Constructivist
Learning Theory, Teaching, and Learning
The constructivist learning
theory, instructional strategies and technology tools all correlates to support
teaching and learning. According to Orey (2010) “Constructionism
builds on the "Constructivist" theories of Jean Piaget, asserting
that knowledge is actively constructed in the mind of the learner” (Orey,
2010). Therefore in the constructivist/constructionist learning
theory, the learner is able to construct his or her own learning from
experiences and prior knowledge, as such this theory of learning promotes active
learning as well as discovery learning by allowing students to discuss their
ideas and evaluate their learning. In a constructivist classroom the learner “investigate,
create, and solve problems” through instructional strategies such as “collaboration,
discussion, presentation, and engaging in authentic real world tasks” (Orey,
2010). The teacher is able to use the
instructional strategies to aid in students learning by being a “facilitator that
guides the learners along their paths of learning” (Orey, 2010). The technology tools are the
software that can be used to support and enhance lesson so as to increase
students understanding of concepts. Therefore, with the instructional strategies and an
understanding of the learning theory, the technology tools can be used to carry
out lessons effectively and promote a deeper sense of learning for all
students. According to Pitler et. al.
(2012) “students who generate and test hypotheses by engaging in problem
solving have a clearer understanding of lesson concepts” (Pitler et. al, 2012).
Thereby enhancing their learning experiences.
The peer-reviewed article
researched on the “Constructivism Theory and Use from
21st Century Perspective” (Yoders, 2014), shows
how the constructivist, instructional strategies and technology tools can be
used together to support students learning, the research involves
“the development of an instructional design using scaffolding techniques and
cognitive apprenticeship, involving the educational use of a high-fidelity 3D
human heart simulator” (Yoders, 2014).
These strategies and tools
all work together to support students’ learning in a constructivist learning
environment, as the teacher is able to incorporate the various strategies and
tools within the classroom and allow students to use them to construct their
own learning experiences.
Technology tools have always
been used within my teaching and learning environment. In the future, in using the
constructivist-based instructional strategy, my learners are able to become
empowered learning and creative communicators, who are able to use a variety to
technology programs, as well as innovative designers who are able to use
technology to identify and solve problems (ISTE, 2016). As an educator, I see
myself becoming a facilitator of learning through the use of technology by
designing digital age learning experiences (ISTE, 2008) for my students. One
technology tool that would be useful within my classroom, is that of a
brainstorming software such as a graphic organiser, which can be used within my
classroom to help students organise and summarize their thoughts and see
connections between concepts, According to Pitler et. al. (2012) “Graphic
organizers and teacher guidance help students to be successful in higher-order
thinking tasks” (Pitler et. al, 2012).
The
Genius hour is that approach that I can use within my constructivist learning
environment for students to “monitor their own learning (Vigil et. Al, 2015). Additionally
the genius hour promotes problem-solving through the use of technology
and previous learning experiences. The hour of code, can also be used to help
my students to use technology to create their own codes, gain insights and
construct their own learning, as they are able to “work step by step through a
problem until goals are achieved” (Colby, 2015). Our 21st
century students comes into our classroom being already exposed to technology
and have the knowledge and skills in using varied technologies, hence as
educators we are able to build on such knowledge that they take into the
classroom.
References
Colby,
J. (2015). 2,445 hours of code: What I learned from facilitating hour of code
events in high school libraries. Knowledge Quest, 43(5), 12–17. Retrieved
from the Walden Library databases.
International Society for
Technology in Education (ISTE). (2008). Standards for teachers. Retrieved from
https://www.iste.org/standards/for-educators
International Society for
Technology in Education (ISTE). (2016). Standards for students. Retrieved from https://www.iste.org/standards/standards-for-students-2016
Orey, M.
9Ed.). (2010). Emerging perspectives on
learning, teaching and technology. Retrieved from http://textbookequity.org/Textbooks/Orey_Emergin_Perspectives_Learning.pdf
Padilla
Vigil, V., & Mieliwocki, R. (2015). Genius hour: A learner-centered
approach to increasing rigor in the classroom. Instructor, 124(5),
45–47. Retrieved from the Walden Library databases.
Pitler,
H., Hubbell, E.R., & Kuhn, M. (2012). Using
technology with classroom instruction that works (2nd ed.).
Alexandria, VA:ASCD
Yoders, S. (2014). Constructivism Theory and Use from 21st
Century Perspective. Journal of Applied Learning
Technology, 4(3), 12–20.
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