Source: Image of TPACK by Lennon, http://commons.wikimedia.org/wiki/File%3ATpack.jpg
Hello, and thank you for joining me for technology theories and models. By the end of today's tutorial, we will be able to answer the following essential questions. What are Shulman and Danielson's models related to teaching? What is the TPACK model of technology integration? And what theories are associated with gamification?
Let's begin by looking at Shulman. Shulman really deals with pedagogical content knowledge. And he defines this as the blending of content and pedagogy into an understanding of how particular topics, problems, or issues are organized, represented, and adapted to the diverse interests and abilities of learners and presented for instruction. He has identified six observable classroom behaviors to reinforce his theory.
The first is comprehension for understanding. Then there's transformation of ideas. So these are things the students are doing. They comprehend the information, but they don't just comprehend it. They understand it.
Then they transform their ideas, making the learning more personal to themselves. The teacher then provides instruction for the students, where they present the content. They provide evaluation for the students, where they evaluate whether or not their students are learning the content. And they reflect on their own teaching skills and provide reflection opportunities for the students. This all eventually will lead to new comprehension of new material.
Danielson developed a framework for teaching. And it was based on the constructivist view of teaching. She identified 22 components, with 76 elements that were grouped into 4 domains. The four domains are planning and preparation. So this is what the teacher does to plan and prepare for class. This might be using Understanding by Design, for example, to plan a lesson plan.
Classroom environment, this is where the students are learning. And it should be a safe and welcoming classroom environment. Instruction, this is how the teacher actually teaches her students, and professional responsibilities, which include things like gathering data and reflecting.
TPACK is another framework. And it identifies what teacher should know in order to be effective in using technology. It essentially builds on Shulman's pedagogical content knowledge. It includes three circle Venn diagrams.
So you start out with technological knowledge. Then you have content knowledge and pedagogical knowledge. In each of the places where these intersect, the knowledge is combined. So you can have something called technological content knowledge or something called technological pedagogical knowledge. When all three areas combine, that's when you get Technological Pedagogical Knowledge, or TPACK.
The SAMR model is attributed to Dr. Pendentura. This model indicates that there are multiple levels of technology integration into the classroom. And these levels are substitution. And this is essentially where technology simply replaces a tool, such as using a word processor instead of writing an essay with a pen on paper.
So there's no change to the actual assignment. There's just a substitution of technology. Then there's augmentation. And this is when there's a slight change. So for example, technology might enhance what we're doing in the classroom. But it doesn't necessarily change the assignment. So an example of augmentation would be using spell checker or commenting on a paper that was typed using the tools within a Word document or Google Docs.
Then we have modification. And this is a larger change that happens, because modification changes the way that the task is designed. So using Google Docs to collaborate on a paper would be a completely different assignment than using a word processor to type of paper. And lastly, we have redefinition, which is where technology creates a task that wouldn't have been possible without that technology, such as using Google Hangouts to meet with your classmates to work on a paper.
Now we're going to look at a couple of theories that underlie gamification in the classroom. So behaviorism is one of those. And behaviorism is essentially that there needs to be a stimulus for student learning. And when that stimulus occurs and students learn, there needs to be a response, or a reward.
Cognitivism is where students use their prior knowledge to support their learning. And essentially it's just students processing new information into their memory. Humanism argues that learning should always be student centered and personalized, meaning specific to each different type of student.
Constructivism says that learning needs to be an active process, where students are constructing their own meaning. And then there's game mechanics or game theory. Game mechanics and game theory include 24 aspects that influence learning.
Let's reflect. Which of these theories most closely aligns with your teaching style and preferences? Today we answered the essential questions of, what are Shulman and Danielson's models related to teaching? What is the TPACK model of technology integration? And what theories are associated with gamification?
To dive a little deeper and learn how to apply this information, be sure to check out the Additional Resources section associated with this video. This is where you'll find links targeted towards helping you discover more ways to apply this course material. Thank you for joining me and happy teaching.
Overview
(00:00-00:18) Introduction
(00:19-01:18) Shulman
(01:19-01:59) Danielson
(02:00-03:29) TPACK
(03:30-04:00) SAMR
(04:01-04:49) Theories That Underlie Gamification
(04:50-04:59) Reflection
(05:00-05:28) Conclusion
As We May Teach: Educational Technology, From Theory Into Practice
This site provides links to podcasts about a joint project with the Maine Learning Technology Initiative (MLTI). These podcasts examine models for the use of educational technologies, and how to apply them in teaching via hands-on examples. The site also includes other valuable resources connected to the TPCK framework.
http://www.hippasus.com/rrpweblog/archives/000025.html
Tablet Technology for Education: Tablet technology in Western Australian public schools
This site connects theory to the design and implementation of tablet technology at the elementary level. The site is broken down into several helpful topics that can serve as useful guides for teachers and schools who are moving toward implementing tablet technology in their classrooms.
http://www.det.wa.edu.au/curriculumsupport/primary/detcms/navigation/tablet-technology-for-education/