LRNT 522 - Team 2 - Assignment 2
Christopher Rowe
Created on July 23, 2020
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Date: July 27, 2020
Students: Jean-Pierre Joubert, Christopher Rowe, Vanessa Tran, Eric YuProfessor: Dr. Loni Davis
Theoretical frameworks
LRNT 522 - Assignment 2
08. References
07. Conclusions
06. Gamified Learning
05. Community of Inquiry
04. Community of Practice
03. Adult Learning Theory
02. Theoretical Frameworks
01. Introduction
Index
It is essential to enhance engagement, motivation, and collaboration to foster positive learning outcomes for adult learners.
Introduction
.01
.01
Our Team
Team Awesome Force
Eric Yu
Vanessa Tran
Christopher Rowe
Jean-Pierre Joubert
IELTS Exam InstructorShanghai, China
Instructional DesignerOttawa, Canada
Marketing Advisor Ilderton, Canada
Instructional Designer Moncton, Canada
Examines the application of concepts typically associated with game development in the execution of educational design to increase student engagement.
Gamification Theory
Adult Learning Theory
Examines the distinct ways in which adults learn. It focuses on different assumptions and approaches that adults require in order for them to learn and be successful.
Community of Practice and Community of Inquiry Theory
CoP: A group of people who share a concern or a passion for something they do and learn how to do it better as they interact regularly.CoI: A process of creating a learning experience through 3 dimensions – social, cognitive and teaching presence.
.02
Three Theoretical Frameworks
Adult Learning Theory
.03
Dr. Malcolm Knowles
The learner should be actively involved in the learning process
.03
Motivation to Learn
Orientation to Learn
Readiness to Learn
Adult Learner Experience
Self- Concept
Dr. Malcolm Knowles
In 1980, Knowles made 4 characteristics of adult learning assumptions (andragogy) that are different than the characteristics of child learners (pedagogy). In 1984, Knowles added the 5th assumption.
.03
Knowles' 5 Assumptions of Adult Learners
.03
PROPLEM-CENTERED
RELEVANCE & IMPACT
LEARNER'S EXPERIENCE
Adult learners need to be involved in the planning and evaluation of their instructions.
The method and practice of teaching adult learners
Adult learning is problem-centered rather than content-oriented.(Kearsley, 2010)
Adult learners learn best when the topic is of immediate value, connecting the relevance to their jobs or personal lives.
Adult learners learn experientially. Task oriented instructions instead of memorization.
INVOLVED LEARNER
Knowles' 4 Principles of Andragogy
According to Slagter & Bishop, and their research:
- Learners need opportunities to interact with one another
- Learners must get the support they need to overcome communication or technical barriers
- Educators need to have persistent follow-up strategies to maintaina sense of connectedness
Adult Learners in an Online Learning Environment
.03
J. Mezirow
"We must learn to make our own interpretations rather than act on the purposes, beliefs, judgments, and feelings of others. Facilitating such understanding is the cardinal goal of adult education. Transformative learning develops autonomous thinking.”
Figure developed from readings of: Mezirow, J. (1997). Transformative learning: Theory to practice. New Directions for Adult & Continuing Education, 1997(74), 5. https://doi.org/10.1002/ace.7401; Image is in the Creative Commons (CC BY-NC 4.0).
The process of effecting change in a frame of reference
.03
Transformative Learning Framework
Community of Practice Theory
.04
what is community of practice?
Long-Term Value
- Personal development
- Reputation
- Professional identify
- Network
- Marketability
Short-term Value
- Help with challenges
- Access to expertise
- Confidence
- Fun with colleagues
- Meaningful work
Members
A Community of Practice (CoP) is a group of people, passionate about a specific shared something (work, play, hobby, concern, etc.), who interact regularly in order to share and learn.As such, a CoP offers both short- and long-term value to both members and the organization at large.
Community of Practice
.04
.04
what is community of practice?
A Community of Practice (CoP) is a group of people, passionate about a specific shared something (work, play, hobby, concern, etc.), who interact regularly in order to share and learn.As such, a CoP offers both short- and long-term value to both members and the organization at large.
Community of Practice
Long-Term Value
- Strategic capabilities
- Keeping up-to-date
- Innovation
- Retention of talents
- New strategies
Short-term Value
- Problem solving
- Time saving
- Knowledge sharing
- Synergies across units
- Reuse of resources
Organization
Long-Term Value
- Personal development
- Reputation
- Professional identify
- Network
- Marketability
Short-term Value
- Help with challenges
- Access to expertise
- Confidence
- Fun with colleagues
- Meaningful work
Members
the 3 elements
Unlike friendship or a club, there must be a shared domain of inquiry and awareness of key issues that inspires participation, directs learning and gives meaning to actions.
Domain
Practitioners develop shared resources, including experiences, stories, tools, and ways of approaching problems. There is a collective body of resources and work.
Practice
Joint activities and discussions foster interactions in the community; This, in turn, develops relationships, a willingness to share ideas, and a social fabric for learning.
Community
Community of Practice
.04
Levels of engagement
PeripheralGroup
The majority of the community, this group still learns, however, they are passive participants
ActiveGroup
While not at the same intensity as leaders, this group attends and participates regularly
Core Group
Performs leadership roles and participate intensely in community discussions and projects
Community of Practice
.04
Hover over each stage to learn more!
Wenger describes a series of 5 sequential stages defining the lifecycle of any community of practice.
Community of Practice
Memorable Stage
Dispersed Stage
Active Stage
Coalescing Stage
Potential Stage
.04
Community of Inquiry Theory
.05
Community of Inquiry
.05
Long-Term Value
- Strategic capabilities
- Keeping up-to-date
- Innovation
- Retention of talents
- New strategies
Short-term Value
- Problem solving
- Time saving
- Knowledge sharing
- Synergies across units
- Reuse of resources
Organization
what is community of INQUIRY?
The Community of Inquiry (CoI) framework is a social constructivist model of learning processes in online and blended environments. The framework is built upon 3 dimensions: social presence, cognitive presence, teaching presence.
3 Dimensions
Teaching presence: The design, facilitation, and direction of cognitive and social processes for the realization of meaningful learning.
Cognitive presence: The extent to which learners are able to construct and confirm meaning through sustained reflection and discourse.
Community of Inquiry
.05
Figure: Title - Community of inquiry model; Author - Matbury; Adapted From - https://search.creativecommons.org/photos/01aae51e-c03f-4225-b547-6658e359e9b5; License - https://creativecommons.org/licenses/by-sa/3.0/?ref=ccsearch&atype=rich
Community of Inquiry Model
Learningexperience
Cognitivepresence
Teachingpresence
Social presence
Social presence: The ability to perceive others in an online environment as “real” and the projection of oneself as a real person.
Community of Inquiry
WHY Is It IMPORTANT?
The CoI framework explores underlying connections between education and the extrinsic motivation factors from social environment and cognitive ability.
.05
- Facilitate students’ learning activity
- Feedback promptly to students
- Offer instructions for all courses
TEACHING PRESENcE
- Identify key points of courses
- Design alternative representations of knowledge
- Design testing and feedback system
COGNITIVE PRESENCE
- Design teaching persona with digital tools
- Maintain connections with students
- Design collaborative activities
social presence
implementation
Community of Inquiry
.05
Gamified Learning Theory
.06
Introduction
INFO
INFO
INFO
The Importance of Strong Instructional Content
Gamification vs. Serious Games
Definition
Gamified Learning
The theory of gamified learning was introduced by Dr. Richard N. Landers in 2015. It outlines a series of propositions describing how the introduction of game elements in educational design impacts student interaction with course content.
.06
Reference
Click on an option for more information
Rules/Goals
Control
Immersion
Conflict/challenge
Human Interaction
Assessment
Game Fiction
Action Language
Environment
.06
Origins of Gamification Taxonomy
The taxonomy connecting game attributes to learning was presented by Bedwell, Pavlas, Heyne, Lazzara, and Salas (2012) when they determined nine categories of game elements which can be used to engage learners in instructional content. Those game elements are listed on the left.
Game Elements
Click on one of the options below for more information
Figure: Landers, R. N. (2015). Developing the theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768. https://doi-org.ezproxy.royalroads.ca/10.1177%2F1046878114563660. Copyright 2015, Landers, R.N.
Proposition
Proposition
Proposition
Proposition
Proposition
.06
Theory Propositions
Conclusions
.07
learningoutcomes
community
collab-oration
motivation
Engagement
.07
Conclusions
References
.08
References
.08
Bedwell, W. L., Pavlas, D., Heyne, K., Lazzara, E. H., & Salas, E. (2012). Toward a taxonomy linking game attributes to learning: an empirical study. Simulation & Gaming, 43(6), 729-760. https://doi-org.ezproxy.royalroads.ca/10.1177/1046878112439444Garrison, D. R., Anderson, T., & Archer, W. (1999). Critical inquiry in a text-based environment: Computer conferencing in higher education. The Internet and Higher Education, 2(2), 87-105.Huang, W., Hurt, A., Richardson, J. C., Swan, K., & Caskurlu, S. (2018). Community of Inquiry Framework [PowerPoint presentation]. Purdue University Website. https://www.purdue.edu/innovativelearning/supporting-instruction/portal/files/4_Community_of_Inquiry_Framework.pdf Kearsley, G. (2010). Andragogy (M.Knowles). The theory Into practice database. Retrieved from http://tip.psychology.orgKnowles, M. (1973). The Adult Learner: A Neglected Species. ERIC Document Reproduction Service No. ED084368. https://files.eric.ed.gov/fulltext/ED084368.pdf Landers, R. N. (2015). Developing the theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752-768. https://doi-org.ezproxy.royalroads.ca/10.1177%2F1046878114563660
References
.08
Slagter van Tryon, P. J., & Bishop, M. J. (2009). Theoretical foundations for enhancing social connectedness in online learning environments. Distance Education, 30(3), 291–315. https://doi.org/10.1080/01587910903236312 Wenger, E. (2006), Communities of Practice: a brief introduction; https://teachingacademy.wisc.edu/wp-content/uploads/2014/12/CoP-Overview.pdfPhotos from Pixabay & Unsplash