Discuss Learning Problems and Issues Here
The first step in designing educational technology is to identify
the learning problems that your students are facing and that you
as an educator want to help in resolving. Are the students having
problems working together? Completing assignments? Visualizing
complex phenomena? Acquiring a set of procedures or skills? Understanding
a theory or methodology? It is important at the outset to establish
the kind of learning that you hope to achieve. The question
that can start this process is:
Do you want them to know about something orknow
how to do something?
The answer to this question will profoundly impact the system
design you adopt. Knowing about something implies knowledge at
a conceptual level. Mechanical engineering students, for example,
are expected to know the Laws of Thermodynamics, architecture
students the conventions of design representation and computer
science majors the algorithm that achieves a "quick/sort"
operation. An effective system to support this level of learning
or knowlege development could present the material using multimedia.
The desired learning outcome would be awareness of or familiarity
with specific methods, concepts, or theories.
This contrasts sharply with a learning outcome that would require
the student to demonstrate the ability to use a method or to apply
a theory. This kind of learning implies knowing at a different
level. In this type of scenario, ME students would know how to
apply the laws of thermodynamics in design in order to calculate
mathematically how those laws will impact on designed artifacts.
Architecture students would be able to enact or use representation
conventions in communicating with their instructors or design
juries. And finally, CS majors would know when and how to implement
the quick/sort algorithm in the design of a database. This knowing
how to do demands more of the learner and the system than knowing
about a concept. Such a system needs to be interactive to the
extent that the learner engages in application activity or practice
using the tools and conventions they are to learn. This is not
just presentation; it is the student engaged in prototypic activity
that promotes acquisition of a skill. The table below illustrates
the the relationship between learning issues/outcomes and system
type.
how to apply
Last modified at 2/2/98; 12:58:17 PM
Learning target Learning target
Know about
Know how to do/
Other Links of Interest
College of Computing | EduTech Institute | GVU Center
Mark Guzdial | CS2390, Modeling and Design | STABLE | MMC - CaMILE | How To Squeak