Elaboration Theory (C. Reigeluth)

Elaboration Theory (C. Reigeluth)

Overview:

According to elaboration theory, instruction should be organized in increasing order of complexity for optimal learning. For example, when teaching a procedural task, the simplest version of the task is presented first; subsequent lessons present additional versions until the full range of tasks are taught. In each lesson, the learner should be reminded of all versions taught so far (summary/synthesis). A key idea of elaboration theory is that the learner needs to develop a meaningful context into which subsequent ideas and skills can be assimilated.

Elaboration theory proposes seven major strategy components: (1) an elaborative sequence, (2) learning prerequisite sequences, (3) summary, (4) synthesis, (5) analogies, (6) cognitive strategies, and (7) learner control. The first component is the most critical as far as elaboration theory is concerned. The elaborative sequence is defined as a simple to complex sequence in which the first lesson epitomizes (rather than summarize or abstract) the ideas and skills that follow. Epitomizing should be done on the basis of a single type of content (concepts, procedures, principles), although two or more types may be elaborated simultaneously, and should involve the learning of just a few fundamental or representative ideas or skills at the application level.

It is claimed that the elaboration approach results in the formation of more stable cognitive structures and therefore better retention and transfer, increased learner motivation through the creation of meaningful learning contexts, and the provision of information about the content that allows informed learner control. Elaboration theory is an extension of the work of Ausubel (advance organizers) and Bruner (spiral curriculum).

Scope/Application:

Elaboration theory applies to the design of instruction for the cognitive domain. The theoretical framework has been applied to a number of settings in higher education and training (English & Reigeluth, 1996; Reigeluth, 1992). Hoffman (1997) considers the relationship between elaboration theory and hypermedia.

Example:

Reigeluth (1983) provides the following summary of a theoretical epitome for an introductory course in economics:

1. Organizing content (principles)- the law of supply and demand

a) An increase in price causes an incease in the quantity supplied and a decrease in the quantity demanded.

b) A decrease in price causes a decrease in the quantity supplied and an increase in the quantity demanded.

2. Supporting content - concepts of price, supply, demand, increase, decrease

Practically all principles of economics can be viewed as elaborations of the law of suppy and demand including monopoly, regulation, price fixing, planned economies.

Principles:

1. Instruction will be more effective if it follows an elaboration strategy, i.e., the use of epitomes containing motivators, analogies, summaries, and syntheses.

2. There are four types of relationships important in the design of instruction: conceptual, procedural, theoretical and learning pre-requisites.

References:

English, R.E. & Reigeluth, C.M. (1996). Formative research on sequencing instruction with the elaboration theory. Educational Technology Research & Development, 44(1), 23-42.

Hoffman, S. (1997). Elaboration theory and hypermedia: Is there a link? Educational Technology, 37(1), 57-64.

Reigeluth, C. & Stein, F. (1983). The elaboration theory of instruction. In C. Reigeluth (ed.), Instructional Design Theories and Models. Hillsdale, NJ: Erlbaum Associates.

Reigeluth, C. (1987). Lesson blueprints based upon the elaboration theory of instruction. In C. Reigeluth (ed.), Instructional Design Theories in Action. Hillsdale, NJ: Erlbaum Associates.

Reigeluth, C. (1992). Elaborating the elaboration theory. Educational Technology Research & Development, 40(3), 80-86.

For more about Reigeluth’s current work, see his home page at https://profile.educ.indiana.edu/reigelut

Retrieved February 09, 2011, from http://tip.psychology.org/reigelut.html/

Instructional Design (n):

Instructional Design (n):

The process by which instruction is improved through the analysis of learning needs and systematic development of learning materials. Instructional designers often use technology and multimedia as tools to enhance instruction.

Retrieved February 04, 2011, from http://www.instructionaldesign.org/

The Basics of Constructivism

The Basics of Constructivism

Bartlett (1932) pioneered what became the constructivist approach (Good & Brophy, 1990). Constructivists believe that "learners construct their own reality or at least interpret it based upon their perceptions of experiences, so an individual's knowledge is a function of one's prior experiences, mental structures, and beliefs that are used to interpret objects and events." "What someone knows is grounded in perception of the physical and social experiences which are comprehended by the mind." (Jonasson, 1991).

If each person has their own view about reality, then how can we as a society communicate and/or coexist? Jonassen, addressing this issue in his article Thinking Technology: Toward a Constructivist Design Model,
makes the following comments:
  • "Perhaps the most common misconception of constructivism is the inference that we each therefore construct a unique reality, that reality is only in the mind of the knower, which will doubtlessly lead to intellectual anarchy."

  • "A reasonable response to that criticism is the Gibsonian perspective that contends that there exists a physical world that is subject to physical laws that we all know in pretty much the same way because those physical laws are perceivable by humans in pretty much the same way."

  • "Constructivists also believe that much of reality is shared through a process of social negotiation..."
If one searches through the many philosophical and psychological theories of the past, the threads of constructivism may be found in the writing of such people as Bruner, Ulrick, Neiser, Goodman, Kant, Kuhn, Dewey and Habermas. The most profound influence was Jean Piaget's work which was interpreted and extended by von Glasserfield (Smorgansbord, 1997).

Realistic vs. Radical Construction

Realistic constructivism - cognition is the process by which learners eventually construct mental structures that correspond to or match external structures located in the environment.

Radical constructivism - cognition serves to organize the learners experiential world rather than to discover ontological reality

(Cobb, 1996, in Smorgansbord, 1997).

The Assumptions of Constructivism - Merrill
  • knowledge is constructed from experience
  • learning is a personal interpretation of the world
  • learning is an active process in which meaning is developed on the basis of experience
  • conceptual growth comes from the negotiation of meaning, the sharing of multiple perspectives and the changing of our internal representations through collaborative learning
  • learning should be situated in realistic settings; testing should be integrated with the task and not a separate activity
    (Merrill, 1991, in Smorgansbord, 1997)


Gagne's Nine Events of Instruction: An Introduction

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Quoted from http://www.e-learningguru.com/articles/art3_3.htm:

Gagne's Nine Events of Instruction: An Introduction

Gagne's Nine Events of Instruction: An Introduction
by Kevin Kruse

Just as Malcolm Knowles is widely regarded as the father of adult learning theory, Robert Gagne is considered to be the foremost researcher and contributor to the systematic approach to instructional design and training. Gagne and his followers are known as behaviorists, and their focus is on the outcomes - or behaviors - that result from training.

Gagne's Nine Events of Instruction

Gagne's book, The Conditions of Learning, first published in 1965, identified the mental conditions for learning. These were based on the information processing model of the mental events that occur when adults are presented with various stimuli. Gagne created a nine-step process called the events of instruction, which correlate to and address the conditions of learning. The figure below shows these instructional events in the left column and the associated mental processes in the right column.

Instructional Event

Internal Mental Process

1. Gain attention

Stimuli activates receptors

2. Inform learners of objectives

Creates level of expectation for learning

3. Stimulate recall of prior learning

Retrieval and activation of short-term memory

4. Present the content

Selective perception of content

5. Provide "learning guidance"

Semantic encoding for storage long-term memory

6. Elicit performance (practice)

Responds to questions to enhance encoding and verification

7. Provide feedback

Reinforcement and assessment of correct performance

8. Assess performance

Retrieval and reinforcement of content as final evaluation

9. Enhance retention and transfer to the job

Retrieval and generalization of learned skill to new situation

 

    1. Gain attention

      In order for any learning to take place, you must first capture the attention of the student. A multimedia program that begins with an animated title screen sequence accompanied by sound effects or music startles the senses with auditory or visual stimuli. An even better way to capture students' attention is to start each lesson with a thought-provoking question or interesting fact. Curiosity motivates students to learn.

    2. Inform learners of objectives

      Early in each lesson students should encounter a list of learning objectives. This initiates the internal process of expectancy and helps motivate the learner to complete the lesson. These objectives should form the basis for assessment and possible certification as well. Typically, learning objectives are presented in the form of "Upon completing this lesson you will be able to. . . ." The phrasing of the objectives themselves will be covered under Robert Mager's contributions later in this chapter.

    3. Stimulate recall of prior learning

      Associating new information with prior knowledge can facilitate the learning process. It is easier for learners to encode and store information in long-term memory when there are links to personal experience and knowledge. A simple way to stimulate recall is to ask questions about previous experiences, an understanding of previous concepts, or a body of content.

    4. Present the content

      This event of instruction is where the new content is actually presented to the learner. Content should be chunked and organized meaningfully, and typically is explained and then demonstrated. To appeal to different learning modalities, a variety of media should be used if possible, including text, graphics, audio narration, and video.

    5. Provide "learning guidance"

      To help learners encode information for long-term storage, additional guidance should be provided along with the presentation of new content. Guidance strategies include the use of examples, non-examples, case studies, graphical representations, mnemonics, and analogies.

    6. Elicit performance (practice)

      In this event of instruction, the learner is required to practice the new skill or behavior. Eliciting performance provides an opportunity for learners to confirm their correct understanding, and the repetition further increases the likelihood of retention.

    7. Provide feedback

      As learners practice new behavior it is important to provide specific and immediate feedback of their performance. Unlike questions in a post-test, exercises within tutorials should be used for comprehension and encoding purposes, not for formal scoring. Additional guidance and answers provided at this stage are called formative feedback.

    8. Assess performance

      Upon completing instructional modules, students should be given the opportunity to take (or be required to take) a post-test or final assessment. This assessment should be completed without the ability to receive additional coaching, feedback, or hints. Mastery of material, or certification, is typically granted after achieving a certain score or percent correct. A commonly accepted level of mastery is 80% to 90% correct.

    9. Enhance retention and transfer to the job

Determining whether or not the skills learned from a training program are ever applied back on the job often remains a mystery to training managers - and a source of consternation for senior executives. Effective training programs have a "performance" focus, incorporating design and media that facilitate retention and transfer to the job. The repetition of learned concepts is a tried and true means of aiding retention, although often disliked by students. (There was a reason for writing spelling words ten times as grade school student.) Creating electronic or online job-aids, references, templates, and wizards are other ways of aiding performance.

Applying Gagne's nine-step model to any training program is the single best way to ensure an effective learning program. A multimedia program that is filled with glitz or that provides unlimited access to Web-based documents is no substitute for sound instructional design. While those types of programs might entertain or be valuable as references, they will not maximize the effectiveness of information processing - and learning will not occur.

How to Apply Gagne's Events of Instruction in e-Learning

As an example of how to apply Gagne's events of instruction to an actual training program, let's look at a high-level treatment for a fictitious software training program. We'll assume that we need to develop a CD-ROM tutorial to teach sales representatives how to use a new lead-tracking system called STAR, which runs on their laptop computers.

1. Gain attention

The program starts with an engaging opening sequence. A space theme is used to play off the new software product's name, STAR. Inspirational music accompanies the opening sequence, which might consist of a shooting star or animated logo. When students access the first lesson, the vice president of sales appears on the screen in a video clip and introduces the course. She explains how important it is to stay on the cutting edge of technology and how the training program will teach them to use the new STAR system. She also emphasizes the benefits of the STAR system, which include reducing the amount of time representatives need to spend on paperwork.

2. Inform learners of objectives

The VP of sales presents students with the following learning objectives immediately after the introduction.

Upon completing this lesson you will be able to:

 

  • List the benefits of the new STAR system.

  • Start and exit the program.

  • Generate lead-tracking reports by date, geography, and source.

  • Print paper copies of all reports.

3. Stimulate recall of prior learning

 

    Students are called upon to use their prior knowledge of other software applications to understand the basic functionality of the STAR system. They are asked to think about how they start, close, and print from other programs such as their word processor, and it is explained that the STAR system works similarly. Representatives are asked to reflect on the process of the old lead-tracking system and compare it to the process of the new electronic one.

4. Present the content

 

    Using screen images captured from the live application software and audio narration, the training program describes the basic features of the STAR system. After the description, a simple demonstration is performed.

5. Provide "learning guidance"

 

    With each STAR feature, students are shown a variety of ways to access it - using short-cut keys on the keyboard, drop-down menus, and button bars. Complex sequences are chunked into short, step-by-step lists for easier storage in long-term memory.

6. Elicit performance (practice)

 

    After each function is demonstrated, students are asked to practice with realistic, controlled simulations. For example, students might be asked to "Generate a report that shows all active leads in the state of New Jersey." Students are required to use the mouse to click on the correct on-screen buttons and options to generate the report.

7. Provide feedback

 

    During the simulations, students are given guidance as needed. If they are performing operations correctly, the simulated STAR system behaves just as the live application would. If the student makes a mistake, the tutorial immediately responds with an audible cue, and a pop-up window explains and reinforces the correct operation.

8. Assess performance

 

    After all lessons are completed, students are required to take a post-test. Mastery is achieved with an 80% or better score, and once obtained, the training program displays a completion certificate, which can be printed. The assessment questions are directly tied to the learning objectives displayed in the lessons.

9. Enhance retention and transfer to the job

While the STAR system is relatively easy to use, additional steps are taken to ensure successful implementation and widespread use among the sales force. These features include online help and "wizards", which are step-by-step instructions on completing complex tasks. Additionally, the training program is equipped with a content map, an index of topics, and a search function. These enable students to use the training as a just-in-time support tool in the future. Finally, a one-page, laminated quick reference card is packaged with the training CD-ROM for further reinforcement of the learning session.

ARCS Model of Motivational Design (Keller)

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1. Attention

  • Keller attention can be gained in two ways: (1) Perceptual arousal - uses surprise or uncertainly to gain interest. Uses novel, surprising, incongruous, and uncertain events; or (2) Inquiry arousal - stimulates curiosity by posing challenging questions or problems to be solved.
  • Methods for grabbing the learners’ attention include the use of:
    • Active participation -Adopt strategies such as games, roleplay or other hands-on methods to get learners involved with the material or subject matter.
    • Variability - To better reinforce materials and account for individual differences in learning styles, use a variety of methods in presenting material (e.g. use of videos, short lectures, mini-discussion groups).
    • Humor -Maintain interest by use a small amount of humor (but not too much to be distracting)
    • Incongruity and Conflict - A devil’s advocate approach in which statements are posed that go against a learner’s past experiences.
    • Specific examples - Use a visual stimuli, story, or biography.
    • Inquiry - Pose questions or problems for the learners to solve, e.g. brainstorming activities.

2. Relevance

  • Establish relevance in order to increase a learner’s motivation. To do this, use concrete language and examples with which the learners are familiar. Six major strategies described by Keller include:
    • Experience - Tell the learners how the new learning will use their existing skills. We best learn by building upon our preset knowledge or skills.
    • Present Worth - What will the subject matter do for me today?
    • Future Usefulness - What will the subject matter do for me tomorrow?
    • Needs Matching - Take advantage of the dynamics of achievement, risk taking, power, and affiliation.
    • Modeling - First of all, “be what you want them to do!” Other strategies include guest speakers, videos, and having the learners who finish their work first to serve as tutors. 
    • Choice - Allow the learners to use different methods to pursue their work or allowing s choice in how they organize it.

3. Confidence

  • Help students understand their likelihood for success. If they feel they cannot meet the objectives or that the cost (time or effort) is too high, their motivation will decrease.
  • Provide objectives and prerequisites - Help students estimate the probability of success by presenting performance requirements and evaluation criteria. Ensure the learners are aware of performance requirements and evaluative criteria.
  • Allow for success that is meaningful.
  • Grow the Learners - Allow for small steps of growth during the learning process.
  • Feedback - Provide feedback and support internal attributions for success.
  • Learner Control - Learners should feel some degree of control over their learning and assessment. They should believe that their success is a direct result of the amount of effort they have put forth.

4. Satisfaction

  • Learning must be rewarding or satisfying in some way, whether it is from a sense of achievement, praise from a higher-up, or mere entertainment.
  • Make the learner feel as though the skill is useful or beneficial by providing opportunities to use newly acquired knowledge in a real setting.
  • Provide feedback and reinforcement. When learners appreciate the results, they will be motivated to learn. Satisfaction is based upon motivation, which can be intrinsic or extrinsic.
  • Do not patronize the learner by over-rewarding easy tasks.

For more information, see:

  • Keller, J. M. (1983). Motivational design of instruction. In C. M. Reigeluth (Ed.), Instructional-design theories and models: An overview of their current status. Hillsdale, NJ: Lawrence Erlbaum Associates.
  • Keller, J. M. (1984). The use of the ARCS model of motivation in teacher training. In K. Shaw & A. J. Trott (Eds.), Aspects of Educational Technology Volume XVII: staff Development and Career Updating. London: Kogan Page.
  • Keller, J. M. (1987). Development and use of the ARCS model of motivational design. Journal of Instructional Development, 10(3), 2-10. John Keller’s Official ARCS Model Website
Retrieved February 02, 2009, from http://www.learning-theories.com/kellers-arcs-model-of-motivational-design.html