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Customized, Interactive Software Sounds Great!
           Now What Does that Really Mean?




Handout: http://www.hatchearlychildhood.com/layout-images/documents/EETC/Customized_handout.pdf

   EETC Conference                                               March 2012
   Susan Gunnewig, M.Ed.                                         Lilla Dale McManis, Ph.D.
   sgunnewig@hatchearlychildhood.com                             dmcmanis@hatchearlychildhood.com




                                                                                              Copyright 2012
Overview
•   Why is this topic applicable to early learners?
•   What are customization and interactivity really?
•   Why are they important?
•   How do these intersect in the learning process?
•   What are best practices for early learners?
•   How do we know we are on the right path for a
    child/children?

*Disclaimer: Photos do not imply endorsement   .
Why is this topic applicable to early learners?

• Technology supports learning
    – Thirty plus years of research
    – Covers many areas
          •   Literacy/Language
          •   Mathematics
          •   Social-Emotional
          •   Critical Thinking


See reviews by Penuel et al. 2009; McCarrick & Xiaoming 2007; Glaubke 2007; Clements & Sarama 2003
• Much wider variety of types of technology
  and content available:
  – Desktops/laptops
  – Interactive whiteboards
  – Tablets
  – Tables
  – eReaders, smartpens,
  iPod touch, digital cameras

  Rideout 2011; Gutnik et al. 2010
• Acceptance growing
  – Dedicated groups
  – US DOE Ready to Learn
  – Books, Articles, Websites, YouTube
  – Teacher preparation programs
  – NAEYC/Rogers Center Position Statement
  – This conference
Groups
What are Customization and Interactivity really?
Customization is a vital subset of interactivity…..

• “…Interactivity refers to those functions and/or
  operations made available to the learner to enable
  them to work with content material presented in a
  computer based environment.” (Sims 2000)

• Customization allows “all learners to progress from
  where they are and not where we would have
  imagined them to be.” (CAST UDL Guidelines 2011)
Why be concerned with Interactivity?
“I click/touch/speak therefore
 I am interacting…”
Not so fast it turns out.

When we pay attention to the elements that
truly define interactivity in computer enhanced
settings we can see the powerful potential for
learning.
So, let’s take a look….
How can we understand Interactivity?
Work of Rod Sims...
• Relationships between interactive constructs
  and learning theories
• Understanding/applying can reinforce
  potential for implementing appropriate
  strategies
• Laid out as dimensions
What theories underlie Interactivity?
Sims created his classification as dimensions:
• Learners - the who of the learning process
• Content - the what of the learning process
• Pedagogy - the how of the learning process
• Context - the when and where of the learning
  process
Interactivity and learners
• Consideration of the learner dimension…
  – make applications more adaptive to specific
    characteristics of the target population
Focus                Interactive Constructs                          Related Theories

Goal Navigation;     o    Select navigational paths                  Sign Learning (Tolman, 1932); Constructivist
Exploration          o    Retrieve appropriate content               (Bruner, 1966); Information Pick Up (Gibson,
                     o    Move within a simulated environment        1966); Structural Learning (Scandura, 1973);
                     o    Explore conditions of rule operation       Androgogy (Knowles, 1984); Adult Learning
                     o    Compare results                            (Cross, 1981); Soar (Newell, 1990)

Making Selections    o    Access manageable pieces of material       Information Processing (Miller, 1956)
                     o    Modify content structure

Tools                o    Access help or support tools               Cognitive Dissonance (Festinger, 1957)

Control: to Construct o   Construct or modify properties of and/or   Gestalt (Wertheimer, 1959); Lateral Thinking (de
or Deconstruct            relationships between learning objects     Bono, 1967); Experiential (Rogers, 1969); Dual
                     o    Create personal narratives                 Coding (Paivio, 1986); Levels of Processing (Craik
                                                                     & Lockhart, 1972); Script (Schank, 1982);
                                                                     Component Display (Merrill, 1983); Cognitive
                                                                     Flexibility (Spiro, Feltovich, Jacobson & Coulson,
                                                                     1992)
Prompt for           o    Generate original responses                Originality (Maltzman, 1960); Constructivist
engagement                                                           (Bruner, 1960);
Scaffolding;         o    Assemble or disassemble support tools as   Constructivist (Bruner, 1966); Social Learning
Modelling                 required                                   (Bandura, 1971); Script (Schank, 1982)
                     o    Adapt dynamic scaffolding according to
                          individual schema
                     o    Access exemplars to support knowledge
                          acquisition

                                                                               Interactivity and learners
Making       o   Access manageable    Information Processing
Selections       pieces of material   (Miller, 1956)
             o   Modify content
                 structure
Interactivity and content
• Second dimension is content or subject
  matter in which…
  – level, depth, underlying information and
    presentation design are critical to overall
    interactive experience
Focus               Interactive Constructs                            Related Theories

The more the better o    Present questions frequently                 Connectionism (Thorndike, 1913)


Essential           o    Ensure interactions implemented              Contiguity (Guthrie, 1930); Drive Reduction
                                                                      (Hull, 1943)

Engagement          o    Integrate meaningful engagement through     Dual Coding (Paivio, 1986), Levels of Processing
                         access to different content representations (Craik & Lockhart, 1972)
                    o    Enable the means to control displayed media
                         elements


Content Dependent   o    Vary structural presentation as a function of Algo-Heuristic (Landa, 1974); Component
                         content domain                                Display (Merrill, 1983); Elaboration (Reigeluth,
                    o    Enable learner elaboration of epitomes        1992)


Multimedia          o    Enable the means to select media used to     Symbol Systems (Salomon, 1979); Dual Coding
                         display content structures                   (Paivio, 1986); Cognitive Flexibility (Spiro et al,
                    o    Enabling access to and manipulation of       1992)
                         content


Minimalist          o    Include only necessary content               GOMS (Card, Moran & Newell, 1983);
                                                                      Minimalist (Carroll, 1990)


                                                                                 Interactivity and content
Minimalist   o   Include only        GOMS (Card, Moran &
                 necessary content   Newell, 1983);
                                     Minimalist (Carroll,
                                     1990)
Interactivity and pedagogy
• This dimension determines extent learner is
  able to move/navigate, test/explore, and
  maneuver/self-pace…
• Attends to what measures will represent
  completion:
  – teaching ‘instructivist’ model = assessment
  – learner ‘constructivist’ model = task completion
Focus               Interactive Constructs                            Related Theories

Vary according to   o    Vary as a function of developmental stage    Genetic Epistemology (Piaget, 1929); Conditions of
learner             o    Vary according to individual skills          Learning (Gagne, 1985); Subsumption (Ausubel,
                    o    Integrate contextual and socio-cultural      1963); General Problem Solver (Newell & Simon,
                         elements                                     1972); Androgogy (Knowles, 1984); Adult
                                                                      Learning (Cross, 1981); ACT (Anderson, 1976);
                                                                      ATI (Cronbach & Snow, 1977); Triarchic
                                                                      (Sternberg, 1977);

Question- Answer-   o    Adopt a cyclic question (stimulus), answer   Operant Conditioning (Skinner, 1950)
Feedback                 (response) and feedback loop

Self pacing         o    Enable learner control                       Mathematical (Atkinson, 1972); Criterion
                    o    Enable self testing of achievement (mastery) Referenced (Mager, 1988)

Problem Based       o    Enable assessment of individual success      Experiential (Rogers, 1969); General Problem
                    o    Enable testing and problem solving of        Solver (Newell & Simon, 1972); Double Loop
                         currently held beliefs or concepts           (Argyris & Schon, 1974); Repair (Brown & Van
                    o    Provide tools to solve problems              Lehn, 1980); Mathematical Problem Solving
                                                                      (Schonfield, 1985)




                                                                              Interactivity and pedagogy
Self pacing   o   Enable learner control Mathematical (Atkinson,
              o   Enable self testing of 1972); Criterion
                  achievement (mastery) Referenced (Mager, 1988)
Interactivity and context
• Fourth dimension is context in which learning
  occurs…
• Can range from abstract to concrete
• Context for learning demands two conditions:
– integration of knowledge and
  information into situation
– learner able to position self
  in that context to understand
  situation and purpose of
  information
Focus               Interactive Exemplars                         Related Theories



Contextual, Situated o   Enable access to people (real or simulated) Functional Literacy (Sticht, 1976); Social
                         to provide assistance                       Development (Vygotsky, 1962); Symbol
                    o    Focus on action-consequence model           Systems (Salomon, 1979); Phenomenography
                    o    Relate contextual controls (tools) to       (Marton, Hounsell & Entwistle, 1984);
                         support facilities                          Cognitive Flexibility (Spiro et al, 1982);
                    o    Enable social operations                    Situated (Lave & Wenger, 1990)




Learning Styles     o    Enable learner and program adaptation    Modes of Learning (Rumelhart & Norman,
                         strategies                               1978); Multiple Intelligences (Gardner, 1993)




                                                                           Interactivity and context
Contextual,   o   Enable access to people (real   Functional Literacy (Sticht, 1976);
Situated          or simulated) to provide        Social Development (Vygotsky,
                  assistance                      1962); Symbol Systems (Salomon,
              o   Focus on action-consequence     1979); Phenomenography (Marton,
                  model                           Hounsell & Entwistle, 1984);
              o   Relate contextual controls      Cognitive Flexibility (Spiro et al,
                  (tools) to support facilities   1982); Situated (Lave & Wenger,
              o   Enable social operations        1990)
Take-Aways about Interactivity
• Not a given just because using technology
• Need to actively consider the “interaction” in
  interactivity
• By attending to the:
   –   Learner
   –   Content
   –   Pedagogy
   –   Context
• Develop a tool to assess such as a
  rubric, checklist, observation form....make it real
  by having a photo or video to reference!
Customization
Why be concerned with
                         Customization?
• In learning environments, such as schools and
  universities, individual variability is the
  norm, not the exception. When curricula are
  designed to meet the needs of an imaginary
  “average,” they do not address the reality learner
  variability. They fail to provide all individuals with
  fair and equal opportunities to learn by excluding
  learners with different abilities, backgrounds, and
  motivations who do not meet the illusive criteria
  for “average.”
UDL Guidelines 2011
How can we understand
            Customization?
The UDL framework….
• encourages creating flexible designs
  from the start
• that have customizable options
• options for accomplishing varied
  and robust enough
• to provide effective instruction to all learners
What theories underlie Customization?
Foundational Research on UDL
• Draws from a variety of research fields:
   – neuroscience
   – learning sciences
   – cognitive psychology
• Deeply rooted in concepts such as:
   – Zone of Proximal Development,
     scaffolding, mentors, and modeling
• Foundational-individual differences:
   –   Piaget
   –   Vygotsky
   –   Bruner
   –   Bloom
Principles & Guidelines
• Based on neuroscience* research, Principles
  guide UDL and provide underlying framework
  for the Guidelines
• Guidelines organized according to the three
  main Principles:
   – representation
   – action and expression
   – engagement

*Neuroscience, the study of the nervous system, advances the
 understanding of human thought, emotion, and behavior.
Principle I:
 Provide Multiple Means of Representation
• Learners differ in the ways they perceive and
• comprehend information presented
  – The “what” of learning
Principle II
  Provide Multiple Means of Action and
  Expression
• Learners differ in the ways they can navigate a
  learning environment and
• express what they know
  – The “how” of learning
Principle III
  Provide Multiple Means of Engagement
• Affect represents crucial element to learning
• Learners differ markedly in ways they can be
  engaged
• or motivated to learn
  – The “why” of learning
Principle I: Provide Multiple Means of
Representation
Display information in a flexible format
• Speed or timing of video, animation, sound,
   simulations
• Layout of visual or other elements
• Visual or tactile (e.g., vibrations) equivalents for
   sound effects or alerts
• Touch equivalents (tactile graphics or objects of
   reference) for key visuals that represent concepts
• Auditory cues for key concepts and transitions in
   visual information
Principle I: Provide Multiple Means of
Representation
Provide options for comprehension
• Cues to draw attention to critical features
• Explicit prompts for each step in a sequential
  process
• Interactive models that guide exploration and
  new understandings
• Graduated scaffolds that support information
  processing strategies
• Opportunities to revisit key ideas and linkages
  between ideas
Principle II: Provide Multiple Means of
Action and Expression
Provide options for expression and
  communication
• Models or examples of the process and product
  of goal-setting
• Scaffolds that can be gradually released with
  increasing independence and skills (e.g.,
  embedded into digital reading and writing
  software)
Principle II: Provide Multiple Means of
Action and Expression
Provide options for executive functions
• Embedded prompts to “stop and think”
  before acting
• Embedded prompts to “show and explain
  your work” (e.g., portfolio review, art
  critiques)
• Representations of progress (e.g., before and
  after photos, graphs and charts showing
  progress over time, process portfolios)
Principle III. Provide Multiple Means
of Engagement
 Provide options for recruiting interest
 • Provide learners with as much discretion and
   autonomy as possible by providing choice:
    – Type of rewards or recognition available
    – Context or content used for practicing and assessing
      skills
    – Tools used for information gathering or production
 • Provide tasks for active participation, exploration
   and experimentation
 • Vary level of novelty or risk & sensory stimulation
Principle III. Provide Multiple Means
of Engagement
Provide options for sustaining effort and persistence
• Prompt or require learners to explicitly formulate
  or restate goal
• Differentiate the degree of difficulty or complexity
  within which core activities can be completed
• Provide prompts that guide learners in when and
  how to ask peers and/or teachers for help
• Encourage and support opportunities for peer
  interactions and supports
Principle III. Provide Multiple Means of
Engagement
Increase mastery-oriented feedback by providing
   feedback that:
• encourages perseverance, focuses on development of
   efficacy and self-awareness, and use of specific
   supports and strategies in the face of challenge
• emphasizes effort, improvement, and achieving a
   standard rather than on relative performance
• is frequent, timely, and specific
• is substantive and informative rather than comparative
   or competitive
• models how to incorporate evaluation, including
   identifying patterns of errors and wrong answers, into
   positive strategies for future success
Take-Aways About Customization
• Founded on theory and science
• Options need to be
  – Varied
  – Robust
  – Flexible
• Options need to attend to
  – representation
  – action and expression
  – engagement
How do these intersect in best practices?
• Open ended technology-based instruction
  based on scaffolding (Vygotskian
  approach), but with a framework more
  aligned with discovery (Piaget) and
  constructivism (Bruner)
• Computer assisted instruction based on
  scaffolding (Vygotskian approach), information
  processing (NeoPiagetians), and actions and
  reactions (Skinner)
Examples
Open Ended….
• Interactive Whiteboards
• Multi-touch Tables
• Tablets
Interactive Whiteboards




Touch equivalents (tactile graphics or objects of reference)
         for key visuals that represent concepts
Provide tasks for active participation, exploration and experimentation
Emphasizes
effort, improvemen
t, and achieving a
standard rather
than on relative
performance
Differentiate the
degree of difficulty or
complexity within
which core activities
can be completed
Models or examples of the
process and product of
goal-setting
Tables




Encourage and support opportunities for peer interactions /supports
Layout of visual
or other
elements
Interactive models that guide exploration and new understandings
Feedback that is
frequent, timely, and
specific
Tablets




Provide learners with as much discretion and
autonomy as possible by providing choice
Provide prompts that
guide learners in
when and how to ask
peers and/or
teachers for help
Examples
Computer-Assisted Instruction…
• Desktops/Laptops
• Tablets
Scaffolds that can be gradually
released with increasing
independence and skills


                            Desktops
                            & laptops
Models how to incorporate evaluation, including identifying patterns of
errors and wrong answers, into positive strategies for future success
Tablets




Feedback focuses on development of
efficacy and self-awareness
Explicit prompts
for each step in a
sequential process
Representations of
progress
(e.g., before and
after
photos, graphs and
charts showing
progress over
time, process
portfolios)
How do we know we are on
              the right path?
“The goal of education in the 21st century is not
simply the mastery of content knowledge or use of
new technologies. It is the mastery of the learning
process.” UDL Guidelines 2011




Let’s look at some examples
where this may not be happening….
NAEYC /Rogers Center Technology
    Position Statement Guiding Principle
Effective uses of technology and media are:
• active
• hands-on
• engaging
• empowering
• give the child control
• provide adaptive scaffolds to ease task
   accomplishment
• one of many options to support children’s learning
Summary

• Customization and interactivity are based in
  theory and science
• Consideration of these may be even more critical
  for early learners
• More options for early childhood raises stakes
  for skill in evaluating interactivity and
  customization
• Educators have to be even more diligent that
  technology is used for the process of learning
  and not technology for technology’s sake
Main Sources

Sims, R. (2000). An Interactive Conundrum:
  Constructs of interactivity and learning theory.
  Australian Journal of Educational
  Technology, 16(1), 45-57.
  http://www.ascilite.org.au/ajet/ajet16/sims.html

Universal Design for Learning Guidelines version 2.0.
  (2011). Wakefield, MA: Author.
  http://www.udlcenter.org/aboutudl/udlguidelines
Our
Evaluation
Tool
http://www.hatchearlychil
dhood.com/pages/evaluat
ing-technology-for-early-
learners
http://www.hatchearlychil
dhood.com/pages/webina
r-sept-2011-evaluating-
early-learning-technology
Q&A
Where we will be at EETC…
• Thurs. 9:15-10:15 & 10:30-11:30 Roundtable-
  Usability of a Literacy and Math Content-infused
  Interactive Whiteboard with Preschoolers &
  Roundtable-Using Research to Inform Guidelines
  for Early Childhood Educational Technology
  Program Development
• Thurs. 2:45-3:45 Breakout Session- Why and How
  to Evaluate Educational Technology for Early
  Learners
• Fri. 9:15-10:45 Breakout Session- The Power of
  Using Technology for Progress Monitoring in Early
  Childhood
Good places for social connections!
• http://www.ecetech.net/
• LinkedIn: Early Childhood Technology Network
• Twitter: #ecetechchat
   – Every Weds. night @ 9 EST
Special Announcement
http://www.ecetech.net/about/early-childhood-technology-collaborative/

Early Childhood Technology Today Survey 2012
OPEN NOW!!
Future talks/presentations
• McCormick Center for Early Childhood Leadership
  Connections Conference May 12 in Chicago
  – Evaluating Educational Technology in Early Childhood
• National Head Start Association (NHSA) Conference
  April 18 in Nashville
  – Using Technology to Support Young Children’s Social-
    Emotional Development
• International Society for Technology in Education
  (ISTE) Conference June 25 in San Diego
  – School Readiness: Outcomes & Approaches
We’d like to
     stay in
                    Where we will bePlease turn in your
                                     next…..
                                    Conference
     touch…..                                Connections Card!
      • National Head Start Association Conference April
        18 in Nashville
Handout:
             – Using Technology to Support Social-Emotional
                 Development in Young Children
http://www.hatchearlychildh
ood.com/layout-

      • McCormick Center for Early Childhood Leadership
images/documents/EETC/Cu
stomized_handout.pdf

        Connections Conference May 10-12 in Chicago
            – Evaluating Educational Technology in Early Childhood
      • International Society for Technology in Education
        (ISTE) Conference June 25 in San Diego
            – School Readiness: Outcomes and Approaches

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Customized Interactive Software EETC 2012

  • 1. Customized, Interactive Software Sounds Great! Now What Does that Really Mean? Handout: http://www.hatchearlychildhood.com/layout-images/documents/EETC/Customized_handout.pdf EETC Conference March 2012 Susan Gunnewig, M.Ed. Lilla Dale McManis, Ph.D. sgunnewig@hatchearlychildhood.com dmcmanis@hatchearlychildhood.com Copyright 2012
  • 2. Overview • Why is this topic applicable to early learners? • What are customization and interactivity really? • Why are they important? • How do these intersect in the learning process? • What are best practices for early learners? • How do we know we are on the right path for a child/children? *Disclaimer: Photos do not imply endorsement .
  • 3. Why is this topic applicable to early learners? • Technology supports learning – Thirty plus years of research – Covers many areas • Literacy/Language • Mathematics • Social-Emotional • Critical Thinking See reviews by Penuel et al. 2009; McCarrick & Xiaoming 2007; Glaubke 2007; Clements & Sarama 2003
  • 4. • Much wider variety of types of technology and content available: – Desktops/laptops – Interactive whiteboards – Tablets – Tables – eReaders, smartpens, iPod touch, digital cameras Rideout 2011; Gutnik et al. 2010
  • 5. • Acceptance growing – Dedicated groups – US DOE Ready to Learn – Books, Articles, Websites, YouTube – Teacher preparation programs – NAEYC/Rogers Center Position Statement – This conference
  • 7. What are Customization and Interactivity really? Customization is a vital subset of interactivity….. • “…Interactivity refers to those functions and/or operations made available to the learner to enable them to work with content material presented in a computer based environment.” (Sims 2000) • Customization allows “all learners to progress from where they are and not where we would have imagined them to be.” (CAST UDL Guidelines 2011)
  • 8. Why be concerned with Interactivity? “I click/touch/speak therefore I am interacting…” Not so fast it turns out. When we pay attention to the elements that truly define interactivity in computer enhanced settings we can see the powerful potential for learning. So, let’s take a look….
  • 9. How can we understand Interactivity? Work of Rod Sims... • Relationships between interactive constructs and learning theories • Understanding/applying can reinforce potential for implementing appropriate strategies • Laid out as dimensions
  • 10. What theories underlie Interactivity? Sims created his classification as dimensions: • Learners - the who of the learning process • Content - the what of the learning process • Pedagogy - the how of the learning process • Context - the when and where of the learning process
  • 11. Interactivity and learners • Consideration of the learner dimension… – make applications more adaptive to specific characteristics of the target population
  • 12. Focus Interactive Constructs Related Theories Goal Navigation; o Select navigational paths Sign Learning (Tolman, 1932); Constructivist Exploration o Retrieve appropriate content (Bruner, 1966); Information Pick Up (Gibson, o Move within a simulated environment 1966); Structural Learning (Scandura, 1973); o Explore conditions of rule operation Androgogy (Knowles, 1984); Adult Learning o Compare results (Cross, 1981); Soar (Newell, 1990) Making Selections o Access manageable pieces of material Information Processing (Miller, 1956) o Modify content structure Tools o Access help or support tools Cognitive Dissonance (Festinger, 1957) Control: to Construct o Construct or modify properties of and/or Gestalt (Wertheimer, 1959); Lateral Thinking (de or Deconstruct relationships between learning objects Bono, 1967); Experiential (Rogers, 1969); Dual o Create personal narratives Coding (Paivio, 1986); Levels of Processing (Craik & Lockhart, 1972); Script (Schank, 1982); Component Display (Merrill, 1983); Cognitive Flexibility (Spiro, Feltovich, Jacobson & Coulson, 1992) Prompt for o Generate original responses Originality (Maltzman, 1960); Constructivist engagement (Bruner, 1960); Scaffolding; o Assemble or disassemble support tools as Constructivist (Bruner, 1966); Social Learning Modelling required (Bandura, 1971); Script (Schank, 1982) o Adapt dynamic scaffolding according to individual schema o Access exemplars to support knowledge acquisition Interactivity and learners
  • 13. Making o Access manageable Information Processing Selections pieces of material (Miller, 1956) o Modify content structure
  • 14. Interactivity and content • Second dimension is content or subject matter in which… – level, depth, underlying information and presentation design are critical to overall interactive experience
  • 15. Focus Interactive Constructs Related Theories The more the better o Present questions frequently Connectionism (Thorndike, 1913) Essential o Ensure interactions implemented Contiguity (Guthrie, 1930); Drive Reduction (Hull, 1943) Engagement o Integrate meaningful engagement through Dual Coding (Paivio, 1986), Levels of Processing access to different content representations (Craik & Lockhart, 1972) o Enable the means to control displayed media elements Content Dependent o Vary structural presentation as a function of Algo-Heuristic (Landa, 1974); Component content domain Display (Merrill, 1983); Elaboration (Reigeluth, o Enable learner elaboration of epitomes 1992) Multimedia o Enable the means to select media used to Symbol Systems (Salomon, 1979); Dual Coding display content structures (Paivio, 1986); Cognitive Flexibility (Spiro et al, o Enabling access to and manipulation of 1992) content Minimalist o Include only necessary content GOMS (Card, Moran & Newell, 1983); Minimalist (Carroll, 1990) Interactivity and content
  • 16. Minimalist o Include only GOMS (Card, Moran & necessary content Newell, 1983); Minimalist (Carroll, 1990)
  • 17. Interactivity and pedagogy • This dimension determines extent learner is able to move/navigate, test/explore, and maneuver/self-pace… • Attends to what measures will represent completion: – teaching ‘instructivist’ model = assessment – learner ‘constructivist’ model = task completion
  • 18. Focus Interactive Constructs Related Theories Vary according to o Vary as a function of developmental stage Genetic Epistemology (Piaget, 1929); Conditions of learner o Vary according to individual skills Learning (Gagne, 1985); Subsumption (Ausubel, o Integrate contextual and socio-cultural 1963); General Problem Solver (Newell & Simon, elements 1972); Androgogy (Knowles, 1984); Adult Learning (Cross, 1981); ACT (Anderson, 1976); ATI (Cronbach & Snow, 1977); Triarchic (Sternberg, 1977); Question- Answer- o Adopt a cyclic question (stimulus), answer Operant Conditioning (Skinner, 1950) Feedback (response) and feedback loop Self pacing o Enable learner control Mathematical (Atkinson, 1972); Criterion o Enable self testing of achievement (mastery) Referenced (Mager, 1988) Problem Based o Enable assessment of individual success Experiential (Rogers, 1969); General Problem o Enable testing and problem solving of Solver (Newell & Simon, 1972); Double Loop currently held beliefs or concepts (Argyris & Schon, 1974); Repair (Brown & Van o Provide tools to solve problems Lehn, 1980); Mathematical Problem Solving (Schonfield, 1985) Interactivity and pedagogy
  • 19. Self pacing o Enable learner control Mathematical (Atkinson, o Enable self testing of 1972); Criterion achievement (mastery) Referenced (Mager, 1988)
  • 20. Interactivity and context • Fourth dimension is context in which learning occurs… • Can range from abstract to concrete • Context for learning demands two conditions: – integration of knowledge and information into situation – learner able to position self in that context to understand situation and purpose of information
  • 21. Focus Interactive Exemplars Related Theories Contextual, Situated o Enable access to people (real or simulated) Functional Literacy (Sticht, 1976); Social to provide assistance Development (Vygotsky, 1962); Symbol o Focus on action-consequence model Systems (Salomon, 1979); Phenomenography o Relate contextual controls (tools) to (Marton, Hounsell & Entwistle, 1984); support facilities Cognitive Flexibility (Spiro et al, 1982); o Enable social operations Situated (Lave & Wenger, 1990) Learning Styles o Enable learner and program adaptation Modes of Learning (Rumelhart & Norman, strategies 1978); Multiple Intelligences (Gardner, 1993) Interactivity and context
  • 22. Contextual, o Enable access to people (real Functional Literacy (Sticht, 1976); Situated or simulated) to provide Social Development (Vygotsky, assistance 1962); Symbol Systems (Salomon, o Focus on action-consequence 1979); Phenomenography (Marton, model Hounsell & Entwistle, 1984); o Relate contextual controls Cognitive Flexibility (Spiro et al, (tools) to support facilities 1982); Situated (Lave & Wenger, o Enable social operations 1990)
  • 23. Take-Aways about Interactivity • Not a given just because using technology • Need to actively consider the “interaction” in interactivity • By attending to the: – Learner – Content – Pedagogy – Context • Develop a tool to assess such as a rubric, checklist, observation form....make it real by having a photo or video to reference!
  • 25. Why be concerned with Customization? • In learning environments, such as schools and universities, individual variability is the norm, not the exception. When curricula are designed to meet the needs of an imaginary “average,” they do not address the reality learner variability. They fail to provide all individuals with fair and equal opportunities to learn by excluding learners with different abilities, backgrounds, and motivations who do not meet the illusive criteria for “average.” UDL Guidelines 2011
  • 26. How can we understand Customization? The UDL framework…. • encourages creating flexible designs from the start • that have customizable options • options for accomplishing varied and robust enough • to provide effective instruction to all learners
  • 27. What theories underlie Customization? Foundational Research on UDL • Draws from a variety of research fields: – neuroscience – learning sciences – cognitive psychology • Deeply rooted in concepts such as: – Zone of Proximal Development, scaffolding, mentors, and modeling • Foundational-individual differences: – Piaget – Vygotsky – Bruner – Bloom
  • 28. Principles & Guidelines • Based on neuroscience* research, Principles guide UDL and provide underlying framework for the Guidelines • Guidelines organized according to the three main Principles: – representation – action and expression – engagement *Neuroscience, the study of the nervous system, advances the understanding of human thought, emotion, and behavior.
  • 29. Principle I: Provide Multiple Means of Representation • Learners differ in the ways they perceive and • comprehend information presented – The “what” of learning
  • 30. Principle II Provide Multiple Means of Action and Expression • Learners differ in the ways they can navigate a learning environment and • express what they know – The “how” of learning
  • 31. Principle III Provide Multiple Means of Engagement • Affect represents crucial element to learning • Learners differ markedly in ways they can be engaged • or motivated to learn – The “why” of learning
  • 32. Principle I: Provide Multiple Means of Representation Display information in a flexible format • Speed or timing of video, animation, sound, simulations • Layout of visual or other elements • Visual or tactile (e.g., vibrations) equivalents for sound effects or alerts • Touch equivalents (tactile graphics or objects of reference) for key visuals that represent concepts • Auditory cues for key concepts and transitions in visual information
  • 33. Principle I: Provide Multiple Means of Representation Provide options for comprehension • Cues to draw attention to critical features • Explicit prompts for each step in a sequential process • Interactive models that guide exploration and new understandings • Graduated scaffolds that support information processing strategies • Opportunities to revisit key ideas and linkages between ideas
  • 34. Principle II: Provide Multiple Means of Action and Expression Provide options for expression and communication • Models or examples of the process and product of goal-setting • Scaffolds that can be gradually released with increasing independence and skills (e.g., embedded into digital reading and writing software)
  • 35. Principle II: Provide Multiple Means of Action and Expression Provide options for executive functions • Embedded prompts to “stop and think” before acting • Embedded prompts to “show and explain your work” (e.g., portfolio review, art critiques) • Representations of progress (e.g., before and after photos, graphs and charts showing progress over time, process portfolios)
  • 36. Principle III. Provide Multiple Means of Engagement Provide options for recruiting interest • Provide learners with as much discretion and autonomy as possible by providing choice: – Type of rewards or recognition available – Context or content used for practicing and assessing skills – Tools used for information gathering or production • Provide tasks for active participation, exploration and experimentation • Vary level of novelty or risk & sensory stimulation
  • 37. Principle III. Provide Multiple Means of Engagement Provide options for sustaining effort and persistence • Prompt or require learners to explicitly formulate or restate goal • Differentiate the degree of difficulty or complexity within which core activities can be completed • Provide prompts that guide learners in when and how to ask peers and/or teachers for help • Encourage and support opportunities for peer interactions and supports
  • 38. Principle III. Provide Multiple Means of Engagement Increase mastery-oriented feedback by providing feedback that: • encourages perseverance, focuses on development of efficacy and self-awareness, and use of specific supports and strategies in the face of challenge • emphasizes effort, improvement, and achieving a standard rather than on relative performance • is frequent, timely, and specific • is substantive and informative rather than comparative or competitive • models how to incorporate evaluation, including identifying patterns of errors and wrong answers, into positive strategies for future success
  • 39. Take-Aways About Customization • Founded on theory and science • Options need to be – Varied – Robust – Flexible • Options need to attend to – representation – action and expression – engagement
  • 40. How do these intersect in best practices? • Open ended technology-based instruction based on scaffolding (Vygotskian approach), but with a framework more aligned with discovery (Piaget) and constructivism (Bruner) • Computer assisted instruction based on scaffolding (Vygotskian approach), information processing (NeoPiagetians), and actions and reactions (Skinner)
  • 41. Examples Open Ended…. • Interactive Whiteboards • Multi-touch Tables • Tablets
  • 42. Interactive Whiteboards Touch equivalents (tactile graphics or objects of reference) for key visuals that represent concepts
  • 43. Provide tasks for active participation, exploration and experimentation
  • 44. Emphasizes effort, improvemen t, and achieving a standard rather than on relative performance
  • 45. Differentiate the degree of difficulty or complexity within which core activities can be completed
  • 46. Models or examples of the process and product of goal-setting
  • 47. Tables Encourage and support opportunities for peer interactions /supports
  • 48. Layout of visual or other elements
  • 49. Interactive models that guide exploration and new understandings
  • 50. Feedback that is frequent, timely, and specific
  • 51. Tablets Provide learners with as much discretion and autonomy as possible by providing choice
  • 52. Provide prompts that guide learners in when and how to ask peers and/or teachers for help
  • 54. Scaffolds that can be gradually released with increasing independence and skills Desktops & laptops
  • 55. Models how to incorporate evaluation, including identifying patterns of errors and wrong answers, into positive strategies for future success
  • 56. Tablets Feedback focuses on development of efficacy and self-awareness
  • 57. Explicit prompts for each step in a sequential process
  • 58. Representations of progress (e.g., before and after photos, graphs and charts showing progress over time, process portfolios)
  • 59. How do we know we are on the right path? “The goal of education in the 21st century is not simply the mastery of content knowledge or use of new technologies. It is the mastery of the learning process.” UDL Guidelines 2011 Let’s look at some examples where this may not be happening….
  • 60.
  • 61. NAEYC /Rogers Center Technology Position Statement Guiding Principle Effective uses of technology and media are: • active • hands-on • engaging • empowering • give the child control • provide adaptive scaffolds to ease task accomplishment • one of many options to support children’s learning
  • 62. Summary • Customization and interactivity are based in theory and science • Consideration of these may be even more critical for early learners • More options for early childhood raises stakes for skill in evaluating interactivity and customization • Educators have to be even more diligent that technology is used for the process of learning and not technology for technology’s sake
  • 63. Main Sources Sims, R. (2000). An Interactive Conundrum: Constructs of interactivity and learning theory. Australian Journal of Educational Technology, 16(1), 45-57. http://www.ascilite.org.au/ajet/ajet16/sims.html Universal Design for Learning Guidelines version 2.0. (2011). Wakefield, MA: Author. http://www.udlcenter.org/aboutudl/udlguidelines
  • 65. Q&A
  • 66. Where we will be at EETC… • Thurs. 9:15-10:15 & 10:30-11:30 Roundtable- Usability of a Literacy and Math Content-infused Interactive Whiteboard with Preschoolers & Roundtable-Using Research to Inform Guidelines for Early Childhood Educational Technology Program Development • Thurs. 2:45-3:45 Breakout Session- Why and How to Evaluate Educational Technology for Early Learners • Fri. 9:15-10:45 Breakout Session- The Power of Using Technology for Progress Monitoring in Early Childhood
  • 67. Good places for social connections! • http://www.ecetech.net/ • LinkedIn: Early Childhood Technology Network • Twitter: #ecetechchat – Every Weds. night @ 9 EST Special Announcement http://www.ecetech.net/about/early-childhood-technology-collaborative/ Early Childhood Technology Today Survey 2012 OPEN NOW!!
  • 68. Future talks/presentations • McCormick Center for Early Childhood Leadership Connections Conference May 12 in Chicago – Evaluating Educational Technology in Early Childhood • National Head Start Association (NHSA) Conference April 18 in Nashville – Using Technology to Support Young Children’s Social- Emotional Development • International Society for Technology in Education (ISTE) Conference June 25 in San Diego – School Readiness: Outcomes & Approaches
  • 69. We’d like to stay in Where we will bePlease turn in your next….. Conference touch….. Connections Card! • National Head Start Association Conference April 18 in Nashville Handout: – Using Technology to Support Social-Emotional Development in Young Children http://www.hatchearlychildh ood.com/layout- • McCormick Center for Early Childhood Leadership images/documents/EETC/Cu stomized_handout.pdf Connections Conference May 10-12 in Chicago – Evaluating Educational Technology in Early Childhood • International Society for Technology in Education (ISTE) Conference June 25 in San Diego – School Readiness: Outcomes and Approaches

Notas del editor

  1. Another driving force in the field is knowing who is working there…You may be interested to know some of the major groups These include (but there are others):AECT = Association for Educational Communications and Technology-we saw the definition from themISTE = International Society for Technology in Education..very large group and just beginning to think more about early childhood ….hoping that is fostered.USDOEOET = US Department of Education Office of Educational Technology- run by Karen Cator…they have a national plan you can access on line.NAEYC = National Association for the Education of Young Children –not a tech group but they are very active right now about to release a revised position statement on the use of technology with young children