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Digital Concept Map

Kimberly Vazquez

Behaviorism

The behaviorist theory states that the environment influences how we learn new things and behave. Classical conditioning by Ivan Pavlov was maybe the first behaviorist theory to take hold, and through conditioning, Pavlov discovered that a neutral input can trigger a reflex action.

Model & Framework

Models/Frameworks

Model- Reciprocal teaching is a model that creates opportunities for students to become teachers in small-group instruction. Through this, the teacher first models, then help students learn to guide group discussions using four strategies: summarizing, question generating, clarifying, and predicting (Vinayashree, 2022).

Framework- Peer Coaching would be a great framework for this theory. Peer coaches assist students in identifying and honing the study techniques that best suit their unique learning preferences. Students and peer coaches will meet once a week to discuss academic progress and develop better study techniques. To provide more assistance to students, peer coaches collaborate closely with student success specialists.

Strategies

I do/We do/ You do is a strategy that can be used in both a virtual classroom and face-to-face instruction. This model involves the teacher in following a series of steps, that start of with whole group instruction, working with peers, and in the end leading to independent mastery.

Another strategy can be used by offering extrinsic rewards to your classroom students.An extrinsic reward provides a tangible incentive for students to do a specific thing. Things like candy, stickers, a small toy, extra recess, and class parties are common extrinsic rewards used by elementary teachers. This can also be free time on the computer or playing an online game either independently or as a whole class.

Activities

An activity that can be used for any subject is creating a Blooket to go with the material being taught. Blooket is a web-based quiz game platform that may be used for group or single learning. Blooket blends activity and knowledge to create a fun and engaging learning environment.

Another tech-based activity can be Quizlet live. These amazing resources allow students to compete against each other and allows students to work together. Again, extrinsic rewards, rewarding students for their actions.

Trends

  • Virtual Classrooms: Virtual classrooms offer an additional set of characteristics that are crucial to a learning environment, which makes them different from conventional video conferencing solutions. A virtual classroom platform creates a regulated atmosphere while enhancing interaction and engagement in the learning process (Vinikas, 2021).
  • Gamification: Gamification is the process of turning everyday tasks and activities in the classroom into games (Haiken, 2021). It necessitates imagination, teamwork, and play. There are many ways to include games and game-playing into the classroom to encourage learning and enhance students' comprehension of the material.

Trends

Constructivism

Piaget's constructivism is a theory that describes what happens in the mind when you actively form mental representations (Fusco, 2019). Learners construct knowledge rather than passively take in information, according to constructivism.

Models/Frameworks

Model- Active Learning- In active learning, students engage in their learning by discussing, investigating, and reflecting (Center for Teaching Innovation, n.d.). This allows students to take ownership of their learning and not just be passive learners. Students are able to become engaged in their learning and use various skills while participating in active learning. Some skills they use during active learning include socializing, discussions, self-reflection, and hands-on activities.

Framework- Since students are acting as teachers and giving their peers extra support, peer coaching is an instructional technique that supports constructivism theory. All the group's kids are working together to complete a lesson while drawing on their own experiences. According to a cognitive research-based learning methodology called experiential learning, students can make their learning memorable, tangible, and hands-on. The process of learning through doing is known as experiential learning.

Strategies

One strategy is Think-Pair-Share. Students work together to answer questions or solve problems. First, they must have time to think individually about the concept presented. Then students pair up and discuss their ideas to construct new ones. Finally, students regroup and share with the class.

Another strategy that can be used is Learning Menu’s. Often referred to as choice boards, learning menus provide students with various options to engage in learning actively. They are a great way to differentiate and give students choices. There should be clear directions for students to use learning menus successfully. Seesaw is a great digital app that allows students to be digitally engaged in learning menus.

Strategies

Activities

Google Classroom can be used to post a Learning Menu/Choice Board. Students get to pick and choose what activities they would like to complete. A Google Jamboard can be created to introduce a digital think-pair-share. Jamboard enables group "whiteboards." Jamboard functions similarly to a Google Doc, allowing many users to update a document in real-time and concurrently.

Activities

Trends

  • Adaptive learning: Constructivist learning theory is the foundation of adaptive learning. Constructivism's basic tenet is that each person constructs their own understanding from their existing information and experiences. With the use of adaptive learning, teachers can help their students concentrate on and progress through difficult subjects at their own rate (Dodge, 2022).
  • Synchronous learning: With synchronous learning, students can freely collaborate with their co-learners and ask questions and get answers right away (Spacey, 2020).Constructionism encourages students to criticize all viewpoints, including those presented by lecturers and course materials, in class discussions and debates.

Connectivism

According to connectivism, learning happens when peers connect and cooperate to exchange ideas, thoughts, and viewpoints. Through connectivism, a group of individuals can give their actions legitimacy, enabling information to flow more swiftly throughout other communities. It gives teachers and students more power.

Connectivism

Models/Frameworks

Model- Learning Circle- The Learning Circle is a structure for collaborative work that shares features with other community-based learning groups but also differs in specific ways. Most importantly, it is a task-based learning community in contrast to a practice-based or knowledge-based learning community

Framework- Because kids are investigating and discovering their own ideas, facts, and solutions, the Create Problem Solving framework fits with connectivism. Finding these elements makes it easier for them to locate the solutions and draw their own conclusions.

Strategies

A simple strategy that can be used with this theory is Brainstorming. When tackling problems, students use brainstorming to hone or expand their higher-order thinking abilities. stimulates original thought. All students are encouraged to contribute their ideas during a brainstorming session, regardless of how absurd they may sound to others.

Another strategy that can be used is Point/Evidence/Explain/Link (PEEL). Because students support their thoughts or facts with reasoning, the PEEL paragraph writing approach can have a technological relationship to connectivism. They are growing more conscious of their own abilities as they present their arguments, gather proof, provide personal explanations, and connect their thoughts.

Activities

Brainwriting the general principle of this activity is that brainstorming and discussion should be separate. Students write first, talk second. The teacher introduces the question first and students brainstorm on their own and write down their ideas on a sticky note. As a whole group you read , think, and discuss ll the ideas, This technique allows for all the ideas to be heard.

Another activity that can be used is the use a digital graphic organizer. Digital graphic organizers for any kind of writing are another task that fits well. The main idea of these organizers is for students to have organizing and linking skills, regardless of whether this is writing that is based on research or a narrative.

Trends

  • Digital Mind map: Students can turn their ideas into something practical by using a corkboard, a mind map, a flowchart, or doodles on a whiteboard. According to the relatively recent learning paradigm known as connectivism, students should effectively combine ideas, theories, and general knowledge (Common Sense Education, n.d.). It acknowledges that technology plays a significant role in the learning process and that staying connected all the time provides us the chance to make decisions about our education.
  • Asynchronous learning: Asynchronous learning is when students communicate with each other and access resources at their own pace over a longer period of time. According to connectivism, learning happens when peers connect and cooperate to exchange ideas, thoughts, and viewpoints.

Cognitivism

Cognition, attention, and perception are the foundations of knowledge acquisition for Cognitivism. Jean Piaget Cognitive Learning Theory, he disagreed with the idea that intelligence was a fixed trait. Cognitive development is a process that occurs due to maturation and interaction with the environment.

Models/Frameworks

Model- Experiential Learning – (EXL) Everything happens in a social environment, according to experiential learning theory. Socially produced knowledge is based on personal experiences. This knowledge should be arranged around real-life experiences that give the information context.

Framework- Universal Design for Learning (UDL) is a very effective framework to support this intersection of the cognitive and affective domains. The framework lowers instructional obstacles, proactively offers suitable accommodations and supports, and enables high expectations for all students, regardless of their particular combination of strengths and limitations, by giving them options and choices to tailor their learning.

Strategies

One strategy that would align perfectly would be Ask-Three-Before-Me. This strategy can be used in a regular classroom setting or virtually in break outrooms. This is a straightforward teaching and learning style that mandates that before approaching the teacher with a problem, students must first ask three separate persons for assistance.

Talk-Ask- Give is a writing strategy that uses peer feedback, students partner up to provide feedback to their peers following the T.A.G. acronym: T - tell the classmate something you like, A - ask the classmate a question about his or her work, G - give the classmate a suggestion for improvement. This strategy can be used in grades K5 - 8 and in all content areas.

Activities

Seesaw can be used to tie in the Cognitivism theory. Seesaw allows students to leave comments on other students work. Teachers may ensure that students have the opportunity to get to know one another and interact with their peers online. Teachers can make interactive activities that require students to collaborate and share resources. To encourage social connection and independence, provide visual assistance.

Another great tool is the use of Google Classroom, students can be placed into groups and collaborate on projects in any subject area. It’s a great way to provide feedback as well.

Trends

  • Problem Based Learning: With problem-based learning (PBL), students learn about a subject by working in groups to find a solution to an open-ended problem. This issue drives motivation and learning.
  • Tech Enabled Immersive learning: The main focus of the cognitive learning strategy is getting students to reflect on their experiences, assisting students in finding fresh approaches to problems, promoting conversations on the lessons being taught, and aiding kids in exploring and comprehending the relationships between ideas (Byers, 2022). However many students have different experiences. What better way to share real-world experiences than by extended reality.
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