Learning

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Learning Door Mind Map: Learning

1. Motivation

1.1. Intrinsic

1.2. Extrinsic

1.3. Expectancy-Value Theory: expectations about how we’ll do + our values/subjective value about this goal drive our motivation to meet our goals

1.3.1. Value: factors that are important to us and motivate us to do certain tasks

1.3.1.1. Attainment value

1.3.1.2. Intrinsic value

1.3.1.3. Instrumental/utility value

1.3.1.4. Cost value

1.3.2. Expectancies: beliefs about how well you will do on upcoming tasks

1.3.2.1. Outcome expectancies

1.3.2.2. Efficacy expectations

1.3.2.3. Positive expectancies

1.3.2.3.1. Ensure alignment of objectives, assessments, and instructional strategies

1.3.2.3.2. Identify an appropriate level of challenge

1.3.2.3.3. Provide early success opportunities

1.4. Self-determination Theory: a combination of autonomy, belonging, and competence that can lead to growth and wellbeing

1.4.1. Autonomy

1.4.2. Belonging

1.4.3. Competence

1.5. Interest = deeper learning

1.5.1. Challenge

1.5.2. Autonomy

1.6. Self-Efficacy: one's belief in their own ability to succeed

1.6.1. Mindset

1.6.1.1. Fixed

1.6.1.2. Growth

1.6.1.3. Change in mindset = boost in achievement

1.6.2. Carol Dweck & Praise

1.6.2.1. Praising effort tells children that they don’t have to work hard to perform well

1.6.2.2. Praising effort tells children that performance is the result of hard work

2. Memory

2.1. Sensory

2.1.1. Visual

2.1.2. Auditory

2.1.3. Habituation

2.2. Working

2.2.1. 7±2

2.2.2. Chunking

2.3. Long-term

2.3.1. Explicit

2.3.1.1. Semantic

2.3.1.2. Episodic

2.3.1.3. Flashbulb

2.3.2. Implicit

2.3.2.1. Procedural

2.3.2.2. Classically conditioned

2.3.2.3. Priming

2.4. Levels of Processing Theory: how much we relate to something can help us remember it better

2.4.1. Structural encoding

2.4.2. Semantic encoding

2.4.3. Phonemic encoding

2.4.4. Elaboration

2.4.5. Self-referent encoding

2.5. Cognitive Load Theory: learners have a limited capacity for how much information they can focus on at once

2.5.1. Intrinsic cognitive load

2.5.2. Extraneous cognitive load

2.5.3. Working memory overload

2.6. Dual Coding

2.6.1. Modality or multimedia principle

2.6.2. Redundancy principle

2.6.3. Spatial contiguity or split-attention principle

3. Attention

3.1. The Elephant: the automatic, visceral, and emotional brain

3.1.1. Tell stories

3.1.1.1. The Hero

3.1.1.2. Urgency

3.1.1.3. Emotional resonance

3.1.2. Surprise it

3.1.2.1. Unexpected rewards

3.1.2.2. Cognitive dissonance

3.1.3. Show it shiny things (visuals)

3.1.4. Tell it all the other elephants are doing it

3.1.4.1. Collaboration

3.1.4.2. Social proof

3.1.4.3. Competition

3.1.5. Leverage its habits

3.2. The Rider: the logical, conscious, thinking brain

4. Metacognition: what learners know about learning

4.1. Metacognitive Knowledge

4.1.1. Declarative knowledge

4.1.2. Procedural knowledge

4.1.3. Conditional knowledge

4.2. Metacognitive Regulation

4.2.1. Planning

4.2.2. Monitoring

4.2.3. Evaluation

4.3. Metacognitive reflection: asking questions about the learning

5. Evaluation

5.1. Forward design: consider how to teach content, then develop assessments and connect back to goals

5.2. Backwards design: consider learning goals first

5.2.1. Stage 1: identify desired goals

5.2.1.1. Transfer: what students will apply beyond the learning experience

5.2.1.2. Meaning: what students will understand deeply

5.2.1.3. Acquisition: what students will know and be able to do

5.2.2. Stage 2: determine acceptable evidence

5.2.2.1. How will I know if students have achieved the desired results?

5.2.2.2. What will I accept as evidence of student understanding and proficiency?

5.2.3. Stage 3: plan learning experiences and instruction

5.2.3.1. Enabling knowledge and skills

5.2.3.2. What needs to be taught? How?

5.2.3.3. Materials and resources

5.3. The Grade Debate

5.3.1. Problems

5.3.1.1. Inconsistent

5.3.1.2. Biased

5.3.1.3. Reduces intrinsic motivation and increases extrinsic motivation

5.3.2. Alternatives

5.3.2.1. Master-based

5.3.2.2. Portfolio assessment

5.3.2.3. Self-assessment

6. Behaviourism: learning as a response to environmental stimuli

6.1. Classical conditioning

6.1.1. Unconditioned stimulus

6.1.2. Unconditioned response

6.1.3. Conditioned stimulus

6.1.4. Conditioned response

6.2. Operant conditioning

6.2.1. Negative reinforcement

6.2.2. Positive reinforcement

6.2.3. Negative punishment

6.2.4. Positive punishment

7. Constructivism: constructing knowledge and understanding of the world by interacting with the environment

7.1. Cognitive Constructivism

7.1.1. Schemas

7.1.1.1. Assimilation

7.1.1.2. Accommodation

7.2. Social Constructivism

7.2.1. Zone of proximal development: distance between what the learner can do on their own and what they can do with guidance

7.2.2. Scaffolding

7.3. Novices and experts

8. Goals

8.1. Learning objectives

8.1.1. Focusing

8.1.2. Performance

8.1.3. Instructional-design

8.1.4. Instructional-evaluation

8.2. Define the problem

8.3. Identify gap(s)

8.4. Sophistication/Proficiency

8.5. Pace layering

8.5.1. Fast skills

8.5.2. Slow skills

9. Skill Development

9.1. Practice

9.1.1. Structuring practice

9.1.2. Flow

9.1.3. Spacing out practice

9.2. Feedback

9.2.1. Goal-reference

9.2.2. Tangible and transparent

9.2.3. Concrete, specific, and useful

9.2.4. User-friendly

9.2.5. Timely

9.2.6. Ongoing

9.2.7. Consistent

9.2.8. Formative Assessment

9.2.9. Summative Assessment

10. Habit: an acquired behaviour pattern regularly practiced until it becomes almost involuntary

10.1. An acquired behaviour pattern

10.2. Triggers

10.3. Feedback

10.4. Practice or repetition

10.5. Motivation

10.6. Environment

11. Social and Informal Learning: any learning that happens outside of a classroom or course

11.1. 70:20:10 model

11.2. Formal learning: structured learning planned and guided by an instructor

11.3. Informal learning: unplanned, no set goals, self-directed, happens everywhere

11.4. 4 D's of Learning

11.4.1. Discovery: informal learning, finding things out on your own

11.4.2. Didactic: formal learning, being taught

11.4.3. Discourse: social learning, interacting with others

11.4.4. Doing: experiential learning, learning from work/application

11.5. How do you know if it's working?

11.5.1. Interest

11.5.2. Progress

11.5.3. Engagement

11.6. Balancing formal and informal

11.6.1. Tacit vs. explicit

11.6.2. Complexity

11.6.3. Changeability of the material

12. Environment

12.1. Job aids: a repository for info, processes, perspectives that is external to the individual and supports work and activity by directing, guiding, and enlightening performance

12.1.1. Reminds people how to do tasks

12.1.2. Takes the burden off of their memory

12.1.3. Prevents errors

12.1.4. Should be

12.1.4.1. Clear

12.1.4.2. Concise

12.1.4.3. Readily accessible

12.1.4.4. Firmly in the context of the work to be done

12.1.5. When not to use

12.1.5.1. When there’s no time to look at one

12.1.5.2. When it could reduce credibility

12.1.5.3. When every task is different

12.1.5.4. As a substitute for all training

12.1.6. Decision trees

12.1.7. Reference information

12.1.8. Augmented reality

12.2. Supply caching: saving useful information for later, rather than overwhelming a novice with too much detail

12.2.1. E.g., keyboard shortcuts

12.3. Putting prompts in the environment: giving prompts/triggers a physical presence in learner's environment

12.3.1. Can increase behaviour

12.3.2. Can provide guidance on the task

12.4. Putting behaviours in the world: embedding knowledge in the environment

12.4.1. E.g., soda machine buttons according to size

12.4.2. Recognizing the right option is easier than recalling it

12.5. Clearing the path: the environment is a powerful regulator of behaviour

12.5.1. Always ask

12.5.1.1. Can we make the process simpler?

12.5.1.2. Can we make the system better?

12.5.1.3. What barriers are keeping people from succeeding?