Get Started. It's Free
or sign up with your email address
Learning by Mind Map: Learning

1. Behaviourism

1.1. operant

1.1.1. rewards & punishment

1.2. classical

1.2.1. stimulus/ response

2. constructivism

2.1. Social (Vgotsky)

2.1.1. co-constructed knowledge

2.1.2. ZPD

2.2. Cognitive (Piaget)

2.2.1. schemas

2.2.1.1. Assimilation / Adaption / Disequilibrium

3. Scaffolding

3.1. Self reflection / regulation

4. Gaps

4.1. Motivation

4.1.1. Self determination Theory

4.1.1.1. Autonomy

4.1.1.2. Belonging

4.1.1.3. Competence

4.1.2. Growth Mindset

4.1.3. expectancy-value theory

4.1.3.1. strategies for positive expectancies

4.1.3.1.1. appropriate challenge

4.1.3.1.2. alignment of objectives, assignments, and instructional strategies

4.1.3.1.3. early success opportunities

4.1.3.2. expectancies

4.1.3.2.1. efficacy expectations

4.1.3.2.2. outcome expectancies

4.1.3.3. strategies to establish value

4.1.3.3.1. connect to interests

4.1.3.3.2. real-world tasts

4.1.3.3.3. relevance to academic tasks

4.1.3.3.4. show passion and ethusiasm

4.1.3.4. values

4.1.3.4.1. attainment

4.1.3.4.2. intrinsic

4.1.3.4.3. instrumental / utility

4.1.3.4.4. cost

4.1.4. intrinsic / extrinsic

4.1.4.1. Self Determination Theory

4.1.5. flow theory

4.2. Skills

4.2.1. Skill Development

4.2.1.1. Effective Practice

4.2.1.2. Effective Feedback (Top 7)

4.2.1.2.1. Timely

4.2.1.2.2. Goal Referenced

4.2.1.2.3. Tangible and Transparent

4.2.1.2.4. Actionable

4.2.1.2.5. User-friendly

4.2.1.2.6. Ongoing

4.2.1.2.7. Consistent

4.3. Communicaion

4.4. Habits

4.5. Environment

4.5.1. Social and Informal Learning

4.5.1.1. 70:20:10 Model

4.5.1.1.1. Formal Learning

4.5.1.1.2. Informal / Social

4.5.1.2. 4Ds of Learning

4.5.1.2.1. Discovery (Informal)

4.5.1.2.2. Doing (Experiential)

4.5.1.2.3. Didactics (Formal)

4.5.1.2.4. Discourse (Social)

4.5.1.3. How do you know it's working?

4.5.1.3.1. Interest

4.5.1.3.2. Progress

4.5.1.3.3. engagement

4.5.2. Design for Environment

4.5.2.1. Job Aids

4.5.2.1.1. clear / concise / available

4.5.2.1.2. actionable knowledge

4.5.2.1.3. Prompt / trigger

5. Memory

5.1. Types

5.1.1. conditioned

5.1.2. flashbulb

5.1.3. procedural

5.1.4. semantic

5.1.5. episodic

5.1.5.1. storytelling

5.2. Function

5.2.1. sensory

5.2.1.1. Habituation

5.2.2. short term

5.2.2.1. working memory

5.2.2.2. encoding

5.2.3. long term

5.2.3.1. retrieval

5.2.3.2. chuncking

6. Attention

6.1. attracting

6.1.1. surprise

6.1.2. Urgency

6.1.3. stories

6.1.4. Emotional Resonance

6.1.5. Extrinsic Rewards

6.2. maintaining

6.2.1. Intrinsic Rewards

6.2.2. Social Interaction

6.2.3. Visual Cues

7. Cognition

7.1. Cognitive dissonance

7.2. metacognition

7.2.1. regulation

7.2.1.1. Planning

7.2.1.2. monitoring

7.2.1.3. Evaluation

7.2.2. strategies

7.2.3. knowledge

7.2.3.1. declarative - knowing what to do

7.2.3.2. Procedural - knowing how

7.2.3.3. conditional - knowing the conditions

8. Designing

8.1. Forward Design

8.1.1. how / activities -> assessments -> link

8.2. Backward Design

8.2.1. stage 1: Identify desired results

8.2.1.1. Transfer (apply beyond learning)

8.2.1.2. Meaning (understanding deeply)

8.2.1.3. Acquisition (ability to do it)

8.2.2. stage 2: Determine Acceptable Evidence

8.2.3. stage 3: Learning Experience and Instruction

8.2.3.1. enable knowledge and skills?

8.2.3.2. activities that equip students

8.2.3.3. materials and resources?

8.3. Assessment

8.3.1. positives

8.3.1.1. easier to manage

8.3.1.2. can see comparison / patterns

8.3.2. Negatives

8.3.2.1. Inconsistent

8.3.2.2. bias

8.3.3. alternatives

8.3.3.1. mastery based

8.3.3.2. portfolio assessment

8.3.3.3. self-assessment