Aesop's Fables are designed
to achieve a goal, to teach lessons about life. By analogy, goal-directed
Aesop's Activities can help students learn ideas and thinking skills.
In a goal-directed approach to improving education, the basic themes are simple:
a teacher should provide opportunities for educationally useful experience,
and help students learn more from their experience.
Let's begin with an important question: Why should students want to learn?
Personal
Motivation
In an ideal educational setting,
students will be excited about learning. Instead of doing only what is
required to fulfill schoolwork tasks, they will invest extra mental effort with
the intention of pursuing their own goals for learning. Why? Because
they are motivated by a forward-looking expectation that what they are learning
will be personally useful in the future, that it will improve their lives.
They will wisely ask, "What can I learn now that will help me in the future?"
An essential function of education, and
a satisfying aspect of teaching, is to motivate students so they want to learn. How
can teachers do this? We
all know that "beauty is in the eye of the beholder." Similarly,
utility is in the mind of the beholder. Students will be motivated when
instructional activities "connect" with their own ideas about what is fun or
useful. Motivation can be inherent (to enjoy
an interesting activity), extrinsic (to perform
well on an exam), personal (to
improve the long-term quality of life), and interpersonal (to
impress fellow students or a teacher). Hopefully, we can help students
discover that thinking is fun and useful, so they will want to do it
more
often and more
skillfully!
A Plan for
Goal-Directed Action
An Aesop's Approach to instructional design involves
a goal-directed coordination of instructional activities and teaching methods,
with two modes of action: 1) define goals for education in terms
of the knowledge (the ideas and skills) to be learned by students, 2)
design activities that will provide experience with these ideas and skills,
and will help students learn more from their experience. {resources
for Educational Design}
1.
Define Goals so we're aiming for Personally Useful
Education
How do we define "educationally useful"
experience? What ideas and skills should students learn? Thinking
about these questions carefully, with wisdom, is an important step in the design
of instruction, because our decisions about activities and methods should be
guided by worthy goals that, if achieved, will justify the time being invested
by students and teachers.
Of course, goal-directed
teaching is easier if students are motivated by their own desires for
goal-directed learning, and there is agreement
about goals. When teacher and students share the same goals — when
a teacher understands students, and is guided by "what students want"
when defining educational goals for students, and a teacher explains these
goals (and why students should want to achieve them) and students (because
they are
internally persuaded or because they trust a teacher) make the teacher's goals
their own goals — education becomes a teamwork effort with an "us" feeling,
and students are internally motivated to learn. When worthy goals are
highly valued by students, the school experience will be transformed from
a
shallow game (of doing what the teacher wants, with the short-term goal of
avoiding trouble) into an exciting quest for knowledge in which the ultimate
goal is
a better life. Motivational
Teamwork between Learners and Teachers
2.
Design Activities that lead to Achieving Educational
Goals
In goal-directed education, instructional
activities are designed to help students achieve educational goals.
Activities and Experience
How can we design
activities (with the goal of helping
students learn ideas & skills) that are enjoyable and educationally
productive? For
a creative teacher the possibilities are numerous and the range is wide. During
an activity, students can:
engage in lively discussions or debates, read a book or listen to a lecture;
search the library or internet to discover what others have learned about a
topic; study history or current events; learn about different
perspectives on "science, technology, and society" issues; analyze
a complex situation that involves conflicting goal-criteria and complex causal
factors; learn
and apply new ideas; learn and apply new skills, including strategies
for problem solving; solve problems (ranging in difficulty from simple
to complex, solvable by known methods or requiring improvisational creativity),
do case studies, play "detective" games, formulate a question or problem;
design and do an experiment, or do an experiment by converting instructions
(written or verbal) into action; make observations and collect data
(with only the senses or using measuring instruments); analyze data
(that they have collected, or that was supplied for them) by searching for
patterns and
working with statistics, make a graph (by hand or using a computer) and use
it for visual/mathematical data analysis; use scientific logic (to
analyze and evaluate existing theories, or invent new theories, to analyze
and evaluate
an existing experiment, or design a new experiment), examine the content and
style of scientific writing in a journal paper, or...
Most of these activities
promote thinking by students, so they are thinking
activities.
During an activity, students can
think and do, listen and talk, read and write. If activities are well
designed, students will be gaining educationally functional
experience
with the ideas and skills that are your educational
goals.
A useful analytical tool for teachers —
a visually organized method for exploring and improving the structure of instruction,
for creatively coordinating activities and experiences — is below, in
Analyzing the Structure of Instruction. First,
however, let's look at a valuable type of educational activity.
Reflection Activities to
help students
Learn from Experience
A
goal-directed approach to education has two main components: instructional
activities that
promote educationally useful experience (as described above), and (in this
section)
teaching methods that help students learn
more from their experience, and remember what they have learned, and
transfer this knowledge to new situations. In an effort to do this, one
effective teaching strategy is to direct students' attention to "what
can be learned"
from an experience in a reflection request that
encourages students to think about what they are doing and why, about the
possibilities for learning, and why they should want to take advantage of this
valuable
opportunity.
A thinking activity can be implicit
or explicit, and either can effectively promote learning. According
to Webster's Dictionary, reflection
is "a fixing of the mind on some subject; serious
thought; contemplation," and a request for reflection converts
a thinking activity from implicit to explicit. An implicit
thinking activity is an intrinsic part of an overall activity; students
will automatically think because it's necessary
to finish the activity. In
an explicit
thinking activity a teacher directs attention to what can be learned,
by a
simple reminder or by a request for action,
such as discussing a question verbally or
writing
about
it in a report. Either way, it can shift a student from
a minimally aware "going through
the motions" mode to a more aware "active thinking" mode. / Of
course, reflection can occur without a reminder from
a teacher, whenever
a
student
is
thinking about an activity or "what can be learned" from it. And learning
can occur even when a student is not aware
of what is happening. But a reflection request will often increase learning
by students.
the timing of reflection: A
teacher can initiate reflective mental-activity before a physical-activity,
during it, or after it. One
practical application of goal-directed thinking
activities is Teaching Scientific Methods
in Science Labs. Closely related to Scientific Method is Design Method,
which
can
be used as an educational tool that helps
teachers
integrate a wide variety of thinking activities; these possibilities
are explored
in An
Introduction to Design and Designing
a "Thinking Skills" Education. }
Analyzing the
Structure of Instruction
When students do activities, they
gain experience. Opportunities for educational
experience — for experience that is educationally
functional, that is useful for achieving educational
goals — can be analyzed using an activity-and-experience
table, as shown below, with student ACTIVITIES
in the top row and educationally functional EXPERIENCES
in the left column.
This table clearly shows multi-experience
activities (scanning vertically down the second column, we see that Activity
#2 provides Experiences B and C) and repeated experiences
(scanning the C-row horizontally, we see that experience with B occurs in Activities
1, 2 and 5). A table may reveal gaps that will guide the designing of
new activities. For example, an earlier version of this table might have
motivated a teacher, who noticed that after Activities 1-3 the students have
no experience doing A, to add Activities 4 and 5.
| Student Activities | ||||||||||||
| Educational Experiences |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | exam | ||
| A |
yes | yes | yes | |||||||||
| B |
yes | yes | yes | yes | ||||||||
| C |
yes | yes | yes | yes | yes | yes | yes | yes | ||||
| D |
yes | yes | yes | |||||||||
| E |
yes | yes | ||||||||||
Of course, a "yes"
does not tell the whole story. A table with larger cells could show
more details, such as the differences between a student's experience with
"C" in Activities 2, 3 and 5.
How long is an activity? This varies.
A mini-activity may be over in a few minutes, while a coherent mega-activity
(composed of related mini-activities) can last several hours. In the
example above, Activities 1-4 might occur in the same class session, and (if
we wanted) all of these could be combined into one mega-activity (1234?) with
experiences A, B, C, D, and E. Or a single activity might span several
class sessions. There is lots of flexibility in defining "activities"
and "experiences" so A-and-E tables can be made and used in any
way you want. Do whatever will help you understand and improve the structure
of your instruction.
A common educational goal is to help students
improve their mastery of ideas and skills. To illustrate, imagine that
"C" is the skill of theory evaluation, and that students begin with
simple "one theory" evaluations in Activities 2, 3 and 5, then move
on to complex "multiple theory" evaluations in Activities 6-7-8-9.
To help students gradually increase their ability to do these evaluations,
a teacher might "show them how" in Activity 6; in 7, the students
evaluate but with lots of support (coaching by the teacher,...); in
8, some of this support is removed; in 9, the students complete their
move toward independence by doing an evaluation themselves, with no support.
/ Or perhaps students are solving of problems (of a certain type) that
become more and more challenging, from 6 (easy) to 9 (difficult). Or
the building-up process might correspond to increasing levels of sophistication,
beginning (in 6) with the basic understanding of a concept, followed (in 7
to 9) by applications requiring various types of creativity and/or critical
thinking.
The "exam activity" tests most
of the educational goals (A B C D) but not all (not E).
a confession: In many
teaching situations I don't MAKE this kind of table. But I usually THINK
in terms of "activities and experiences and their interactions"
while planning instruction, because this provides a different perspective
that can be very useful.
a summary of benefits: In a table,
the visual organization of information can improve our understanding of the
educationally functional relationships between activities, between experiences,
and between activities and experiences. This knowledge about the structure
of instruction can help us creatively coordinate — with respect to types
of experience, levels of sophistication, and contexts — the activities that
promote experiences. The goal of a carefully planned selection and sequencing
of activities is to develop a mutually supportive synergism between the activities,
to build a coherent system for teaching each type of thinking skill, to produce
a more effective environment for learning.
Evaluation Activities
Why? 1) motivation:
Although students will study for reasons that are intrinsic, personal, and
interpersonal, external rewards (like a course grade) are usually a powerful
motivator. 2) experience: Because an exam
is an opportunity to gain experience with ideas and skills, an evaluation
activity is just a special type of thinking activity. 3) guidance:
If students are studying "for the exam" we can guide their studying
by telling them what will be on the exam; in a good course design, there
is a close match between what is desired (the ideas and skills that are the
educational goals) and what is evaluated. 4) feedback
for learning: Student can continue their old "strategies for
learning" with confidence (if they do well on an exam) or make appropriate
changes (if they do poorly) in an effort to learn more effectively. 5) feedback
for teaching: Similarly, "strategies for teaching" can be
affected by feedback from exams when a teacher asks, "Are my instructional
methods effective in helping students learn?" 6) evaluation
of students: In most schools a teacher assigns grades for each student,
based on the results of evaluation activities.
What? Usually, it's easy
to construct (and grade) an exam that tests lower-level knowledge, such as
a student's
ability to recall facts or solve familiar problems by applying a known method. But
it's difficult to construct and grade an exam that accurately measures higher-level
thinking skills, that measures how well a student responds to challenges
like a novel problem requiring creative improvisation, or a complex situation
requiring a critical evaluation of conflicting factors. But if
one of our goals is to help students learn higher-level skills, then making
exams that test these skills can be a worthwhile investment of time and effort
that will be rewarded with improved education.
How? An evaluation activity
can ask students to work as individuals or in a collaborative group. It
can be in-class or take-home, written (with multiple choice or short-answer
questions, problem solving, essay writing,...), oral (by answering questions,
asking questions, discussing issues, evaluating policies, solving problems,...),
or physical (for example, by performing a laboratory procedure). Or
a teacher can observe the quality of work (in a lab) or the quality of thinking
and expression (in a discussion), or have students do a long-term project,
or...
Goals? A good exam
should: measure
knowledge accurately (there should be a high correlation between
a student's exam score and level of knowledge-and-skill); measure
appropriate knowledge (by testing the ideas and skills that are
the educational goals and, in a well designed course, have been the focus
of teaching and learning); differentiate between
levels of knowledge (by including tasks that vary in difficulty,
with some that most students can do, some only a few can do, and some in
between, thus avoiding a "ceiling effect" or "floor effect" where everyone
does equally well or poorly). Achieving
these goals is not easy, but the potential rewards make it a challenge
worth
pursuing.
Modes and Interactions
What kinds of interactions (between past,
present, and future, and between goals, activities, and methods) stimulate and
guide the process of design?
Sections 1 and 2 describe modes of action, not
sequential steps. During the process of instructional design, there
is interaction between modes. Typically, design begins with a careful
examination of the activities now being used in a classroom: a goal-oriented
analysis of these activities (in Mode 2) stimulates thinking about goals (Mode
1), which
inspires a revising or supplementing of the activities (Mode 2). Activities
for reflection and evaluation are a logical extension of this analysis.
To help students learn more from their experience, to help them convert potential
learning into actual learning, we add thinking activities — both implicit
and explicit — that encourage students to think about what they are
doing (Mode 2) and what they can learn (Mode 1) and why they may want to
learn (motivation).
Evaluation activities provide useful feedback about whether the current instructional
methods (Mode 2) are effective in achieving the educational goals (Mode 1).
Constraints on Design
The following
paragraph is from a section (The Challenge of Educational Design) in a page
(Problem Solving in Education: Helping Students Learn How to Combine Creativity
and Critical Thinking in Design and Science):
For the design of education,
challenges are posed by three practical constraints. First, a curriculum
and the accompanying instruction should be flexible so it can accommodate a
wide range of learning styles and teaching styles. Second, we should make
it easy for teachers to teach well and to learn new methods quickly with a minimum
of extra preparation time. Third, if teachers feel obligated to cover
a large amount of subject-area content, they may be reluctant to invest the
classroom time required to teach thinking skills.
Radical and
Practical
Educators should make decisions
based on merit, not tradition, by examining every activity (old or new) and
asking whether it performs a useful educational function. But this radical
attitude should be combined with a recognition that — when our objective is
to achieve maximally beneficial results in a limited amount of time — instead
of aiming for a fresh beginning (with a new set of goals, activities, and methods)
it is often more practical and immediately productive to build on what already
exists, to use the past for improving the future.
Appendix Sources
of Ideas REFERENCES: |
THREE TYPES
OF LINKS in this website for Whole-Person Education:
An ITALICIZED LINK keeps you inside a page, moving you to another part of it. Above, a NON-ITALICIZED LINK is page-adding, opening a new page in a new window. Below, a NON-ITALICIZED LINK is page-replacing, opening a new page in this window. |
Thinking Activities can be used to help students learn THINKING
SKILLS IN EDUCATION A GRAND TOUR Motivations and Strategies
for Learning Aesop's Activities for
Goal-Directed Education An Introduction to Design TEACHING STRATEGIES FOR EFFECTIVE EDUCATION |
This page is http://www.asa3.org/ASA/education/teach/aesop.htm
Copyright © 2002 by Craig Rusbult, all rights reserved