SlideShare a Scribd company logo
First Principles of CS Instruction A perspective on CS Education K. Becker
Overview Instructional Design & Computer Science Education M. David Merrill Merrill’s First Principles of Instruction
Instructional Design &  Computer Science Education Learning and ID theories have had relatively little impact on how computer science is taught.  A great many courses are still taught much the same way they were a generation ago .
Here’s what happens if we search for information on “Instructional Design” &  “Computer Science Education”….
 
 
 
 
Instructional Design &  Computer Science Education Technology is used less as a system or tool for the support of learning and more as an apparatus on which to run programs and develop documentation .
M. David Merrill Component Display Theory Elaboration Theory (developed in collaboration with Charles M. Reigeluth) Instructional Transaction Theory the TICCIT CAI System First Principles of Instruction (2002) PhD ’64 (Ed. Psych.) Brigham Young / Utah State
“ If you don't provide adequate practice,  if you don't have an adequate knowledge structure,  if you don't provide adequate guidance,  people don't learn. “
Appropriate practice is the single most neglected aspect of effective instruction.
Information is Not Instruction  Many current instructional models suggest that the most effective learning products or environments are those that are problem centered and involve the student in a cycle of learning that involves four distinct phases: activation of prior experience demonstration of skills application of skills integration of these skills into real-world activities
Merrill’s First Principles of Instruction   The success of a given instructional program will be directly proportional to how well and how deliberately the first principles are implemented.
Merrill’s First Principles of Instruction   Problem  “ Learning is facilitated when learners are engaged in solving real-world problems.”  Activation   “ Learning is facilitated when existing knowledge is activated as a foundation for new knowledge.”   Demonstration  “ Learning is facilitated when new knowledge is demonstrated to the learner.”  Application   “ Learning is facilitated when new knowledge is applied by the learner.”  Integration   “ Learning is facilitated when new knowledge is integrated into the learner’s world.”
Problem  engagement in solving real-world problems PBL is more deliberate than what we do. structured,  guided  approach delineation of the problem and its domain research and discovery of relevant knowledge and data presentation of a solution and a reflection on what was learned deliberate and conscious connection with existing knowledge.  Accounting examples? Management? Employee Records?   look seriously at how students spend their time Games, internet communication, music, … Offer choices (more for seniors / less for freshmen)  For example, the classic arcade game  Frogger , a hospital emergency room simulation, and a dynamic restaurant menu system are all problems that lend themselves to the use of inheritance and polymorphism.  If the pedagogical objectives are clearly defined, then the subject matter can become flexible, thereby creating relevance, and the potential for a personal connection with the problem.
PBL Steps Topic Introduction Explore the issues. What do we already know? What do we want to know? Develop, and write out, the problem statement in your own words.   Hypothesize: List out possible solutions. List actions to be taken with a timeline. Additional Information What do we need to know? Closure Write up your solution with its supporting documentation, and submit it. Review your performance. Data Requests Learning Issues
Problem  engagement in solving real-world problems Is the courseware presented in the context of real-world problems?  Are learners shown the problem, engaged at the task as well as the operation level, and involved in a progression of problems?
Activation   activate existing knowledge as foundation for new knowledge  To activate existing knowledge, we must know what that existing knowledge is.  cell phones, email, surf the web, find music and videos, and play games.  proficient, yet lack sophistication in searching and the critical assessment of resources. acknowledge their skills, without either assuming too high a level of sophistication, nor too much nescience. One will discourage students, while the other will bore them. Either way, they will become disengaged and motivation will suffer.  Example: Greedy algorithms by making change.  Searching for a name in a phonebook as a means of introducing a binary search.  : relevance changes over time.  If we wish to start from where the students are, then we must be prepared to assess the knowledge they bring to the situation regularly.
Activation   activate existing knowledge as foundation for new knowledge  Does the courseware attempt to activate relevant prior knowledge or experience?  Are learners directed to recall relevant past experience or provided relevant experience?  Are they encouraged to use some organizing structure?
Demonstration  Learning objects can be useful here Live, in class demonstrations of programs are more effective than simply reading through and explaining code Modeling behavior  such as answering a question by performing a search on the internet, (including rapid assessment of potential resources)  Develop a solution to a problem on the fly – including errors and blind alleys.  Maybe the 100 th  time for us, but the first time for them We learn a great deal from our mistakes and to some extent the mistakes of others.  Allow our students to observe error recovery.
Demonstration  Does the courseware demonstrate what is to be learned rather than merely telling information about what is to be learned?  Are the demonstrations consistent with the instructional goals?  Is learner guidance employed?  Do media enhance learning?
Application   by the learner The CS cup runneth over with content.  The body of knowledge associated with the discipline has grown and evolved over the last 40 years and in our desire to provide students with as much information and knowledge as we can, we sometimes forget that they still need time to absorb the information - and this includes time for practice.  Chess masters, musicians, swimmers, and others have been shown to require on average ten years to achieve expert status!  What makes us think we can create expert programmers and computer scientists in just four?
Application   by the learner We can no longer cover the same ground in an undergraduate program as we did when we were students, yet we cling to a desire to do so, and to add all that we have learned since graduating as well.  Modern theories of education, including Merrill’s imply that students will be better prepared through the acquisition of deep knowledge in fewer areas than through a shallow or cursory acquaintance with many.  We do our students a disservice by attempting to move on to the next topic too quickly.  One the other hand some topics can be taught using a spiral approach. The topic can be introduced but treated superficially in one course, and then addressed in greater depth in one or more subsequent courses.  Recursion, algorithm analysis, and program testing  Others, like ethics, professional practice, and communication skills can also be broken up and spread across multiple courses, but lend themselves more to sectioned, in-depth study than to layering from superficial overviews to deep learning.  A Mile Wide and an Inch Deep
Application   by the learner Do learners have an opportunity to apply their newly acquired knowledge or skill?  Is the application consistent with the instructional goals, and does it involve a varied sequence of problems with feedback?  Are learners provided with gradually diminished coaching?
Integration   new knowledge is integrated into the learner’s world It is like coming full circle – we start from where the student is, and end by helping them convert new knowledge into a new starting point.  If the curriculum is well integrated, subsequent courses can quite literally pick up where the others left off.  If it is not, time will be required in each course to re-assess what knowledge the students bring. Typical : 5-10 distinct assignments. There is no time in between to reflect, and in an effort to maintain interest, each problem bears little relationship to the last.  This kind of approach does not promote integration of learning.  While it is sometimes impractical to create assignments that logically follow one another, attempts should be made to do so.  When this is not possible, both practical and conceptual connections can be made explicit. At the course level, content can and should be tied to the students’ lives, current events, research, and professional practice whenever possible.  For example, reading an article like Walpole’s “ Designing Games for the Wage Slave ” connects well with student’s lives, can be used to discuss software design on many levels,  and  can be used as the basis for assessment criteria on a programming assignment.
Integration   new knowledge is integrated into the learner’s world Does the courseware provide techniques that encourage learners to integrate (transfer) the new knowledge or skill into their everyday life? Do learners have an opportunity to publicly demonstrate their new knowledge, reflect on their new knowledge, and create new ways to use their new knowledge?
Conclusions Courses can benefit from a more deliberate approach to the design of instruction . Freshmen have a broader base of experience than they used to, and integrating this experience into our courses forms connections that engages students . Contextualizing their experience draws them in, and maintaining relevance while guiding their practice will sustain them .
Learning  About vs. Learning  To Be Merrill, M. D. (2001). First Principles of Instruction.  Journal of Structural Learning & Intelligent Systems, 14 (4), 459-466. http://id2.usu.edu/Papers/5FirstPrinciples.PDF#search=%22First%20Principles%20of%20Instruction%22   Merrill, M. D. (2002). A Pebble-in-the-Pond Model for Instructional Design.  Performance Improvement, 41 (7), 39-44. http://cito.byuh.edu/merrill/text/papers/pebbleinthepond.pdf

More Related Content

PPTX
12 13 PGCE ICT Reflective Practice Seminar 2
Miles Berry
 
PPT
2009 Tread softly - dreams of elearning
Sue Greener
 
DOCX
ID Project #2
loraevanouski
 
PPT
2007 Doing an EdD: tales of a journey
Sue Greener
 
PDF
Syllabus su 2010
loraevanouski
 
PPTX
3 Knowledge Transfer
Derek Nicoll
 
PPTX
2009 What the HR literature tells us about reflective learning
Sue Greener
 
PPT
Tips For Online Teaching And Learning
suegreener
 
12 13 PGCE ICT Reflective Practice Seminar 2
Miles Berry
 
2009 Tread softly - dreams of elearning
Sue Greener
 
ID Project #2
loraevanouski
 
2007 Doing an EdD: tales of a journey
Sue Greener
 
Syllabus su 2010
loraevanouski
 
3 Knowledge Transfer
Derek Nicoll
 
2009 What the HR literature tells us about reflective learning
Sue Greener
 
Tips For Online Teaching And Learning
suegreener
 

What's hot (20)

DOCX
Analysis Essay
Sarah Richer
 
PPTX
Project management
mmcdowell13
 
DOCX
Syllabus for digital citizenship
loraevanouski
 
PPTX
3 Knowledge Transfer
Derek Nicoll
 
PPT
2008 Was it worth it? Looking back at EdD
Sue Greener
 
PPT
Keynote 5 - Principles and Pedagogic Concepts in Teacher Education: exploring...
Mike Blamires
 
DOCX
Educ 118 lesson5-17 Outline
Jocel Vallejo
 
PDF
Managing the advanced learner - Handouts
Abu Dhabi International Book Fair Professional Program
 
PPT
WebQuest: "The World Through a Different Pair of Eyes"
caseyrae27
 
PPT
Final Atm Pp
dnmonks
 
PDF
Introduction to Online Teaching - Handout Packet
College of DuPage Learning Technologies
 
PDF
THE ULTIMATE GUIDE TO ONLINE TEACHING
Mann Rentoy
 
PPT
Merrill 1
guestbbaefa
 
PPT
Instructional models
Diane Barrie
 
PDF
CEC module 6 Triangular classroom
COAEInternational
 
DOCX
Handbook
Kellyh84
 
PDF
CEC module7 20-21-Are we ready?
COAEInternational
 
PPTX
Orange team survey results - Bussell Summary
Anna Lisa
 
DOCX
Accelerated Learning Cycle Overview
Jen Leach
 
PPTX
TECHNIQUES OF TEACHING
Mubeena Shabeer
 
Analysis Essay
Sarah Richer
 
Project management
mmcdowell13
 
Syllabus for digital citizenship
loraevanouski
 
3 Knowledge Transfer
Derek Nicoll
 
2008 Was it worth it? Looking back at EdD
Sue Greener
 
Keynote 5 - Principles and Pedagogic Concepts in Teacher Education: exploring...
Mike Blamires
 
Educ 118 lesson5-17 Outline
Jocel Vallejo
 
Managing the advanced learner - Handouts
Abu Dhabi International Book Fair Professional Program
 
WebQuest: "The World Through a Different Pair of Eyes"
caseyrae27
 
Final Atm Pp
dnmonks
 
Introduction to Online Teaching - Handout Packet
College of DuPage Learning Technologies
 
THE ULTIMATE GUIDE TO ONLINE TEACHING
Mann Rentoy
 
Merrill 1
guestbbaefa
 
Instructional models
Diane Barrie
 
CEC module 6 Triangular classroom
COAEInternational
 
Handbook
Kellyh84
 
CEC module7 20-21-Are we ready?
COAEInternational
 
Orange team survey results - Bussell Summary
Anna Lisa
 
Accelerated Learning Cycle Overview
Jen Leach
 
TECHNIQUES OF TEACHING
Mubeena Shabeer
 
Ad

Viewers also liked (14)

PPT
Ap Power Point Chpt4
dplunkett
 
PPT
Lecture 4 recursion
Nada G.Youssef
 
PPT
Ap Power Point Chpt9
dplunkett
 
PPT
JavaYDL20
Terry Yoast
 
PPT
Ap Power Point Chpt2
dplunkett
 
PPT
Ap Power Point Chpt7
dplunkett
 
PPT
Ap Power Point Chpt3
dplunkett
 
PPT
Ap Power Point Chpt3 B
dplunkett
 
PPT
Ap Power Point Chpt5
dplunkett
 
PPT
Ap Power Point Chpt8
dplunkett
 
PDF
Recursion Lecture in Java
Raffi Khatchadourian
 
PPT
Ap Power Point Chpt6
dplunkett
 
PPT
Ap Power Point Chpt1
dplunkett
 
PPTX
Internet principles of operation
Inqilab Patel
 
Ap Power Point Chpt4
dplunkett
 
Lecture 4 recursion
Nada G.Youssef
 
Ap Power Point Chpt9
dplunkett
 
JavaYDL20
Terry Yoast
 
Ap Power Point Chpt2
dplunkett
 
Ap Power Point Chpt7
dplunkett
 
Ap Power Point Chpt3
dplunkett
 
Ap Power Point Chpt3 B
dplunkett
 
Ap Power Point Chpt5
dplunkett
 
Ap Power Point Chpt8
dplunkett
 
Recursion Lecture in Java
Raffi Khatchadourian
 
Ap Power Point Chpt6
dplunkett
 
Ap Power Point Chpt1
dplunkett
 
Internet principles of operation
Inqilab Patel
 
Ad

Similar to First Principles Of Cs Instruction (20)

PDF
What was your best learning experience? Our story about using stories to solv...
Patrick Lowenthal
 
DOCX
Sequencing and structuring learning modules in instructional design
Dedi Yulianto
 
PPT
Learning theories and their implications on educational technology
RONNIE PASIGUI
 
PPT
Learning theories edtech
RONNIE PASIGUI
 
PDF
Work Based Learning
Brooke Curtis
 
PPT
Mayer V Prensky Pres5
M Landis
 
PPT
Test Your Instructional Design IQ
Rich James
 
PPTX
Teaching adults[1]
cmcn317
 
PPTX
Passion based techdout
Sheryl Nussbaum-Beach
 
DOCX
Lesson 15
Julie Anne Penaflor
 
DOCX
4Principles of Instructional TechnologyLearning Object.docx
alinainglis
 
PPT
Learning Theories Group Project: Cognitive Theory
Stephanie Conway
 
PPT
Learning Theories Group Project: Cognitive Theory
Stephanie Conway
 
PPTX
Achieving Learning Outcomes, Incorporating Technology
Ann Kovalchick
 
PDF
Project-Based Learning in Classroom: 5 Best Steps To Start | Future Education...
Future Education Magazine
 
PPTX
CAI & CAL
Mandeep Gill
 
PPTX
Mathematics at roxy
mattonz
 
PPTX
Ca eett modules 1-4 - april 21
Doug
 
PPT
Action Research for Teachers
Iain Cook-Bonney
 
What was your best learning experience? Our story about using stories to solv...
Patrick Lowenthal
 
Sequencing and structuring learning modules in instructional design
Dedi Yulianto
 
Learning theories and their implications on educational technology
RONNIE PASIGUI
 
Learning theories edtech
RONNIE PASIGUI
 
Work Based Learning
Brooke Curtis
 
Mayer V Prensky Pres5
M Landis
 
Test Your Instructional Design IQ
Rich James
 
Teaching adults[1]
cmcn317
 
Passion based techdout
Sheryl Nussbaum-Beach
 
4Principles of Instructional TechnologyLearning Object.docx
alinainglis
 
Learning Theories Group Project: Cognitive Theory
Stephanie Conway
 
Learning Theories Group Project: Cognitive Theory
Stephanie Conway
 
Achieving Learning Outcomes, Incorporating Technology
Ann Kovalchick
 
Project-Based Learning in Classroom: 5 Best Steps To Start | Future Education...
Future Education Magazine
 
CAI & CAL
Mandeep Gill
 
Mathematics at roxy
mattonz
 
Ca eett modules 1-4 - april 21
Doug
 
Action Research for Teachers
Iain Cook-Bonney
 

More from Katrin Becker (20)

PPTX
Cross breeding animation
Katrin Becker
 
PPT
Assignments that Meet the Needs of Exceptional Students without Disadvantagin...
Katrin Becker
 
PPTX
T.A.P. : The Teach Aloud Protocol
Katrin Becker
 
PPTX
Misguided illusions of understanding
Katrin Becker
 
PPTX
Signature pedagogy
Katrin Becker
 
PPTX
Virtue of Failure
Katrin Becker
 
PPTX
4 Pillars of DGBL: A Structured Rating System for Games for Learning
Katrin Becker
 
PPTX
Gamification paradigm
Katrin Becker
 
PPTX
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
Katrin Becker
 
PPTX
Gamification how to gamify learning and instruction Part 1 (of 3)
Katrin Becker
 
PPTX
Gamification how to gamify learning and instruction, part 2 (of 3)
Katrin Becker
 
PPTX
Is gamification a game changer
Katrin Becker
 
PPT
CS Example: Parsing a Sentence
Katrin Becker
 
PPT
CS Lesson: Introduction to the Java virtual Machine
Katrin Becker
 
PPT
CS: Introduction to Record Manipulation & Indexing
Katrin Becker
 
PPT
CS Lesson: Creating Your First Class in Java
Katrin Becker
 
PPTX
Informing pedagogy through collaborative inquiry
Katrin Becker
 
PPTX
Informing SoTL using playtesting techniques
Katrin Becker
 
PPTX
Using cards games as learning objects to teach genetics
Katrin Becker
 
PPTX
Gamification how to gamify learning and instruction, Part 3 (of 3)
Katrin Becker
 
Cross breeding animation
Katrin Becker
 
Assignments that Meet the Needs of Exceptional Students without Disadvantagin...
Katrin Becker
 
T.A.P. : The Teach Aloud Protocol
Katrin Becker
 
Misguided illusions of understanding
Katrin Becker
 
Signature pedagogy
Katrin Becker
 
Virtue of Failure
Katrin Becker
 
4 Pillars of DGBL: A Structured Rating System for Games for Learning
Katrin Becker
 
Gamification paradigm
Katrin Becker
 
The Calm and The Storm: Simulation and Games - Why All Games are Simulations ...
Katrin Becker
 
Gamification how to gamify learning and instruction Part 1 (of 3)
Katrin Becker
 
Gamification how to gamify learning and instruction, part 2 (of 3)
Katrin Becker
 
Is gamification a game changer
Katrin Becker
 
CS Example: Parsing a Sentence
Katrin Becker
 
CS Lesson: Introduction to the Java virtual Machine
Katrin Becker
 
CS: Introduction to Record Manipulation & Indexing
Katrin Becker
 
CS Lesson: Creating Your First Class in Java
Katrin Becker
 
Informing pedagogy through collaborative inquiry
Katrin Becker
 
Informing SoTL using playtesting techniques
Katrin Becker
 
Using cards games as learning objects to teach genetics
Katrin Becker
 
Gamification how to gamify learning and instruction, Part 3 (of 3)
Katrin Becker
 

Recently uploaded (20)

PPTX
Introduction to pediatric nursing in 5th Sem..pptx
AneetaSharma15
 
PPTX
CARE OF UNCONSCIOUS PATIENTS .pptx
AneetaSharma15
 
PPTX
How to Close Subscription in Odoo 18 - Odoo Slides
Celine George
 
PPTX
family health care settings home visit - unit 6 - chn 1 - gnm 1st year.pptx
Priyanshu Anand
 
PPTX
Artificial-Intelligence-in-Drug-Discovery by R D Jawarkar.pptx
Rahul Jawarkar
 
PPTX
How to Apply for a Job From Odoo 18 Website
Celine George
 
PPTX
Basics and rules of probability with real-life uses
ravatkaran694
 
PDF
Module 2: Public Health History [Tutorial Slides]
JonathanHallett4
 
PPTX
Python-Application-in-Drug-Design by R D Jawarkar.pptx
Rahul Jawarkar
 
PDF
The-Invisible-Living-World-Beyond-Our-Naked-Eye chapter 2.pdf/8th science cur...
Sandeep Swamy
 
PDF
Biological Classification Class 11th NCERT CBSE NEET.pdf
NehaRohtagi1
 
PPTX
HISTORY COLLECTION FOR PSYCHIATRIC PATIENTS.pptx
PoojaSen20
 
PPTX
How to Track Skills & Contracts Using Odoo 18 Employee
Celine George
 
PPTX
Measures_of_location_-_Averages_and__percentiles_by_DR SURYA K.pptx
Surya Ganesh
 
DOCX
Modul Ajar Deep Learning Bahasa Inggris Kelas 11 Terbaru 2025
wahyurestu63
 
PPTX
Virus sequence retrieval from NCBI database
yamunaK13
 
PDF
The Minister of Tourism, Culture and Creative Arts, Abla Dzifa Gomashie has e...
nservice241
 
PDF
Antianginal agents, Definition, Classification, MOA.pdf
Prerana Jadhav
 
PDF
BÀI TẬP TEST BỔ TRỢ THEO TỪNG CHỦ ĐỀ CỦA TỪNG UNIT KÈM BÀI TẬP NGHE - TIẾNG A...
Nguyen Thanh Tu Collection
 
PPTX
HEALTH CARE DELIVERY SYSTEM - UNIT 2 - GNM 3RD YEAR.pptx
Priyanshu Anand
 
Introduction to pediatric nursing in 5th Sem..pptx
AneetaSharma15
 
CARE OF UNCONSCIOUS PATIENTS .pptx
AneetaSharma15
 
How to Close Subscription in Odoo 18 - Odoo Slides
Celine George
 
family health care settings home visit - unit 6 - chn 1 - gnm 1st year.pptx
Priyanshu Anand
 
Artificial-Intelligence-in-Drug-Discovery by R D Jawarkar.pptx
Rahul Jawarkar
 
How to Apply for a Job From Odoo 18 Website
Celine George
 
Basics and rules of probability with real-life uses
ravatkaran694
 
Module 2: Public Health History [Tutorial Slides]
JonathanHallett4
 
Python-Application-in-Drug-Design by R D Jawarkar.pptx
Rahul Jawarkar
 
The-Invisible-Living-World-Beyond-Our-Naked-Eye chapter 2.pdf/8th science cur...
Sandeep Swamy
 
Biological Classification Class 11th NCERT CBSE NEET.pdf
NehaRohtagi1
 
HISTORY COLLECTION FOR PSYCHIATRIC PATIENTS.pptx
PoojaSen20
 
How to Track Skills & Contracts Using Odoo 18 Employee
Celine George
 
Measures_of_location_-_Averages_and__percentiles_by_DR SURYA K.pptx
Surya Ganesh
 
Modul Ajar Deep Learning Bahasa Inggris Kelas 11 Terbaru 2025
wahyurestu63
 
Virus sequence retrieval from NCBI database
yamunaK13
 
The Minister of Tourism, Culture and Creative Arts, Abla Dzifa Gomashie has e...
nservice241
 
Antianginal agents, Definition, Classification, MOA.pdf
Prerana Jadhav
 
BÀI TẬP TEST BỔ TRỢ THEO TỪNG CHỦ ĐỀ CỦA TỪNG UNIT KÈM BÀI TẬP NGHE - TIẾNG A...
Nguyen Thanh Tu Collection
 
HEALTH CARE DELIVERY SYSTEM - UNIT 2 - GNM 3RD YEAR.pptx
Priyanshu Anand
 

First Principles Of Cs Instruction

  • 1. First Principles of CS Instruction A perspective on CS Education K. Becker
  • 2. Overview Instructional Design & Computer Science Education M. David Merrill Merrill’s First Principles of Instruction
  • 3. Instructional Design & Computer Science Education Learning and ID theories have had relatively little impact on how computer science is taught. A great many courses are still taught much the same way they were a generation ago .
  • 4. Here’s what happens if we search for information on “Instructional Design” & “Computer Science Education”….
  • 5.  
  • 6.  
  • 7.  
  • 8.  
  • 9. Instructional Design & Computer Science Education Technology is used less as a system or tool for the support of learning and more as an apparatus on which to run programs and develop documentation .
  • 10. M. David Merrill Component Display Theory Elaboration Theory (developed in collaboration with Charles M. Reigeluth) Instructional Transaction Theory the TICCIT CAI System First Principles of Instruction (2002) PhD ’64 (Ed. Psych.) Brigham Young / Utah State
  • 11. “ If you don't provide adequate practice, if you don't have an adequate knowledge structure, if you don't provide adequate guidance, people don't learn. “
  • 12. Appropriate practice is the single most neglected aspect of effective instruction.
  • 13. Information is Not Instruction Many current instructional models suggest that the most effective learning products or environments are those that are problem centered and involve the student in a cycle of learning that involves four distinct phases: activation of prior experience demonstration of skills application of skills integration of these skills into real-world activities
  • 14. Merrill’s First Principles of Instruction The success of a given instructional program will be directly proportional to how well and how deliberately the first principles are implemented.
  • 15. Merrill’s First Principles of Instruction Problem “ Learning is facilitated when learners are engaged in solving real-world problems.” Activation “ Learning is facilitated when existing knowledge is activated as a foundation for new knowledge.” Demonstration “ Learning is facilitated when new knowledge is demonstrated to the learner.” Application “ Learning is facilitated when new knowledge is applied by the learner.” Integration “ Learning is facilitated when new knowledge is integrated into the learner’s world.”
  • 16. Problem engagement in solving real-world problems PBL is more deliberate than what we do. structured, guided approach delineation of the problem and its domain research and discovery of relevant knowledge and data presentation of a solution and a reflection on what was learned deliberate and conscious connection with existing knowledge. Accounting examples? Management? Employee Records? look seriously at how students spend their time Games, internet communication, music, … Offer choices (more for seniors / less for freshmen) For example, the classic arcade game Frogger , a hospital emergency room simulation, and a dynamic restaurant menu system are all problems that lend themselves to the use of inheritance and polymorphism. If the pedagogical objectives are clearly defined, then the subject matter can become flexible, thereby creating relevance, and the potential for a personal connection with the problem.
  • 17. PBL Steps Topic Introduction Explore the issues. What do we already know? What do we want to know? Develop, and write out, the problem statement in your own words. Hypothesize: List out possible solutions. List actions to be taken with a timeline. Additional Information What do we need to know? Closure Write up your solution with its supporting documentation, and submit it. Review your performance. Data Requests Learning Issues
  • 18. Problem engagement in solving real-world problems Is the courseware presented in the context of real-world problems? Are learners shown the problem, engaged at the task as well as the operation level, and involved in a progression of problems?
  • 19. Activation activate existing knowledge as foundation for new knowledge To activate existing knowledge, we must know what that existing knowledge is. cell phones, email, surf the web, find music and videos, and play games. proficient, yet lack sophistication in searching and the critical assessment of resources. acknowledge their skills, without either assuming too high a level of sophistication, nor too much nescience. One will discourage students, while the other will bore them. Either way, they will become disengaged and motivation will suffer. Example: Greedy algorithms by making change. Searching for a name in a phonebook as a means of introducing a binary search. : relevance changes over time. If we wish to start from where the students are, then we must be prepared to assess the knowledge they bring to the situation regularly.
  • 20. Activation activate existing knowledge as foundation for new knowledge Does the courseware attempt to activate relevant prior knowledge or experience? Are learners directed to recall relevant past experience or provided relevant experience? Are they encouraged to use some organizing structure?
  • 21. Demonstration Learning objects can be useful here Live, in class demonstrations of programs are more effective than simply reading through and explaining code Modeling behavior such as answering a question by performing a search on the internet, (including rapid assessment of potential resources) Develop a solution to a problem on the fly – including errors and blind alleys. Maybe the 100 th time for us, but the first time for them We learn a great deal from our mistakes and to some extent the mistakes of others. Allow our students to observe error recovery.
  • 22. Demonstration Does the courseware demonstrate what is to be learned rather than merely telling information about what is to be learned? Are the demonstrations consistent with the instructional goals? Is learner guidance employed? Do media enhance learning?
  • 23. Application by the learner The CS cup runneth over with content. The body of knowledge associated with the discipline has grown and evolved over the last 40 years and in our desire to provide students with as much information and knowledge as we can, we sometimes forget that they still need time to absorb the information - and this includes time for practice. Chess masters, musicians, swimmers, and others have been shown to require on average ten years to achieve expert status! What makes us think we can create expert programmers and computer scientists in just four?
  • 24. Application by the learner We can no longer cover the same ground in an undergraduate program as we did when we were students, yet we cling to a desire to do so, and to add all that we have learned since graduating as well. Modern theories of education, including Merrill’s imply that students will be better prepared through the acquisition of deep knowledge in fewer areas than through a shallow or cursory acquaintance with many. We do our students a disservice by attempting to move on to the next topic too quickly. One the other hand some topics can be taught using a spiral approach. The topic can be introduced but treated superficially in one course, and then addressed in greater depth in one or more subsequent courses. Recursion, algorithm analysis, and program testing Others, like ethics, professional practice, and communication skills can also be broken up and spread across multiple courses, but lend themselves more to sectioned, in-depth study than to layering from superficial overviews to deep learning. A Mile Wide and an Inch Deep
  • 25. Application by the learner Do learners have an opportunity to apply their newly acquired knowledge or skill? Is the application consistent with the instructional goals, and does it involve a varied sequence of problems with feedback? Are learners provided with gradually diminished coaching?
  • 26. Integration new knowledge is integrated into the learner’s world It is like coming full circle – we start from where the student is, and end by helping them convert new knowledge into a new starting point. If the curriculum is well integrated, subsequent courses can quite literally pick up where the others left off. If it is not, time will be required in each course to re-assess what knowledge the students bring. Typical : 5-10 distinct assignments. There is no time in between to reflect, and in an effort to maintain interest, each problem bears little relationship to the last. This kind of approach does not promote integration of learning. While it is sometimes impractical to create assignments that logically follow one another, attempts should be made to do so. When this is not possible, both practical and conceptual connections can be made explicit. At the course level, content can and should be tied to the students’ lives, current events, research, and professional practice whenever possible. For example, reading an article like Walpole’s “ Designing Games for the Wage Slave ” connects well with student’s lives, can be used to discuss software design on many levels, and can be used as the basis for assessment criteria on a programming assignment.
  • 27. Integration new knowledge is integrated into the learner’s world Does the courseware provide techniques that encourage learners to integrate (transfer) the new knowledge or skill into their everyday life? Do learners have an opportunity to publicly demonstrate their new knowledge, reflect on their new knowledge, and create new ways to use their new knowledge?
  • 28. Conclusions Courses can benefit from a more deliberate approach to the design of instruction . Freshmen have a broader base of experience than they used to, and integrating this experience into our courses forms connections that engages students . Contextualizing their experience draws them in, and maintaining relevance while guiding their practice will sustain them .
  • 29. Learning About vs. Learning To Be Merrill, M. D. (2001). First Principles of Instruction. Journal of Structural Learning & Intelligent Systems, 14 (4), 459-466. http://id2.usu.edu/Papers/5FirstPrinciples.PDF#search=%22First%20Principles%20of%20Instruction%22 Merrill, M. D. (2002). A Pebble-in-the-Pond Model for Instructional Design. Performance Improvement, 41 (7), 39-44. http://cito.byuh.edu/merrill/text/papers/pebbleinthepond.pdf