Learning Analysis

 

Design Theory (back)

rogoff | kozma | lepper | bellamy | langer

Barbara Rogoff "Planes"

Barbara Rogoff's notion of Planes emphasizes 3 learner perspectives to be aware of when designing learning solutions.

1. The Individual - The person using the tool
2. The Other - The person the user is interacting with.
3. Socio-Cultural - The Socio-Cultural context within which the product is being used.

The Jason Project is designed with an acute awareness of these three perspectives and incorporates them successfully into the design. The students are able to demonstrate agency through the Flash based activities, taking on the role of a helper to the scientists. They are also able to interact with others, discussing their thoughts with other students and even asking the scientists questions directly. Finally, the product is built to be used in the Social context of a classroom with hard copy curriculum and alignment to state standards.

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Kozma 91'- "Learning with Media"

Kozma argues for the idea that media has an influence on learning. He suggests that using various form of media as a component of instructional design can have significant impacts on cognition. Some learners can benefit from the display of text information in association with pictures and/or sound. "Various aspects of the learning process are influenced by the cognitively relevant characteristics of media: their technologies, symbol systems, and processing capabilities. …Some learners use these to build rich representations of situations…." (Kozma 91') Jason seeks to leverage the capabilities of a media rich environment to enhance the learning experience and connect students to the real world activities of scientists.

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Lepper and Malone "Instrinsic Motivation"

Lepper and Malone argue that computer based educational activities can significantly enhance the motivation of children to learn. In particular qualities such as curiosity, control, challenge and fantasy can increase motivation and positively impact instructional effectiveness. "…. The educational value of an activity can be increased by the use of motivational devices that involve the simultaneous presentation of material across multiple modalities.(e.g. graphics and text or audio and visual channels" The Jason project makes frequent use of multimedia to motivate students to participate in activities and influence learning.

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Bellamy - Influenced by Vygotsgy

Perhaps the most significant between the Jason project and educational theory are to be found in Bellamy. Strongly influenced by Vygotsky, Bellamy argues that "educational technology should support collaboration between communities of learners, construction of artifacts, and authentic activities." (Bellamy 96') The Jason project exemplifies these principles by connecting students nationally to activities that are directly associated with the real world work of scientists.

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Langer and Brown - "Mindful Learning"

It is nearly impossible for a user to "fail" using JASON Online. Activities are scaffolded and aimed to provide the user a learning experience without right and wrong.

example: The student is given the task of placing photos of glaciers into piles depending on where the photo was taken from (ie. testing understanding of the perspective). When students attempt to place a photo onto the wrong pile, it quickly slides back into the starting pile and the user can keep trying until he or she gets it right.

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