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Unit
9. Using
Technology to Teach Thinking Skills
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Please read
Butler-Pascoe, M. E. & Wiburg, K. M. (2003).
Technology and teaching English language learners.
Chapter 6, pp. 165-186. |
9.1 The Role of Thinking
Skills in Language Learning
9.2 How Technology Supports Thinking
9.3 Thinking Skills and the Use of Computers
9.3.1 Perceptual Skills
9.3.2 Conceptual Skills
9.4 Designing Inquiry-based Learning
Activities
9.4.1 Instructional Models
9.4.2 The Web and Thinking
9.1 The Role of Thinking
Skills in Language Learning
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There is a danger when working with language
learners of confusing a student's ability to use the target
language with his/her thinking abilities.
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Language learners need to be given opportunities to engage in
high-level thinking and inquiry-based learning (also
called problem-centered, problem-based, or project-based
learning).
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In terms of language learning, the use of
inquiry is tied
closely to the cognitive academic language learning approach
(CALLA) for supporting language and content learning
(Chamot and O'Malley, 1994).
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Both
inquiry learning and CALLA envision the student as a
co-constructor of deepened content learning aided by the
development of cognitive strategies.
9.2 How Technology Supports
Thinking
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Technology can be used to support thinking if teachers design
classrooms in which
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learning activities are informed by an understanding of
the cognitive processes involved in language learning and
thing;
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technology tools are carefully selected to support
a wide range of thinking and problem-solving
opportunities; and
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these tools are used within an learning approach based on
an understanding of inquiry, problem-based learning, and
language learning. (Butler-Pascoe & Wiburg,
2003, p. 166)
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Technology needs to be examined and selected in terms of how
it supports a thinking-oriented environment, that is, a
constructivist learning environment where students
are allowed to construct meaning for themselves and learn more
deeply.
Characteristics of technology (computer tools) that are
considered important in the support of a constructivist view
of learning (Polin, 1992, cited in Butler-Pascoe & Wiburg,
2003, p. 176):
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The learner performs a whole, meaningful task, not a
subskill.
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The tool carries some of the burden of the task. It "scaffolds"
the elements of the task the learner cannot accomplish
alone.
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The tool allows increasingly complex versions of the task
to be carried out by turning back some of the task burden to the
learner.
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Computers are used as Cognitive Enhancers.
Computer technology provides tools and programs that scaffold
thinking and support collaborative problem solving.
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Content-free computer tools (e.g., word processors, illustration
programs, spreadsheets, databases, presentation programs,
webpage authoring programs, sound recording and editing tools)
help learners to remember, comprehend, apply, analyze, synthesize,
and reflect on information through writing, sketching,
or recording with multiple modalities.
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The computer-mediated environments assist learners with
problem solving because they provide a source of
scaffolded information for thinking and a way to share the cognitive load
of a task, especially when students are
struggling with new language.
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Multimedia and hypermedia environments can be
interactive and afford a person control over
visual images, animation, sound, and text. The capability of the
computer to provide this interactivity and
user-control is an important reason why computers and the
networks are likely to have a longer instructional shelf life
than traditional media.
9.3 Thinking Skills and the Use
of Computers
9.3.1 Perceptual Skills
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Everything students learn must first come through the senses.
The initial stage of cognitive processing requires
perception. That is, the first step for students to learn is
to get their attention to the essential features of an
environment.
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When teaching students to use a technology program, it is
important to help them pay attention to the meaning of
computer icons and menus and how each menu
contains related functions.
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In order for students to become self-directed learners,
they need to understand the program and how it works,
rather than just asking them to follow a set of written
directions. They need to understand the generic features of
menus and icons used in computer applications (most computer
application programs have similar interface designs).
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Computer programs require attention to the display of
information and its relevance to the processing of
information. Improving students' perceptions of important
words and functions in a computer-based learning environment
can assist thinking and language learning.
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Visual perception is important not only in learning
technology tools but also in learning content and language.
Visually oriented programs help students build a visual and
intuitive understanding of objects in relationship to each
other and a nonverbal way to think about any concept.
9.3.2 Conceptual Skills
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Beyond perception is the development of conception, that
is, the
mental manipulation of ideas and concepts, or the
ability to form or understand mental
concepts and abstractions.
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There are two types of knowledge used in language
learning that are processed differently (Chamot and O'Malley,
1994):
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Declarative knowledge: involving the mental manipulation
of concepts, principles, and vocabulary.
Using a multimedia program that contains pictures of objects and
backgrounds can help students gain new vocabulary and new
information within a comprehensible context.
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Procedural knowledge: involving the process of
managing and obtaining knowledge. Procedural
knowledge ranges from cognitive strategies for solving
problems to metacognition (the ability to think about one's own
thinking). Procedural knowledge is best learned by "practicing a
complex procedure that has meaning and achieves an
important goal" (Chamot and O'Malley, 1994).
Procedural knowledge is supported by problem-based learning
and inquiry. It cannot be taught by asking students to read,
memorize, and report back information. Rather, it is acquired by students
through struggling
with puzzling problems and constructing satisfying solutions
for themselves. Web-based
learning activities, such as WebQuests, can be designed
to gain procedural knowledge.
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Comparison between short-term memory and long-term memory:
In order for the brain to remember and later recall declarative
knowledge, this information must pass through short-term
memory and stay there long enough to be encoded in
long-term memory.
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Short-term memory is visual and auditory in
nature. Presenting information using different modalities can
help students remember information as they interact with it in
short-term memory.
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Long-term memory is semantic in nature and
organized in terms of meaningfulness to the learner.
Things are most easily stored and retrieved if they are
connected to already existing mental schema or their
experiences (i.e. constructivist learning theory).
9.4 Designing Inquiry-based
Learning Activities
9.4.1 Instructional Models
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Bloom's Taxonomy of the cognitive domain (1956):
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Knowledge
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remembering, memorizing, recalling, recognizing |
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Comprehension |
interpreting, explaining, describing, translating |
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Application |
using
information or principles, solving problems |
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Analysis |
seeing
patterns, classifying, finding the underlying structure |
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Synthesis |
combining ideas to form a new whole,
generalizing from given facts, relating knowledge from
several areas |
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Evaluation |
making value decisions about issues,
developing opinions or judgments, making choices based
on reasoned argument |
For further Web-based information on Bloom's taxonomy:
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Three domains of educational activities - Bloom's Taxonomy
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Strategies for primary classrooms based on Bloom's Taxonomy
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Bloom's Taxonomy's Model Questions and Key Words (University
of Texas at Austin)
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Huitt, W. (2004). Bloom et al.'s taxonomy of the cognitive
domain. Educational Psychology Interactive. Valdosta, GA:
Valdosta State University
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Hunter's Model - Seven-step lesson plan (1971):
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Objectives (of
teaching)
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Standards (of
performance)
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Anticipatory set (i.e.
a "hook" to grab students' attention)
- to focus student attention
on the lesson
- to create an organizing
framework for the ideas, principles, or information that
is to follow
- to extend the
understanding and the application of abstract ideas
through the use of example or analogy
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Teaching
- Input
- Modeling
- Check for understanding
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Guided practice/Monitoring
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Closure (reviewing and
clarifying the key points of a lesson)
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Independent practice
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For further Web-based information on Hunter's Model:
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Madeline Hunter's "seven step lesson plan"
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A different version of Hunter's model along with sample lesson plans
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Basic lesson presentation elements
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Hunter Model Lesson Plans
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Constructivism and Social Constructivism
Constructivism refers to the theory of learning and knowledge
construction in an environment where students are afforded
opportunities to construct their own meaning through
student-directed interaction with rich resources and problems
(Dewey, Piaget, Vygotsky, and Bruner).
Bruner: An individual's construction of knowledge is a result
of active engagement with his or her environment and guided
discovery (more
information).
Vygotsky: A social group plays an important role in helping students
to construct knowledge. Students first learn ideas in social context
and then later integrate these words and thoughts into their own
developing cognitive structures (more
information).
Situated Cognition: How something is learned may be as important as
what is learned. Learning is more meaningful when it relates to
authentic experiences that are similar to what might be encountered
in the real world (Brown, Collins, and Duguid, 1988).
For further Web-based information on Constructivism:
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Constructivist Learning Design Notes,
Constructivist Learning Design Paper, and
Teachers' Perspectives on a Constructivist Learning Design, by
George W. Gagnon, Jr. and Michelle Collay
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Constructivism and Technology
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Constructivism Learning Theories
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Society for Constructivism in the Human Sciences
9.4.2 The Web and Thinking
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There is a type of Web page specifically designed to support
thinking and problem solving on the Web known as a
WebQuest.
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A WebQuest is an inquiry-oriented activity in which most
or all of the information used by learners is drawn from the
Web. This model was developed in early 1995 at San Diego State
University by Bernie Dodge.
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WebQuests are designed to use learners' time well, to
focus on using information rather than looking for it, and
to support learners' thinking at the levels of
analysis, synthesis and evaluation.
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A WebQuest usually includes the following
elements:
- An introduction or scenario
- A task that is meaningful and doable
- A process for completing the task, often in groups
- Information resources to support the task
- Guidance on how to organize the information acquired
- A conclusion that brings closure and reflection
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WebQuests are useful for linguistically diverse learning
environments because they facilitate cooperative learning,
are rich in different kinds of resources including
pictures and sound, and provide a variety of ways to access
and demonstrate knowledge.
For further Web-based information on WebQuests:
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WebQuest Page at San Diego State University
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Why WebQuests? An introduction, by Tom March
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Tom March's best webquest site
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Dr. Alice Christie's Matrix of 320 WebQuests
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Building Blocks of a WebQuest
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WebQuest Resource Bank (香港中文大學教育學院 探索網站資源庫)
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Introduction to WebQuests at DiscoveryShool.com
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Take a look at
TrackStar (developed by the University of Kansas), which
contains hundreds of online lessons and web-based activities
similar to WebQuests.
Examples:
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Track # 126807 New York, New York (Planning a
trip to New York city)
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Track # 53780 Idioms and Telephone Use
for Today
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Track # 187160 Friendship and Love
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