This
week we will discuss instructional design. Departing from the constructionist
theories of Vygotsky (1978) and the descriptions by Discoll (2002), Bauer
(2014) understands learning as contextual, active, social, and reflective.
Contextual because we construct knowledge by associating new elements with what
we already know. Active, because the process is an active construction, as opposed
to some kind of one-directional stream of content that goes into our brains and
stays there through constant drilling. Paulo Freire (1970) described the later
example the “banking” mode for learning, in which educators are the ones who
have all that is to be learned and they deliver it to students, who are supposed
to be blank slates. Social, because we
learn through interactions with others, such as modeling, and because in
isolation the important element of affect would be missing. And reflective
because it involves thinking over what we know and being flexible to modify our
beliefs once we have constructed them. In Freire’s though, the connection
between practical knowledge, theory, and reflection, is called praxis (Freire,
1970).
The
belief that learning is contextual, active, social, and reflective is fundamental
for the development of critical pedagogy, which is an application of critical
thinking (the Frankfurt school tradition) to education (see Giroux, 2007; and
Freire 1970). I found this connection particularly meaningful because, as
critical pedagogy states “education is not neutral” and that “it is impossible
to separate what we do in the classroom from the economic and political
conditions that shape our work” (Giroux, 2007, pp. 2–3). Is in the mood of that
statement that I found that to understand learning as contextual, active,
social, and reflective is politically compromised with democracy.
Click
on the picture to go to Paulo Freire Institute website, where you can find more
information about Critical Pedagogy and Paulo Freire.
Technology
can help educators to make encourage contextual, active, asocial, and
reflective learning by making it an active and personalized process in which
the student is able to make important decisions on the content and the methods
of her own learning process. Using guided inquiry processes such as WebQuests,
educators can stimulate students to find their own paths to a specific content.
The use of instructional software is also a way in which students can
personalize their learning process (especially in music education). The ability
to share information also makes technology suitable to make the learning
process social, and through the sharing of feedback, it also helps to make it
reflective. All mentioned affordances of technology in learning do not mean
that technology based or assisted learning is the only or the best alternative,
but as educators is one alternative we have to be aware of.
Project
Based Learning (PBL) is an approach to learning that also takes in account the
contextual, active, social, and reflective characteristics of learning. In this
approach, an issue is explored, and a project is proposed to be undertaken by
the students and teachers. Different approaches to achieve the proposed outcome
are explored and decisions are made in hands-on fashion. Finally, through the
completion of the project, a number of varied learning outcomes are achieved.
To be able to complete the projects, students have to recur to their own
ingenuity, to their previous learning and experiences, to new theories,
materials, and methods, engaging actively in a group effort which requires a
great amount of reflection. Finally, specific contents are learned through a
process that is closely related to a real-world experience, and therefore is
meaningful. Technology can also be used in PBL, as WebQuests are designed as
projects, although it differs to other PBL approaches in that the project is
predetermined by its author instead of being proposed by students and teachers
as a team.
To learn more about PBL, click on the picture.
Backward
design is a concept that is fairly new to me. Being an educator, I have reviewed
several planning approaches, and they all have something good you can learn
from them. Usually, what I would do is to set up a learning outcome or goal,
then an activity to achieve that goal, and then an evaluation system. In
backward design, you start with the outcome, but then go immediately to the
evaluation stage. Does it sound weird? Actually, now that I have thought about
it, I think it is pretty logic. We know what we want to achieve, and it is
logical to figure out the way in which we can know if students have learned,
and then to think of how we can work our way to achieve those measurable
behaviors (Bauer, 2014). When we leave assessment to the last part of our
design, we are planning on activities to achieve an outcome, but we have not
stated how that outcome will be manifest in an observable behavior. While it is
true that every stage is connected, and that there is a certain statements of
the observable behavior within our learning outcomes, by setting assessment as
the second stage we are able to make more informed decisions when selecting our
activities.
On
the other hand, when stating an assessment level before setting our activities,
we have to evaluate a product, which implies that the process itself is not the
focus of assessment but it is a product-oriented process. Usually that is the
case in music education that is performance based. In general music classroom,
however, sometimes the process is more important than the outcome, especially
since what we are attempting to do is to develop an affective response to music
making. Again, it is not the only option, but is something we cannot just
disregard as educators. In technology assisted learning modality, backwards
design can be a particularly useful approach, especially since there is not the
person to person contact that allows a teacher to assess the evolution of
students regarding a specific issue.
If
you are interested in learning more about backward design, you can watch the
following video. Thanks for reading!


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