learning theory summary
Post on 24-Jan-2015
462 Views
Preview:
DESCRIPTION
TRANSCRIPT
© 2011 Autodesk
Learning: A Summary of Research and Insights ICP LXD July 2012
Jen Briselli Learning Experience Design Intern
Image courtesy of Christian Kasper
© 2011 Autodesk
Learning Experience
2
© 2011 Autodesk
Learning Experience
How do people learn?
What does this mean for software learning?
What is Autodesk working on?
What does this mean for LXD?
3
© 2011 Autodesk
How do people learn?
4
© 2011 Autodesk
There are a lot of ideas about learning that include: Learning Domains Learning Theories Learning Styles Instructional Design
5
© 2011 Autodesk
Different people take different approaches to learning:
Human Computer Interaction (HCI) researchers Focus on information processing View learning as information transfer
Classroom teachers Student learning is a black box Design learning experiences around desired learning outcomes
Trainers Use demonstration and practice to help users learn
Designers Focus on usability
6
© 2011 Autodesk
It’s not the specifics that matter. Instructional designers can combine theory and research from multiple angles to design user-centered learning experiences. The goal of this slide deck is to highlight the main points as a resource for further consideration.
7
© 2011 Autodesk
Learning Domains
Accretion: Continuous Learning On demand, on location, in the moment & comes from many sources and media Benefits: Strong links to learning needs & high relevance, learning takes place “IRL” Drawbacks: Learners are less aware of learning, less reflection, accretion is unlike traditional learning
Transmission: Traditional Learning Courses, lectures, formal training, help manuals & websites, ‘information transfer’ Benefits: Builds core knowledge & develops sound mental models with basic information Drawbacks: Not user-centered, slow process, treats the learner as an empty vessel, at odds with natural learning
Acquisition: Learner Chosen Exploratory, inquiry-driven, learner-directed Benefits: Learner is highly motivated, learning is relevant, interesting, personalized Drawbacks: Learners often miss critical skills, little or no feedback, no prompts for reflection
Emergence: Reasoning & Reflection Meta-cognition, reflection on life experiences, adjustment of mental models Benefits: Tacit, deep learning, fosters higher order critical thinking skills & creativity Drawbacks: Time consuming, difficult to facilitate, requires expert mentor
8
© 2011 Autodesk
Where does the teacher/designer fit in?
Accretion: Learning is an embedded process. Designer’s Role
Create learning ecology
Facilitate community of practice
Develop connections between learner and that community
9
© 2011 Autodesk
Where does the teacher/designer fit in?
Transmission: Learning is formal instruction. Designer’s Role
Design courses & curricula
Share information
Execute workshops & lessons
Write documentation & instructions
10
© 2011 Autodesk
Where does the teacher/designer fit in?
Acquisition Learning is self-directed. Designer’s Role
Ensure availability of resources
Design information and experiences to make learning possible
Set up guideposts, but don’t draw the map
11
© 2011 Autodesk
Where does the teacher/designer fit in?
Emergence: Learning is cognition & reflection. Designer’s Role
Provide feedback
Facilitate non-linear thinking
Encourage reflection
12
© 2011 Autodesk
Learning Theories & Styles
Learning Theories Models that explain knowledge construction. Learning Styles A learner’s personality and preferences that influence learning needs. There are a LOT of ideas floating around out there…
13
© 2011 Autodesk 14
© 2011 Autodesk 15
© 2011 Autodesk
Most people group learning theories into one of six categories.
(Lyn Goodnight (2011) compiled them into an interactive PowerPoint that does a good job of summarizing the highlights. Click here to view it now or find the same link in the Appendix).
Six questions are asked regarding each of the six learning theories. Click on the tab color that matches the learning theory you wish to explore, then click on the question and its answer will open.
Behaviorist Theory
Cognitive Theory
Constructivist Theory
Social Learning Theory
Connectivism Adult Learning
Click Here
Click Here
Click Here
Click Here
Click Here
Click Here
Matrix Grid References Image Links End Show
Each model explains learning from a different perspective. In essence, they represent six different windows looking into the same room. The specifics matter less than the overarching themes.
16
© 2011 Autodesk
So, how do we work with multiple theories?
‘Cognitive Apprenticeship’
Learning is:
active and constructive process self-directed, situated, & embedded within Zone of Proximal Development facilitated by a mentor (or our software?)
17
© 2011 Autodesk
Cognitive Apprenticeship (First introduced by Collins, Brown, & Newman, 1989)
As an instructional strategy, Cognitive Apprenticeship is characterized by six methods applied in varying combinations: Modeling Demonstrating a task explicitly so the learner can experience and build a conceptual model.
Coaching Observing the learner’s task performance and offering feedback & hints along the way.
Scaffolding Supporting the learner’s progress by providing assistance (completing difficult tasks for the
learner) where needed, and gradually scaling back that guidance over time.
Articulation Prompting the learner to articulate his developing knowledge, reasoning, or internal
problem solving process to expose and clarify thinking and to separate component knowledge from skills (which allows the learner to understand them better).
Reflection Encouraging the learner to reflect and analyze performances and skills with a desire to
understand and improve performance.
Exploration Giving the learner room to solve problems independently within low-risk circumstances and
focusing the instruction around problem solving methodology itself.
18
© 2011 Autodesk
How does this relate to software learning?
19
© 2011 Autodesk
Another way to look at learning (with classroom examples):
meaningful learning
rote learning
receptive/passive guided discovery autonomous discovery
concept mapping
lectures textbooks
presentations
multiplication tables
multimedia studies
laboratory assignments
& writing
exercises
trial & error puzzle solutions
original research new music,
architecture, etc.
routine research & other intellectual
pursuits
applying formulas to solve problems
20
© 2011 Autodesk
How might this look for software instead of classroom assignments?
meaningful learning
rote learning
receptive/passive guided discovery autonomous discovery
traditional tutorials, help videos & written content
toolclips, command suggestions
& similar tools
interactive tutorials workflow visualization
‘playground mode’ (low-stakes trial & error)
Using Autodesk software to design
infrastructure…
21
© 2011 Autodesk
There is a wealth of research relating traditional learning to software learning.
22
© 2011 Autodesk
Beyond Command Knowledge: Identifying and Teaching Strategic Knowledge for Using Complex Computer Applications (Bhavnani, Reif, John 2001) The Main Ideas: Strategic Knowledge vs. Command Knowledge
Efficiency comes from greater strategic knowledge, not just greater awareness of
commands
Strategic Knowledge is difficult to acquire spontaneously; to develop, users must:
1. First be aware that different strategies exist. 2. Then, learn when to use different strategies. 3. Next, they learn how to execute those strategies. 4. Finally, learn to use these strategies in different contexts.
How can we encourage these four steps within the software itself?
23
© 2011 Autodesk
The Paradox of the Guided User: Assistance Can Be Counter-Effective (van Nimwegen 2008)
The Main Ideas: Current HCI research differentiates between: Plan-based problem solving: using internally formed mental models that adjust and improve over time
(requires a high mental workload) Display-based problem solving: using information available on the interface to guide decision making
(requires little mental workload)
Usability guidelines generally encourage the use of externalized interfaces, to promote
display-based problem solving and allow for cognitive offloading. However, a “strong reliance on external information leads to a negative effect with
regard to planning of behavior.” Users stop reflecting, internalizing, or truly learning.
This type of usability may be desirable for systems that are used infrequently or associated with extreme error costs, but it “seduces users into more shallow cognitive behavior and discourages undertaking cognitive activities aimed at strategy and knowledge construction.”
How can we strike a balance between externalizing the more difficult processes and promoting internalization and reflection at the same time?
24
© 2011 Autodesk
Out of the Video Arcade, Into the Office: Where Computer Games Can Lead Productivity Software (Larson 2007) The Main Ideas:
Games use a lot of user-assistance strategies that might be applicable to non-game software.
Larson identifies five common difficulty-regulation strategies found in games that he believes can provide software designers with new approaches to learnability for complex programs with ever expanding functionality.
1. User difficulty selection. 2. Implicit & explicit stage progression. 3. Tool unlocking 4. Hinting 5. Tutorials
These are sounding pretty familiar…
25
© 2011 Autodesk
Autodesk is working on this too.
26
© 2011 Autodesk
Autodesk Knowledge Network Readout from May 2012
27
© 2011 Autodesk
28
© 2011 Autodesk
29
© 2011 Autodesk
LXD can use these insights to design better learning experiences…
30
© 2011 Autodesk
Visualization
31
© 2011 Autodesk
Mike Myles (AEC UX, 2010) suggested visualizing the community knowledge base:
Steve Ransom (AKN- GCSO) is currently working on the idea of a Learning Map:
32
© 2011 Autodesk
33
© 2011 Autodesk
Uber Learning: CIP Command Data (Autodesk Research 2008)
34
© 2011 Autodesk
Tutorials
35
© 2011 Autodesk
“Tutorial” means different things to different people:
“Tutorial” in
Infrastructure Modeler
36
© 2011 Autodesk
“Tutorial” in
Autodesk Research
37
© 2011 Autodesk
“Tutorial” in
Inventor
38
© 2011 Autodesk
Using CIP Data
39
© 2011 Autodesk
Uber Learning: CIP Command Data (Autodesk Research 2008)
“We can use the predictability of the next command to create a user interface to highlight commands that expert users tend to use, but an individual user is not. In this way users could discover new functionality and progress towards a more efficient workflow.”
40
© 2011 Autodesk
Questions to consider: (& what I’ve been thinking about)
What do accretion, transmission, acquisition and emergence look like, for our users and our software specifically? How could the software, (in place of a mentor), facilitate a
cognitive apprenticeship approach to learning? How should in-canvas workflow visualizations and interactive
tutorials be designed to encourage reflection and internalization of the user’s work process?
Currently working on this problem, creating design wireframes, hopefully showing lo-fi prototypes to users in the coming weeks.
41
© 2011 Autodesk
Appendix
42
© 2011 Autodesk
Interactive Learning Theory: Six Learning Styles
Autodesk Knowledge Network:
Learning in a Connected World
Autodesk Research: Learning Projects ‘Uber Learning’ Paper
Mike Myles’ 2010 PowerPoint: Graph Navigation in CKB
Research papers & links:
LXD Learning Resources SharePoint folder
43
top related