Competency K
Design collaborative/ individual learning experiences based on learning principles and theories.
Introduction
By understanding how people acquire knowledge, an information professional can develop learning experiences that resonate with the needs and wants of the community that they serve. From a public library standpoint, these learning experiences include community outreach, connecting people to resources and organizations, literacy programming, Reader’s Advisory, and the promotion of new technologies. There are three main learning theories that influence how we structure learning opportunities in library environments- behaviourism, cognitive, and constructionism, which we will be discussing below.
Behaviourism
The roots of behaviourism are based on changes in behaviour through activities such as memorization or practice. The idea is that when a new behaviour is repeated over and over again, it will eventually become second nature.
This theory is very instructor-dependent. Instructors when developing their curriculum, create a series of short lessons that contain information followed by assigned tasks. After each lesson, students are tested for mastery of the topics of the lesson. Students who are able to complete the tasks and score well on the tests are praised, while those who struggle are given feedback that is expected to improve the student’s subsequent performance. Mastery of the subject is expected to happen when the student completes all tasks (Lamb, 2012).
Cognitivism
Cognitivism also known as Cognitive Load Theory suggests that learning happens when things align in an individual’s cognitive architecture (information processing, long and short-term memory)(Soloman, 2018). Long-term memory is composed of structures, also known as schema, that allow us to perceive, think, and solve problems by combining multiple elements together. Schema refers to the knowledge base that we create over time. Think of them as the file folder system on your computer, each folder contains specific files that address a specific topic, maybe even more files that divide the information further.
The application of this theory is most effective for the instructional design of complex or challenging material. Instructors who use cognitivism as the basis for their teachings emphasize motivation to learn and active learning. Curriculum and content should be broken up into chunks represented by well-designed instructional materials and structured around conceptual frameworks (i.e. research process models) and should rely on thinking tools (Lamb, 2012). These thinking tools aim to reduce working memory load and facilitate schema acquisition and they include:
mind/ concept mapping
mnemonics (systems for memorization)
note-taking strategies
carefully designed illustrations/ diagrams
As mentioned the design of instructional material is very important to cognitivism. Some design recommendations that aim to reduce working memory load include:
use goal-free problems or worked examples to avoid means to ends approaches
integrate sources of information to avoid having to mentally integrate several sources
reduce redundancy and repetition
Constructivism
This theoretical framework, originated by Jerome Bruner in 1966, states that knowledge is constructed when new information is added to previous knowledge (Culatta & Kearsley, 2018). The process consists of the learner using their cognitive structure to select and transform information to construct hypotheses and make decisions. The cognitive structure, also known as mental models, organizes meaningful experiences.
The three main principles of constructivism are (Culatta & Kearsley, 2018):
Instruction must be concerned with experiences and contexts that encourage learning readiness.
Instruction must be structured for easy understanding (spiral curriculum organization).
Instruction should be designed to facilitate going beyond the information given.
From an instructional standpoint, an individual using this theory as the basis for their teaching should use a curriculum that spirals so that from lesson to lesson students are able to build on previous learnings and discover principles on their own. They, as learning guides, are responsible for organizing the information so that it can be learned using the student’s current state of understanding (Culatta & Kearsley, 2018).
This theory also depends on activity (knowledge is embedded in activity) and the Socratic method of learning, wherein there is a dynamic and active conversion between those involved. The student is expected to ask questions (Lamb, 2012).
Why Are These Learning Theories Important to Designing Learning Experiences?
Having an understanding of the similarities and differences between these three theoretical movements empowers an information professional to identify the key ideas that users should know and also provide relevance and context for the instructional experience. They also help to create logical divisions within the content to prevent information overload.
These theories also highlight the four factors that affect learning ability- cognition, emotions, environment and past experiences ensuring that the information professionals are able to design more robust curricula that respond to individual differences in learning style and abilities. Finally, these theories enable instructors to create learning environments that are intellectual, meaningful, engaging, and supportive.
Personally, I feel like I have used and been exposed to different combinations of these key teaching movements. It wasn’t until I entered this MLIS program that I learned specifics about these theories. Having an understanding of these theories has helped me to highlight areas where I could improve my instructional design skills.
Evidence
YouTube Tutorials
INFO 298- Special Project with iSchool Student Services Team
Description
During the summer of 2021, I completed a special project for the iSchool Student Services Team. This project involved creating video tutorials, the first giving general details about the advising and support resources available to iSchool students, particularly those enrolled in the MLIS program. The next one taught viewers how to use permission numbers to register for courses in mySJSU.
Creating these videos was a long process, from planning to content creation, compiling, editing, and posting the videos. For this project, many considerations were focused on the comprehensibility of the video content.
Justification
I chose this project as a piece of evidence for Competency K because I was able to create a flexible STEAM-based learning experience. These kits were designed to be hands-on learning experiences, where children could do most of the steps with some adult assistance, or parents could join in on the fun. Through the completion of the activity, the children were able to explore various scientific topics while exercising their creativity and problem-solving skills.
STEAM Activity Kit Development (Work Experience)
Action Potential Lab (Toronto, ON)
Description
When the COVID-19 pandemic shut down our workplace, we quickly pivoted from in-person classes to Zoom classes and at-home activities parents could do with their kids. Part of this pivot was the transformation of some of our most popular activities into kit form. I spearheaded this project and, with my coworkers' help, created the first lineup of kits. Each kit included instructions and all the materials needed for the activity. My role was to decide what the kit needed to contain, design the instruction sheets, branding, website and packaging, and pack all the kits to fulfil customer orders. Themes from the first lineup included:
Colourful Volcanoes
Bottle Rockets
Circuit Bugs
Drawing Robots
Bath Bombs
Our community received our kits well, selling 100 units in its first run. As time went on, we were able to iterate on the original kits based on customer feedback and improve them.
Justification
I chose this project as a piece of evidence for Competency K because I was able to create a flexible STEAM-based learning experience. These kits were designed to be hands-on learning experiences, where children could do most of the steps with some adult assistance, or parents could join in on the fun. Through the completion of the activity, the children were able to explore various scientific topics while exercising their creativity and problem-solving skills.
STEAM Library Program Proposal
INFO 287 STEM in Libraries with Jennifer Hopwood
Description
For this semester-long project, we were asked to create a STEAM-based lesson plan for activation in a public library setting. The proposal included different phases, including:
a library display
an icebreaker activity
an activity for a small group
an activity for a large group
a passive activity.
Each section included a description of the activity, the supplies that would be needed as well as notes about set up and how to run the activity.
Justification
I selected this assignment was selected as evidence for this competency because it demonstrates that I can create lesson plans for different audiences using the theoretical framework of cognitivism. Taking into account the age range of the participants, as well as the curriculum that they will be covering in school, I was able to create a series of activities that would both engage and educate. These activities were also designed to be open-ended so that those who wanted to continue exploration could do so.
Conclusion
Information professionals at some point have to take on the role of teacher and instruct patrons on how to find resources or access certain services or programs. Having an awareness of the main learning theories helps me to have more understanding and compassion for how different individuals learn. This understanding and compassion mean that they are able to design learning experiences that are more effective.
In my current role as User Services Technician where I work in Reader’s Advisory and the Makerspace, I am often called upon to assist patrons to navigate our organizational system to find books and media, as well as how to use the technology (i.e. catalogue, Makerspace equipment, digital services). My teaching style is geared towards the cognitivism theory, where I try to take into account how best the individual I am working with learns and try to provide them with resources that are better suited to their learning styles. In the coming months, I hope to use my knowledge of learning experience development to create workshops for the Orillia Public Library Makerspace (i.e. Sewing 101, 3D Printing for Beginners, etc.).
References
Culatta, R., & Kearsley, G. (2018, November 30). Constructivist Theory (Jerome Bruner) - InstructionalDesign.org. InstructionalDesign.org. http://www.instructionaldesign.org/theories/constructivist/
Lamb, A. (2012). Information Instruction: Strategies for Library and Information Professionals. Information Instruction: Strategies for Library and Information Professionals. https://eduscapes.com/instruction/index.htm
Pandey, A. (2017, October 11). 3 Traditional Learning Theories and How They Can Be Used in eLearning - EI Design. EI Design. https://www.eidesign.net/three-traditional-learning-theories/
Soloman, H. (2018, November 30). Cognitive Load Theory (John Sweller) - InstructionalDesign.org. InstructionalDesign.org. http://www.instructionaldesign.org/theories/cognitive-load/