Education Technology and Learning Theories

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Education Technology and Learning Theories by Mind Map: Education Technology and Learning Theories

1. Piaget Theory of Constructivism:

1.1. Vygotsky Theory of Social Constructivism:

1.2. WWhile behaviorism focused more on studying students as they individually worked and shaped themselves, Vygotsky was more interested in how students developed knowledge through their peers and community. He introduced the Zone of Proximal Development, where this zone is when students can do tasks with the assistance of their teacher or someone else, but they can't do it independently. However, with these experiences, he believed this helps a child develop. He believed that adults and peers will help a child achieve higher levels of understanding. Examples of technology that works with this theory include Zoom, where students can communicate with their peers and teachers to discuss topics. Activities like collaborative projects also support this theory. These networks help with communication between students to explain their ideas.

1.2.1. His theory believed that learning from past experiences and knowledge helps create a better relationship with specific concepts. Learners manipulate objects and engage in discussions and questions. He identified three stages: Enactive Stage: Learning through direct manipulation of objects. Iconic Stage: Learning through visualization and images. Symbolic Stage: Learning through abstract thinking and symbols. Some technology examples include educational games like Booklet, where children answer a set of questions and compete against each other. This engagement in assessment helps them memorize answers to win points. This significant change in educational psychology moved from passive to more active learning, highlighting how Bruner introduced the stages of cognitive development. In the early stages, technologies included educational toys rather than online games; students used puzzles and other hands-on objects to manipulate.

1.2.1.1. How did their theories have a significant impact on psychology in education? Well, Piaget introduced the idea that children have stages of development, which helped demonstrate the developmental stages in learning. He also helped education shift from the traditional model of rote memorization to actively understanding the process of gaining knowledge through hands-on experiences. Bruner also emphasized the importance of active engagement, highlighting how crucial it is for students to actively engage in activities with their peers and communicate. This helped develop a network of assessment tools and communication platforms.

2. Constructivism: Piaget, Bruner, Vygotsky

2.1. They believed that learning stems from building knowledge that individuals have within themselves. Additionally, they believed that it involves stages of development. On the other hand its knowlegde that is developed from experince.

2.1.1. He studied the development of change using schemas, which are like blueprints for organizing knowledge. These schemas are organized into three categories: Assimilation: Allows new ideas into the schema. Accommodation: Helps the schema modify itself to incorporate new ideas. Equilibration: Balances assimilation and accommodation to achieve a stable understanding. An example of this is Piaget's Conservation Task, which is like a simulation to emphasize understanding of conservation as it changes. This teaching method helps with the communication network, where students can discuss concepts

3. Behaviourism in modren day education:

4. They created technologies that taught students with programmed instructions. These tools revolved around assessment tools, helping with classroom management, and recording data quickly on the students' progress.

5. Behaviourism: Pressy and Skinner (1920-1960's)

5.1. They used conditioning, such as punishment and reinforcement, to shape and change a person's perspective or behavior.

5.1.1. Pressey believed that every student should be taught individually. This machine presented a screen with a series of problems, where students would press buttons to answer. The machine provided immediate feedback. It was a tool for assessment. This machine also recorded the students' responses, which helped teachers track how their students were doing and identify where they were having trouble.

5.1.1.1. His goal with this machine was to provide an experience beyond that of a regular classroom. It helped encourage correct behavior, assessed students, and delivered results immediately without causing worry. This was different from a textbook or other materials given to them. The program instructed students slowly at their own pace, through various stages. He believed it helped shape students' behavior by making them more excited and focused on their work. It helped with classroom management because students who worked at a faster pace or understood the concepts better than others didn't have to waste time with the teacher in class. Or the students who didn't understand the conecpt don't have to work at a fast pace with the teacher. This allowed everyone to progress at their own pace.

6. 1920s Sidney Pressey’s Automated Teaching Machine:

7. 1954 B.F. Skinner’s teaching machine:

7.1. This program invented touch screen, pixeld screens, email, online games an vice versa. It was a situated technology for assesing students and their own pace and recorded the data of students.

8. Behaviourism in1960s - PLATO Programmed logic automated teaching operations:

8.1. Reinforment Methods? How was this significant in psychology towards eduation?

8.2. Reinforcement methods significantly motivated students through data-driven instructions provided by programmed technology. This impact on education was evident as students received positive feedback for good performance and constructive feedback for poor performance, keeping them engaged in their learning and encouraging them to improve their work to reduce their workload.

9. Bruner: Discovery or Inquiry learning

10. Modern technology has allowed for more interactive experiences for students, unlike in the past where it was less immersive. Nowadays, students can blend both technology and in-class activities, enabling them to be engaged both at home and at school. Students are less passive in their learning as technology evolves; for example, simulations help students engage in more critical thinking activities. This modern technology allows students to communicate with their peers anytime to collaborate on projects, and it also enables teachers to manage classes more easily and efficiently.

11. Brain-Based learning (This modren Era) This I am pretty sure was create by Papert. (It was influenced with him)

12. This type of learning helped increase with social braina nd mind collabration. By applying real life concepts it makes a student more enagage and the expeirnce more meaningful.

12.1. There netwrok assessments are based on their completion and creation. There recorded data is as well a network as if having like a profile online.

13. Games such as Kahoot reward points and feature a leaderboard, or using class jar systems as rewards help reinforce positive reinforcement by encouraging students and keeping them engaged. These tools help modify children's behavior and create positive communities by allowing them to communicate, unlike the technologies invented by Pressey and Skinner. However, they were influenced by the teachings of behaviorism. The difference with this new era of technology is the enhanced communication with students, allowing them to communicate not just in the class but also outside of it.

14. Shaymaa Elkadry

15. Constructionism: Seymour Papert

16. THis theory shifted the psychology of education by explaining that a passive way of gaining knowledge is ineffective and that individuals should construct their own learning. He also helped shift from traditional to active learning with the incorporation of technology, emphasizing that it plays a significant role in today's education.

16.1. One of his technologies used in the past was allowing to program like problem solving equations throught digital projects.

16.2. In this modern era, we have robotics kits and classes called makerspaces where students can use 3D printers and take coding/computer classes. These help students construct their knowledge.