- Look for authentic,
information-rich methods for representing content and assessing performance
(e.g., audio, video). High-resolution methods for representing content can
be useful throughout the ID process. Whereas we usually associate audio and
video representations only with presentation of material to students, the
same representation tools may be useful for documenting expertise and assessing
student understanding.
- Define content in multiple
ways. Use cases, stories, and patterns in addition to rules, principles, and
procedures. Rich cases, stories, and patterns of performance can be alternative
metaphors for finding and representing content.
- Appreciate the value-ladenness
of all analysis. Defining content is a political, ideological enterprise.
Valuing one perspective means that other perspectives will be given less value.
One approach is given prominence; another is neglected. Somebody wins, and
somebody loses. Be sensitive to the value implications of your decisions.
- Ask: Who makes the
rules about what constitutes a legitimate learning goal? What learning goals
are not being analyzed? What is the hidden agenda? Twenty years ago, a designer
using "understanding" in a learning objective would have been laughed out
of the office. "Understanding" was fuzzy; it was forbidden. Are there other
expressions of learning outcomes that remain taboo? Are there other dimensions
of human performance that remain undervalued? Good postmodern ID would pursue
answers to these questions and be unafraid of re-examining current practice.
Instructional Strategy
Development
- Distinguish between
instructional goals and learners' goals; support learners in pursuing their
own goals. Ng and Bereiter (1991) distinguish between (1) task-completion
goals or hoop jumping," (2) instructional goals set by the system, and (3)
personal knowledge-building goals set by the student. The three do not always
converge. A student motivated by task-completion goals doesn't even consider
learning, yet many students' behavior in schools is driven by performance
requirements. Constructivist instruction would nourish and encourage pursuit
of personal knowledge-building goals, while still supporting instructional
goals. As Mark Twain put it: "I have never let my schooling interfere with
my education."
- Allow for multiple
goals for different learners. ID often includes the implicit assumption that
instructional goals will be identical for all learners. This is sometimes
necessary, but not always. Hypermedia learning environments almost by definition
are designed to accommodate multiple learning goals. Even within traditional
classrooms, technologies exist today for managing multiple learning goals
(Collins, 1991).
- Appreciate the interdependency
of content and method. Traditional design theory treats content and the method
for teaching that content as orthogonally independent factors. Postmodern
ID says you can't entirely separate the two. When you use a Socratic method,
you are teaching something quite different than when you use worksheets and
a posttest. Teaching concepts via a rule definition results in something
different than teaching the concept via rich cases. Just as McLuhan discerned
the confounding of "media" and "message," so designers must see how learning
goals are not uniformly met by interchangeable instructional strategies (see
Wilson & Cole, in preparation).
- Resist the temptation
to cover material at shallow levels. Constructivist ID may throw away half
the ostensive content and focus on deeper learning of less material. This
attitude is not unique to constructivism of course programmed instruction
theorists made a similar argument 30 years ago.
- Look for opportunities
to give guided control to the learner, encouraging development of metacognitive
knowledge. Encourage growth in students' metacognitive knowledge, what we
often call "learning how to learn." Don't assume that students know how to
exercise effective learning control; instead, establish metacognitive skills
as a learning goal for instruction to achieve.
- Allow for the teaching
moment. Situations occur within instruction where the student is primed and
ready to learn a significant new insight. Good teachers create conditions
where such moments occur regularly, then they seize the moment and teach the
lesson. This kind of flexibility requires a level of spontaneity and responsiveness
not usually talked about in ID circles.
- Consider constructivist
teaching models such as cognitive apprenticeship, minimalist training, intentional
learning environments, and case- or story-based instruction. Seek out instructional
strategies and systems that use authentic problems in collaborative, meaningful
learning environments (see Wilson & Cole, 1991b, for examples).
- Think in terms of designing
learning environments rather than selecting instructional strategies. Metaphors
are important. Does the designer "select" a strategy or "design" a learning
experience? Grabinger, Dunlap, and Heath (1993) provide design guidelines
for what they call realistic environments for active learning (REAL); these
guidelines reflect a constructivist orientation:
- Extend students'
responsibility for their own learning.
- -Allow students
to determine what they need to learn.
- -Enable students
to manage their own learning activities.
- -Enable students
to contribute to each other's learning.
- -Create a
non-threatening setting for learning.
- -Help students
develop metacognitive awareness.
- Make learning meaningful.
- -Make maximum
use of existing knowledge.
- -Anchor instruction
in realistic settings.
- -Provide
multiple ways to learn content.
- Promote active
knowledge construction.
- -Use activities
to promote higher level thinking.
- -Encourage
the review of multiple perspectives.
- -Encourage
creative and flexible problem solving.
- -Provide
a mechanism for students to present their learning.
- Think of instruction
as providing tools that teachers and students can use for learning; make these
tools user-friendly. This frame of mind is virtually the opposite of "teacher-proofing"
instructional materials to assure uniform adherence to designers' use expectations.
Instead, teachers and students are encouraged to make creative and intelligent
use of instructional tools and resources.
- Consider strategies
that provide multiple perspectives and that encourage the learner to exercise
responsibility. Resist the temptation to "pre-package" everything. Let the
learner generate her own questions or presentation forms.
- Appreciate the value-ladenness
of instructional strategies. Sitting through a school board meeting is enough
to convince anyone of this. Instructional strategies grow out of our
philosophies of the world and our value systems. Not only the content, but
the strategy can be a threat to particular ideological positions or to learner
motivation. Good designers will be sensitive to the "fit" between their designs
and the situation.
Media Selection
- Consider media factors
early in the design cycle. Practical and cost constraints typically dictate
that tentative media decisions will be made relatively early in the design
process. Media then becomes one of the instructional factors that receives
increasing attention through iterations of analysis.
- Include media literacy
and biases as a consideration in media decisions. Different media send
different "messages" to an audience, independently of the instructional content.
Look for any "hidden curriculum" elements in different media choices. Avoid
negative stereotypes and cultural biases. Consider the rhetorical goodness
of fit between media choice and overall instructional purposes. Also, design
messages that are sensitive to an audience's media sophistication and literacy,
paying particular attention to humor, media conventions, and production values.
Home |
Definition |
Components | Case
Study | Application to IT | Tools | Evaluation
| Web Links | References
| Choose
another paper