Wednesday, May 23, 2012

Reflective Learning ( For Engineering )

Reflective Learning



The Four Stages of Reflective Learning
Reflecting on your experiences, whether they are at work or in the classroom is the best way to ratchet up the learning level of any experience. Reflection strengthens learning and allows you to recognize your areas of growth and areas that need improvement. Reflection is the key part of the 'experiential learning cycle'. Experiential education is defined as "the process of actively engaging students in an authentic experience that will have benefits and consequences. Students make discoveries and experiment with knowledge themselves instead of hearing or reading about the experiences of others. Students also reflect on their experiences, thus developing new skills, new attitudes, and new theories or ways of thinking" (Kraft & Sakofs, 1988). The theoretical learning model below was developed by David Kolb, 1984.

This model can be simplified to:
  1. Experiencing – These are activities from which a student may learn (readings, fieldwork, lab work, problem sets, observations, simulations/games).
  2. Reflecting – the student thinks about the experience (what was seen, felt, thought about) and integrates the new experience with past experiences. (Keeping a journal or log through your work term will help with this process.)
  3. Generalizing – the student develops questions and theories and attaches meaning to the experience.
  4. Applying – the student tests out new ideas, attitudes and behaviours and the cycle continues.

Setting Goals and Objectives
While reflecting will facilitate learning after the fact, setting goals and objectives will initiate learning and increase your chances for positive outcomes. We encourage you to set goals for developing new skills and knowledge on your work terms. While the words "goals" and "objectives" are used interchangeably, goals are generally defined as being broad in nature, while objectives are the clearly defined steps needed to achieve your goals. Your goals should be written in terms of the 'learning outcome' of your objectives. For example:
Learning Goal: To improve oral communications through giving presentations.
Objective: As part of my work term, I will seek out at least one opportunity to develop and deliver an effective and well organized presentation to my co-workers and supervisor.

Develop your Goals the S M A R T Way
Specific: Outline in detail what you wish to accomplish. What, why, how?
Measurable: The goal must be quantifiable; a standard is needed for comparison.
Action-Oriented: Describe activities needed to accomplish the goal.
Realistic: The goal must be attainable, practical and do-able.
Timebound: A time frame is needed; make the commitment.
One way to develop your goals is to think about those transferable skills that employers are looking for and then develop goals and objectives around these:
Transferable Skills: Example of goal: Objective:
Communication Improve technical writing skills By writing a technical report by end of work term, that analyzes a process, describes a project or demonstrates problem solving to improve operations. Report will be graded as Pass/Fail.
Creativity Design a robot
Customer Service Orientation Learn sales techniques
Leadership Volunteer to organize a fund raising or social event for my work team
Problem Solving Learn to break down a problem into smaller parts by analyzing a process or operational procedure, generating alternatives and recommending a solution
Project Management Learn project management software
Self-Directed Learning Develop goals and objectives for work term
Self-motivation/Initiative Achieve work term goals and demonstrate them to my supervisor
Team Work Join a workplace committee
Time Management Assign timelines to tasks
Another way to think about goals you might set is to identify skills needed on the job:
Skills: Example of goal:
People: Improve ability to work with teams and network
Data: Gain experience conducting research and surveys
Things: Work in manufacturing to gain hands-on experience
Ideas: Design a computer program to monitor inventory

Objective:
You can choose to develop goals around either professional experience, personal attributes or technical expertise. You don't have to wait until you are at work to set your goals but you should integrate them with your actual work assignments and discuss them with your supervisor as well as give him/her updates on your progress.
References:
Kraft, D., & Sakofs, M. (Eds.). (1988). The theory of experiential education. Boulder, CO: Association for Experiential Education.
Kolb, D. A. (1984) Experiential Learning, Englewood Cliffs, NJ.: Prentice Hall.

Monday, April 09, 2012

The Experiential Learning Cycle


Experiential learning occurs when a person engages in some activity, looks back at the activity critically, abstracts some useful insight from the analysis, and puts the result to work through a change in behavior. Of course, this process is experienced spontaneously in everyone's ordinary life. People never stop learning; with each new experience, we consciously or unconsciously ask ourselves questions such as, _How did that feel?,_ _What really happened?,_ or _What do I need to remember about that?_ It is an inductive process: proceeding from observation rather than from a priori _truth_ (as in the deductive process).
Learning can be defined as a change in behavior as a result of experience or input, and that is the usual purpose of training. The effectiveness of experiential learning is based on the fact that nothing is more relevant to us than ourselves. One's own reactions to, observations about, and understanding of something are more important than someone else's opinion about it. Research has shown that people learn best by _doing._ One remembers best what one knows better than one remembers what one knows about.



Experiencing
The data-generating part of the experience develops a common base for the discussion that follows. Goals include:
• To Explore_
• To Examine_
• To Study_
• To Identify_

Publishing
The question in this stage is _What happened to me?_ Participants share personal data about what they saw and/or how they felt during the experience.
• Feelings
• Reactions
• Observations

Processing
The question here is _What happened in general?_ Participants systematically examine their commonly shared experience.
• Common themes
• Patterns
• Interactions
• Group dynamics
• Behavioral trends

Generalizing
The question now is _So what?_ From the patterns identified, participants abstract:
• Inferences
• Generalizations
• Learnings
• Principles
• What tends to happen_
These are stated in terms of the _real world_ rather than the learning situation.

Applying
The final question is _Now what?_ Generalizations and learnings are applied to real-life situations, and change is planned. This stage can include:
• Consulting groups
• Goal setting
• Practice sessions
• Contracting for change
The application of learning is a new experience. The cycle begins again_

Conclusion
Learning experiences that utilize the experiential learning model allow participants to confront basic psychological and behavioral issues that they have to deal with in their daily lives. The model gives participants an opportunity to examine their feelings and behaviors related to interactions with other individuals. Examining their feelings and other reactions to situations helps to expand the participants' awareness and understanding of the function their emotions play in their behavior. Not only does this add to the interest and involvement of the participants, it also contributes significantly to the transfer of learning. No other type of learning generates this personal involvement and depth of understanding. The ultimate result is that participants accept responsibility for their own learning and behavior, rather than assigning that responsibility to someone else.


Adapted From:
Pfeiffer, J.W., & Ballew, A.C. (1988). Using structured experiences in human resource development (UATT Series, Vol. 1). San Diego, CA:, University Associates.

Friday, March 30, 2012

Learning Concepts (Part III)


Productions
Production rules are a primary component of many contemporary computer models of cognition (e.g., ACT, GPS, Soar). A production has the form: If THEN When the current state of memory matches the side of the rule, the specified is carried out. The action could be any form of mental processing. Productions can also generate new productions giving rise to new cognitive rules (c.f., creativity).
Flow of control in a production system goes through the set of productions sequentially until a condition is matched. After executing the action, the system continues with the next production or returns to the beginning of the set. This sequence is repeated until a terminal goal condition is satisfied. Thus, production systems require no executive level of control; all control is determined by the productions. Clearly, order of productions in the set is important since it determines which actions are satisfied first.
It is possible to add constraints to productions that alter the strict sequential order and hence introduce some form of higher level control. For example, preference can be given to conditions according to recency or frequency of occurence. Productions can be limited to firing only once for a given condition (rule of refractoriness). Or, goal symbols can be added to the conditions that must be satisfied in order for the production to be satisfied.
Productions map very closely onto the notion of rules found in many cognitive theories and hence are a natural representation to use when building computer models of such theories. They also resemble the S-R associations of behavioral theories, except that production rules do not normally encompass any notion of strength; they are all or none. However, some theorists have allowed individual production rules to have probabilities of executing based upon frequency of use or characteristics of the conditions.
References:
Klahr, D., Langley, P. & Neches, R. (1987). Production System Models of Learning and Development. Cambridge, MA: MIT Press

Feedback/Reinforcement

Feedback and reinforcement are two of the most pivotal concepts in learning. Feedback involves providing learners with information about their responses whereas reinforcement affects the tendency to make a specific response again. Feedback can be positive, negative or neutral; reinforcement is either positive (increases the response) or negative (decreases the response). Feedback is almost always considered external while reinforcement can be external or instrinsic (i.e., generated by the individual).
Information processing theories tend to emphasize the importance of feedback to learning since knowledge of results is necessary to correct mistakes and develop new plans. On the other hand, behavioral theories such as Hull, Guthrie, Thorndike, and Skinner focus on the role of reinforcement in motivating the individual to behave in certain ways. One of the critical variables in both cases is the length of time between the response and the feedback or reinforcement. In general, the more immediate the feedback or reinforcement, the more learning is facilitated.
The nature of the feedback or reinforcement provided was the basis for many early instructional principles, especially in the context of programmed instruction (e.g., Deterline, 1962; Markle, 1964). For example, the use of "prompting" (i.e., providing hints) was recommended in order to "shape" (i.e., selectively reinforce) the correct responses. Other principles concerned the choice of an appropriate "step size" (i.e., how much information to present at once) and how often feedback or reinforcement should be provided.
References:
Deterline, W.A. (1962). An Introduction to Programmed Instruction. New York: Prentice-Hall.
Markle, S.R. (1964). Good Frames and Bad. New York: Wiley.

Schema

Bartlett (1932, 1958) is credited with first proposing the concept of schema (plural: schemata). He arrived at the concept from studies of memory he conducted in which subjects recalled details of stories that were not actually there. He suggested that memory takes the form of schema which provide a mental framework for understanding and remembering information.
Mandler (1984) and Rumelhart (1980) have further developed the schema concept. Schema have received significant empirical support from studies in psycholinguistics. For example, the experiments of Bransford & Franks (1971) involved showing people pictures and asking them questions about what the story depicted; people would remember different details depending upon the nature of the picture. Schema are also considered to be important components of cultural differences in cognition (e.g., Quinn & Holland, 1987). Research on novice versus expert performance (e.g., Chi et al., 1988) suggests that the nature of expertise is largely due to the possession of schemas that guide perception and problem-solving.
Schema-like constructs also form the basis of many theories of cognition including: Schank (scripts), AC  (productions), Soar (episodic memory), Piaget, and Rumelhart & Norman (modes) as well as some instructional theories such as Bruner, Reigeluth, Spiro and Sweller .
References:
Bartlett, F.C. (1932). Remembering: An Experimental and Social Study. Cambridge: Cambridge University Press.
Bartlett, F.C. (1958). Thinking. New York: Basic Books.
Bransford, J.D. & Franks, J.J. (1971). The abstraction of linguistic ideas. Cognitive Psychology, 2, 331-350.
Chi, M., Glaser, R. & Farr, M. (1988). The Nature of Expertise. Hillsdale, NJ: Erlbaum.
Mandler, J. (1984). Stories, Scripts, and Scenes: Aspects of Schema Theory. Hillsdale, NJ: Erlbaum.
Quinn, N. & Holland, D. (1987). Cultural Models of Language and Thought. New York: Cambridge University Press.
Rumelhart, D.E. (1980). Schemata: The building blocks of cognition. In R.J. Spiro, B.Bruce, & W.F. Brewer (eds.), Theoretical Issues in Reading and Comprehension. Hillsdale, NJ: Erlbaum

Sequencing of Instruction

One of the most important issues in the application of learning theory is sequencing of instruction. The order and organization of learning activities affects the way information is processed and retained (Glynn & DiVesta, 1977; Lorch & Lorch, 1985; Van Patten, Chao, & Reigeluth, 1986)
A number of theories (e.g., Bruner, Reigeluth, Scandura) suggest a simple-to-complex sequence. Landa's algo-heuristic theory prescribes a cumulative strategy. According to Gagne's Conditions of Learning theory, sequence is dictated by pre-requisite skills and the level of cognitive processing involved. Criterion Referenced Instruction (Mager) allows the learner the freedom to choose their own learning sequence based upon mastery of pre-requisite lessons. Component Display Theory (Merrill) also proposes that the learner select their own learning sequence based upon the instructional components available.
Theories that emphasize the goal-directed nature of behavior such as Tolman or Newell & Simon would specify that the sequence of instruction be based upon the goals/subgoals to be achieved. Gestalt theories, which emphasize understanding the structure of a subject domain, would prescribe learning activities that result in a broad rather than detailed knowledge for a particular domain.
On the other hand, behavioral (S-R) theories of learning such as connectionism, drive reduction or operant conditioning, would tend to support a linear sequence of instruction. From the behavioral perspective, learning amounts to S-R pairings and mastery of a complex subject matter or task involves the development of a chain or repetoire of such connections. Indeed, a fundamental principle of Skinnerian programmed learning was the "shaping" of such S-R chains.
Theories of adult learning such as adragogy orminimalism emphasize the importance of adapting instruction to the experience or interests of learners. According to these theories , there is no optimal sequence of instruction apart from the learner. A similar position based upon abilities would be espoused by theories of individual differences (e.g., Guilford, Cronbach & Snow, Sternberg) and supported by research on cognitive styles.
References:
Glynn, S.M. & DiVesta, F.J. (1977). Outline and hierarchical organization for study and retrieval. Journal of Educational Psychology, 69(1), 69-95.
Lorch, R.F. Jr., & Lorch, E.P. (1985). Topic structure representation and text recall. Journal of Educational Psychology, 77(2), 137-148.
Van Patten, J., Chao, C.I. & Reigeluth, C.M. (1986). A review of strategies for sequencing and synthesizing instruction. Review of Educational Research, 56(4), 437-471.

Taxonomies
Following the 1948 Convention of the American Psychological Association, Benjamin Bloom took a lead in formulating a classification of "the goals of the educational process". Bloom headed a group of educational psychologists who developed a classification of levels of intellectual behavior important in learning. This became a taxonomy including three overlapping domains; the cognitive, psychomotor, and affective (see Anderson & Krathwohl, 2001; Bloom & Krathwhol, 1956, Gronlund, 1970).

Cognitive learning consisted of 6 levels: knowledge, comprehension, application, analysis, synthesis, and evaluation. For each level, specific learning behaviors were defined as well as appropriate descriptive verbs that could be used for writing instructional objectives. For example:
1.Knowledge: arrange, define, duplicate, label, list, memorize, name, order, recognize, reproduce state.
2.Comprehension: classify, describe, discuss, explain, express, identify, indicate, locate, recognize, report, restate, review, select, translate,
3.Application: apply, choose, demonstrate, dramatize, employ, illustrate, interpret, operate, practice, schedule, sketch, solve, use, write.
4.Analysis: analyze, appraise, calculate, categorize, compare, contrast, criticize, differentiate, discriminate, distinguish, examine, experiment, question, test.
5.Synthesis: arrange, assemble, collect, compose, construct, create, design, develop, formulate, manage, organize, plan, prepare, propose, set up, write.
6.Evaluation: appraise, argue, assess, attach, choose compare, defend estimate, judge, predict, rate, core, select, support, value, evaluate.
The Affective domain (e.g., Krathwhol, Bloom & Masia, 1964) consisted of behaviors corresponding to: attitudes of awareness, interest, attention, concern, and responsibility, ability to listen and respond in interactions with others, and ability to demonstrate those attitudinal characteristics or values which are appropriate to the test situation and the field of study. This domain relates to emotions, attitudes, appreciations, and values, such as enjoying, conserving, respecting, and supporting.
Although not part of the original work by Bloom, others went on to complete the definition of psychomotor taxonomies. For example, Harrow (1972) proposed these six levels: Reflex (objectives not usually written at this "low" level), Fundamental movements - applicable mostly to young children (crawl, run, jump, reach, change direction), Perceptual abilities (catch, write, balance, distinguish, manipulate), Physical abilities (stop, increase, move quickly, change, react), Skilled movements (play, hit, swim, dive, use), and Non-discursive communication (express, create, mime, design, interpret).
The significance of the work of Bloom and others on taxonomies was that it was the first attempt to classify learning behaviors and provide concrete measures for identifying different levels of learning. The development of taxonomies is closed related to the use of instructional objectives and the systematic design of instructional programs (see Gagne, Merrill or Mager ).
References:
Anderson, L. & Krathwohl, D. (2001). A Taxonomy for Learning, Teaching and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives. New York<: Longman.
Bloom Benjamin S. and David R. Krathwohl, (1956). Taxonomy of Educational Objectives: The Classification of Educational Goals, by a committee of college and university examiners. Handbook I: Cognitive Domain. New York<: Longman, Green.
Gronlund, Norman E. (1970). Stating Behavioral Objectives for Classroom Instruction. New York<: Macmillan.
Harrow, A. (1972). A Taxonomy of the Psychomotor Domain. A guide for Developing Behavioral Objectives. New York<: McKay.
Krathwohl, David R., Benjamin S. Bloom, and Bertram B. Masia. (1964). Taxonomy of Educational Objectives: The Classification of Educational Goals. Handbook II: Affective Domain. New York<: David McKay Co., Inc.
Note: Thanks to Kevin C. Lawrence for his suggestion to include this entry and the links he provided. Thanks to Geoff Issacs for the reference to the SOLO taxonomy.

Thursday, February 23, 2012

Learning Concepts (Part II)


Imagery
Imagery is a cognitive phenomena of long-standing, first studied by Wilhelm Wundt at the turn of the century. From a theoretical perspective, imagery is a critical issue in terms of memory structures and processes (e.g., Shepard & Cooper, 1982). Theories that postulate a propositional basis for memory (e.g., ACT ) have difficulty accounting for imagery. A number of imagery researchers have developed their own theories of memory that focus on the visual components of imagery. Paivio has proposed a dual coding theory that suggests that verbal and nonverbal information is processed separately. Kosslyn (1980) has proposed a two-stage model of imagery that involves a surface representation generated in working memory from a deep representation in long-term memory. Piaget & Inhelder (1971) discuss the role of imagery in cognitive development.
From a practical point of view, imagery has been shown to facilitate recall in many studies. It also appears to play a major role in problem-solving and creativity. For example, there are many anecdotes of imagery in scientific discovery (Miller, 1984). Imagery also appears to help sensory-motor skills by allowing mental rehearsal of a task or activity. However, it is clear from theories of intelligence (e.g., Guilford ) that people differ in their ability to create visual images.
References:
Bower, J. (1972). Mental imagery and associative learning. In L.
Gregg (ed.), Cognition in Learning and Memory. New York: Wiley.
Kosslyn, S. (1980). Image and Mind. Cambridge, MA: Harvard University Press.
Miller, A. (1984). Imagery in Scientific Thought. Boston: Birkhauser.
Richardson, A. (1969). Mental Imagery. New York: Springer.
Piaget, J. & Inhelder, B. (1971). Mental Imagery and the Child. New York: Basic Books.
Sheehan, P. (1972). The Function and Nature of Imagery. New York: Academic Press.
Shepard, R. & Cooper, L. (1982). Mental Images and Their Transformations. Cambridge, MA: MIT Press.

Learning Strategies

Learning strategies refer to methods that students use to learn. This ranges from techniques for improved memory to better studying or test-taking strategies. For example, the method of loci is a classic memory improvement technique; it involves making associations between facts to be remembered and particular locations. In order to remember something, you simply visualize places and the associated facts.
Some learning strategies involve changes to the design of instruction. For example, the use of questions before, during or after instruction has been shown to increase the degree of learning (see Ausubel). Methods that attempt to increase the degree of learning that occurs have been called "mathemagenic" (Ropthkopf, 1970).
A typical study skill program is SQ3R which suggests 5 steps: (1) survey the material to be learned, (2) develop questions about the material, (3) read the material, (4) recall the key ideas, and (5) review the material.
Research on metacognition may be relevant to the study of learning strategies in so far as they are both concerned with control processes. A number of learning theories emphasize the importance of learning strategies including: double loop learning ( Argyris ), conversation theory (Pask), and lateral thinking ( DeBono ). Weinstein (1991) discusses learning strategies in the context of social interaction, an important aspect of Situated Learning Theory.
References:
H.F. O'Neil (1978). Learning strategies. New York: Academic Press.
H.F. O'Neil & C. Spielberger (1979). Cognitive and Affective Learning Strategies. New York: Academic Press.
Rothkopf, E. (1970). The concept of mathemagenic behavior. Review of Educational Research, 40, 325-336.
Schmeck, R.R. (1986). Learning Styles and Learning Strategies. NY: Plenum.
Weinstein, C.E., Goetz, E.T., & Alexander, P.A. (1986). Learning and Study Strategies. NY: Academic Press.
Weinstein, C.S. (1991). The classroom as a social context for learning. Annual Review of Psychology, (42), 493-525.

Mastery

A fundamental change in thinking about the nature of instruction was initiated in 1963 when John B. Carroll argued for the idea of mastery learning. Mastery learning suggests that the focus of instruction should be the time required for different students to learn the same material. This contrasts with the classic model (based upon theories of intelligence ) in which all students are given the same amount of time to learn and the focus is on differences in ability. Indeed, Carroll (1989) argues that aptitute is primarily a measure of time required to learn.
The idea of mastery learning amounts to a radical shift in responsibility for teachers; the blame for a student's failure rests with the instruction not a lack of ability on the part of the student. In a mastery learning environment, the challenge becomes providing enough time and employing instructional strategies so that all students can achieve the same level of learning (Levine, 1985; Bloom, 1981).
The key elements in matery learning are: (1) clearly specifying what is to be learned and how it will be evaluated, (2) allowing students to learn at their own pace, (3) assessing student progress and providing appropriate feedback or remediation, and (4) testing that final learning critierion has been achieved.
Mastery learning has been widely applied in schools and training settings, and research shows that it can improve instructional effectiveness (e.g., Block, Efthim & Burns, 1989; Slavin, 1987). On the other hand, there are some theoretical and practical weaknesses including the fact that people do differ in ability and tend to reach different levels of achievement (see Cox & Dunn, 1979). Furthermore, mastery learning programs tend to require considerable amounts of time and effort to implement which most teachers and schools are not prepared to expend.
The mastery learning model is closely aligned with the use of instructional objectives and the systematic design of instructional programs (see Gagne, Merrill). The Criterion Referenced Instruction (CRI) model of Mager is an attempt to implement the mastery learning model. In addition, the theoretical framework of Skinner with its emphasis on individualized learning and the importance of feedback (i .e., reinforcement) is also relevant to mastery learning.
References:
Block, J. H. (1971). Mastery Learning: Theory and Practice. New York: Holt, Rinehart & Winston.
Block, J. H., Efthim, H. E., & Burns, R.B. (1989). Building Effective Mastery Learning Schools. New York: Longman.
Bloom, B.S. (1981). All Our Children Learning. New York: McGraw-Hill.
Carroll, J. B. (1963). A model of school learning. Teachers College Record, 64, 723-733.
Carroll, J.B. (1989). The Carroll model: A 25 year retrospective and prospective view. Educational Researcher, 18(1), 26-31.
Cox, W.F. & Dunn, T. G. (1979). Mastery learning: A psychological trap? Educational Pyschologist, 14, 24-29.
Levine, D. (1985). Improving Student Achievement Through Mastery Learning Programs. San Francisco: Jossey-Bass.
Slavin, R.E. (1987). Mastery learning reconsidered. Review of Educational Research, 57(2), 175-214.

Memory

Memory is one of the most important concepts in learning; if things are not remembered, no learning can take place. Futhermore, memory has served as a battleground for opposing theories and paradigms of learning (e.g., Adams, 1967; Ashcraft, 1989; Bartlett, 1932; Klatzky, 1980; Loftus & Loftus, 1976; Tulving & Donaldson, 1972). Some of the major issues include recall versus recognition, the nature of forgetting (i.e., interference versus decay), the structure of memory, and intentional versus incidental learning.
According to the early behaviorist theories (e.g., Thorndike, Guthrie, Hull), remembering was a function of S-R pairings which acquired strength due to contiguity or reinforcement. Stimulus sampling theory explained many memory phenomenon on the basis of statistical outcomes. On the other hand, cognitive theories (e.g., Tolman) insisted that meaning (i.e., semantic factors) played an important role in remembering. In particular, Miller suggested that information was organized into "chunks" according to some commonality. The idea that memory is always an active reconstruction of existing knowledge was championed by Bruner and is found in the theories of Ausubel and Schank.
Some theories of memory have concerned themselves with the nature of the processing. Paivio suggests a dual coding scheme for verbal and visual information. Craik & Lockhart proposed that information can be processed to different levels of understanding. Rumelhart & Norman describe three modes of memory (accretion, structuring and tuning) to account for different kinds of learning.
Other theories have focused on the representation of information in memory. ACT assumes three types of structures: declarative, procedural, and working memory. Merrill proposes two forms: associative and algorithmic. On the other hand, Soar postulates that all information is stored in procedural form. Kintsch (1974) suggests that memory is propositional in nature and it is the relationship among propositions that gives rise to meaning.
Many theories of instruction do not make assumptions about the nature of memory but do specify how information should be organized for optimal learning. For example, Pask outlines the development of entailment structures and Reigeluth discusses elaboration networks.
Individual differences in memory abilities are discussed by Eysenck (1977) and Guilford and represent an important aspect of intelligence.
References:
Adam s, J. (1967). Human Memory. New York: McGraw-Hill.
Ashcraft, M. (1989). Human Memory and Cognition. Glenview, IL: Scott Foresman.
Bartlett, F.C. (1932). Remembering: An Experimental and Social Study. Cambridge: Cambridge University Press.
Eyse nck, M. (1977). Human Memory: Theory, Research and Individual Differences. Oxford: Pergamon Press.
Kintsch, W. (1974). The Representation of Meaning in Memory. Hillsdale, NJ: Erlbaum.
Klatzky, R.L. (1980). Human Memory: Structures and Processes (2 nd Edition). San Francisco: Freeman.
Loftus, G. & Loftus, E. (1976). Human Memory: The Processing of Information. Hillsdale, NJ: Erlbaum.
Tulving,E. & Donaldson, W. (1972). Organization of Memory. New York: Academic Press.

Mental Models
Mental models are representations of reality that people use to understand specific phenomena. Norman (in Gentner & Stevens, 1983) describes them as follows: "In interacting with the environment, with others, and with the artifacts of technology, people form internal, mental models of themselves and of the things with which they are interacting. These models provide predictive and explanatory power for understanding the interaction."
Mental models are consistent with theories that postulate internal representations in thinking processes (e.g., Tolman , GOMS , GPS ). Johnson-Laird (1983) proposes mental models as the basic structure of cognition: "It is now plausible to suppose that mental models play a central and unifying role in representing objects, states of affairs, sequences of events, the way the world is, and the social and psychological actions of daily life." (p397)
Holland et al. (1986) suggest that mental models are the basis for all reasoning processes: "Models are best understood as assemblages of synchronic and diachronic rules organized into default hierarchies and clustered into categories. The rules comprising the model act in accord with the principle of limited parallelism, both competing and supporting one another." (p343) Schumacher & Czerwinski (1992) describe the role of mental models in acquiring expertise in a task domain.
Some of the characteristics of mental models are:
  • They are incomplete and constantly evolving
  • They are usually not accurate representations of a phenomenon; they typically contain errors and contradictions
  • They are parsimonious and provide simplified explanations of complex phenomena
  • They often contain measures of uncertainty about their validity that allow them to used even if incorrect
  • They can be represented by sets of condition-action rules.
The study of mental models has involved the detailed analysis of small knowledge domains (e.g., motion, ocean navigation, electricity, calculators) and the development of computer representations (see Gentner & Stevens, 1983). For example, DeKleer & Brown (1981) describe how the mental model of a doorbell is formed and how the model is useful in solving problems for mechanical devices. Kieras & Bovair (1984) discuss the role of mental models in understanding electronics. Mental models have been applied extensively in the domain of troubleshooting (e.g., White & Frederiksen, 1985).
One interesting application of mental models to psychology is the Personal Construct Theory of George Kelley (1955). While the primary thrust of Kelly's work was therapy rather than education, it has seen much broader applications (see http://repgrid.com/pcp/) [Thanks to Richard Breen for bringing this to my attention]
For an exploration of the relationship between mental models, systems theory, and cyberspace culture, see "A house of horizions and perspectives" by Heiner Benking and James Rose.
References:
Collins, A., & Gentner, D. (1987). How people construct mental models. In D. Holland & N. Quinn (eds.), Cultural Models in Thought and Language. Cambridge: Cambridge University Press.
deKleer, J. & Brown, J.S. (1981). Mental models of physical mechanisms and their acquisition. In J.R. Anderson (ed.), Cognitive Skills and their Acquistion. Hillsdale, NJ: Erlbaum.
Gentner, D. & Stevens, A.(1983). Mental Models. Hillsdale, NJ: Erlbaum.
Holland, J.H., Holyoak, K.J., Nisbett, R.E., Thagard, P.R. (1986). Induction: Processes of Inference, Learning and Discovery. Cambridge, MA: MIT Press.
Johnson-Laird, P. (1983). Mental Models. Cambridge, MA: Harvard University Press.
Kelly, G. (1995). Principles of Personal Construct Psychology. Norton.
Kieras, D. & Bovair, S. (1984). The role of mental models in learning to operate a device. Cognitive Science, 8, 255-273.
Schumacher, R. & Czerwinski, M. (1992). Mental models and the acquisition of expert knowledge. In R. Hoffman (ed.), The psychology of expertise. New York: Springer-Verlag.
White, B. & Frederiksen, J. (1985). Qualitative models and intelligent learning environments. In R. Lawler & M. Yazdani (Eds.), Artifical Intelligence and Education. Norwood, NJ: Ablex.

Metacognition

Metacognition is the process of thinking about thinking. Flavell (1976) describes it as follows: "Metacognition refers to one's knowledge concerning one's own cognitive processes or anything related to them, e.g., the learning-relevant properties of information or data. For example, I am engaging in metacognition if I notice that I am having more trouble learning A than B; if it strikes me that I should double check C before accepting it as fact." (p 232).
Flavell argued that metacognition explains why children of different ages deal with learning tasks in different ways, i.e., they have developed new strategies for thinking. Research studies (see Duell, 1986) seem to confirm this conclusion; as children get older they demonstrate more awareness of their thinking processes.
Metacognition has to do with the active monitoring and regulation of cognitive processes. It represents the "executive control" system that many cognitive theorists have included in their theories (e.g., Miller, Newell & Simon, Schoenfeld). Metacognitive processes are central to planning, problem-solving, evaluation and many aspects of language learning.
Metacognition is relevant to work on cognitive styles and learning strategies in so far as the individual has some awareness of their thinking or learning processes. The work of Piaget is also relevant to research on metacognition since it deals with the development of cognition in children.
For further discussion of Metacognition, see http://coe.sdsu.edu/eet/Articles/metacognition/start.htm or http://www.gse.buffalo.edu/fas/shuell/cep564/Metacog.htm
References:
Brown, A. (1978). Knowing when, where and how to remember: A problem of metacognition. In R. Glaser (Ed.), Advances in Instructional Psychology. Hillsdale, NJ<: Erlbaum Assoc.
Duell, O.K. (1986). Metacognitive skills. In G. Phye & T. Andre (Eds.), Cognitive Classroom Learning. Orlando, FL<: Academic Press.
Flavell, J. (1976). Metacognitive aspects of problem-solving. In L.
Resnick (Ed.), The Nature of Intelligence. Hillsdale, NJ: Erlbaum Assoc.
Forrest-Pressly, D., MacKinnon, G., & Waller, T. (1985). Metacognition, Cognition, and Human Performance. Orlando: Academic Press.
Garner, R. (1987). Metacognition and Reading Comprehension. Norwood, NJ: Ablex.

Motivation

Motivation is a piviotal concept in most theories of learning. It is closely related to arousal, attention, anxiety, and feedback/reinforcement. For example, a person needs to be motivated enough to pay attention while learning; anxiety can decrease our motivation to learn. Receiving a reward or feedback for an action usually increases the likelihood that the action will be repreated. Weiner (1990) points out that behavioral theories tended to focus on extrinsic motivation (i.e., rewards) while cognitive theories deal with intrinsic motivation (i.e., goals) .
In most forms of behaviorial theory, motivation was strictly a function of primary drives such as hunger, sex, sleep, or comfort. According to Hull's drive reduction theory, learning reduces drives and therefore motivation is essential to learning. The degree of the learning achieved can be manipulated by the strength of the drive and its underlying motivation. In Tolman's theory of purposive behaviorism, primary drives create internal states (i.e., wants or needs) that serve as secondary drives and represent instrinsic motivation.
In cognitive theory, motivation serves to create intentions and goal-seeking acts (see Ames & Ames<, 1989). One well-developed area of research highly relevant to learning is achievement motivation (e.g., Atkinson & Raynor, 1974; Weiner). Motivation to achieve is a function of the individual's desire for success, the expectancy of success, and the incentives provided. Studies show that in general people prefer tasks of intermediate difficulty. In addition, students with a high need to achieve, obtain better grades in courses which they perceive as highly relevant to their career goals. On the other hand, according to Rogers, all individuals have a drive to self-actualize and this motivates learning.
Malone (1981) presented a theoretical framework for instrinsic motivation in the context of designing computer games for instruction. Malone argues that instrinsic motivation is created by three qualities: challenge, fantasy, and curosity. Challenge depends upon activities that involve uncertain outcomes due to variable levels, hidden information or randomness. Fantasy should depend upon skills required for the instruction. Curiosity can be aroused when learners believe their knowledge structures are incomplete, inconsistent, or unparsimonious. According to Malone, instrinsically motivating activities provide learners with a broad range of challenge, concrete feedback, and clear-cut criteria for performance.
Keller (1983) presents an instructional design model for motivation that is based upon a number of other theories. His model suggests a design strategy that encompasses four components of motivation: arousing interest, creating relevance, developing an expectancy of success, and producing satisfaction through intrinsic/extrinsic rewards.
The Choice Theory of William Glasser is also relevant to the motivation aspects of learning (see http://www.funderstanding.com/choice-theory/choice-theory#more-1056 )
For descriptions of other theories of motivation, see http://changingminds.org/explanations/theories/a_motivation.htm
For suggestions about how to apply motivation to teaching, see http://www.vanderbilt.edu/cft/resources/teaching_resources/interactions/motivating.htm
References:
Ames<, C. & Ames, R. (1989). Research in Motivation in Education, Vol 3. San Diego<: Academic Press.
Atkinson, J. & Raynor, O. (1974). Motivation and Achievement. Washington<: Winston.
Keller, J. (1983). Motivational design of instruction. In C. Riegeluth (ed.), Instructional Design Theories and Models. Hillsdale, NJ<: Erlbaum.
Malone, T. (1981). Towards a theory of instrinsically motivating instruction. Cognitive Science, 4, 333-369.
McClelland, D. (1985). Human Motivation. Glenview, IL<: Scott, Foresman.
Weiner, B. (1990). History of motivational research in education. Journal of Educational Psychology, 82(4), 616-622.