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Theories of Learning and Instruction
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Below are four different theories of learning and instruction.
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Subject Centered
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Subject Centered - curriculum: specializes in information by discipline
Subject-Centered followers the view that the teacher is the expert so it does not matter what the objectives state. The teacher is the arbitrator of what is worth knowing. Hence the objective needs only exist in the mind of the teacher, meaning the student follow the total direction of the teacher.
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Objective Centered
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Objective Centered - curriculum: links to behavioral change leading to performance of specific skills, or competency display, or application of knowledge content.
Objective Centered followers advocates are behaviorists who insist on rigorously defined objectives since learning is defined through behavior. Instruction is goal-directed so results are more important that the process used to achieve them.
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Experience Centered
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Experience Centered -curriculum: uses creative processes to think outside of the box for building new knowledge through research, experimentation, best practices, and generalizing classroom learning to the real world outside of the classroom.
Experience Centered followers are the most vehement critics of rigorously defined objectives because they view learning as a creative process for experiencing new discoveries and insights. Attitudinal change produces behavioral change implying confined objectives may interfere with the process of creative learning from the perspective of both teacher and student.
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Opportunity Centered
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Opportunity Centered - curriculum: focuses on adaptation and transformation such as the life cycle changes, self-directed learning, contracted learning, personal interest learning
Opportunity Centered followers view any objectives as counter-productive when defined by any person other than the learner. Followers are not opposed to objectives but see greater value when learners are empowered to establish their own learning objective. When learners design their own objectives, the process is self-motivation and more meaningful when students used Self-directed Learning Contract, or Mentor contracts, working one-on-one with an adult other than the classroom teacher. The teacher, in this learning situation, is viewed as a facilitator rather than a traditional instructor.
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CHART: How to Build a Curriculum
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| Curriculum - complex series of Education, Instruction, & Development programs
| Guided by Macro Goals, generally worded in an attempt to define the indefinable and make concrete that which is abstract
| Subject centered
Competency centered
Experienced centered
Opportunity centered
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| | Program - series of courses or workshops related by goals, content, instructional strategy, & targeted audience that often share a common curriculum
| Driven by Program Goals intended to segment Curriculum for selected Audiences using Instructional Goals and Strategies to serve specified Competencies
| Delivery extends over period of time:
Content focus, or
Certification focus, or
Sequential focus
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| | Course - elaborate instructional plan designed around specific objectives that support content which is transferred from instructor to learners using multiple learning activities and testing procedures to verify the exchange
| Designed using any combination:
Behavioral
or Objectives
Learning or
or Outcomes
Performance
Support program competencies when integrated into a certification or degree conferring program
| Design Approaches:
Chronological
Topical Preference
Known to Unknown
General to Specific
Whole to Part (zoom-in)
Part to Whole (zoom out)
Step by Step
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| Module - one of multiple content units within a course. Each unit is guided by objectives, focused on specific content, & delivered in an uninterrupted sequence
| Design unit for supporting a course Behavioral/Learning/Performance Objectives or Outcomes
Include: Enabling or Terminal Objectives to link modules and support Instructional Methods that facilitate, control, & customize all structured learning environments.
| Instructional Methods:
Lecture
Discussion,
Role Play
Gaming
Case Method
Simulation
Computer Guided
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| | Lesson - a single instructional event, activity, or application customized to support & link modules using a designated method for specific learners
| Design unit for supporting a course
Behavioral/Learning/Performance Objectives or Outcomes
Uses Enabling or Terminal Objectives to link/support a module in a course focused around a single instructional method
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Lecture
Discussion,
Role Play
Gaming
Case Method
Simulation
Computer Guided
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