Aesop's Activities:

Teaching Strategies for

Goal-Directed Education

by Craig Rusbult, Ph.D.

 
      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 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...

      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 at the end of this section.  First, however, let's look at two useful types of activities, involving reflection and evaluation.

      Reflection Activities (to help students Learn from Experience) 
      A goal-directed approach to instruction has two main components: activities that promote educationally useful experience (as discussed above), and (in this section) methods that help students learn more from their experience — and remember what they have learned, and transfer this knowledge to new situations — by directing their attention to "what can be learned" from each experience.  How can a teacher do this?  By using reflection activities that encourage students to think about what they are doing and why, about the possibilities for learning.   { A useful educational tool that can help teachers facilitate a wide variety of reflection activities is Integrated Design Method, which is explored in An Introduction to Design and Designing a "Thinking Skills" Education. }
      According to Webster's Dictionary, reflection is "a fixing of the mind on some subject; serious thought; contemplation."  A teacher can encourage reflection with activities that are explicit or implicit.  In an explicit reflection activity, a teacher directs attention to what can be learned, and explains why a student should want to take advantage of this valuable opportunity.  In an implicit reflection activity, a teacher directs attention to a learning opportunity by a request for action, such as discussing a question, that shifts a student from a minimally aware "going through the motions" mode to a more aware "active thinking" mode.
      the timing of mental experience:  A teacher can initiate reflective mental-activity before a physical-activity or (more often) during or after the physical experience.   { Of course, reflection occurs whenever a student is actively thinking about an activity or "what can be learned" from it, whether or not a teacher is trying to promote this reflection. }   A simple instructional application of goal-directed reflection activities is in Discussion-Based Labs with Goal-Directed Interaction.

      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, extrinsic 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 core 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 is 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 that requires creative improvisation, or a complex situation that requires 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 (an "exam") 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 reflection 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 My Ideas
      Many ideas in the three "Aesop's Activities" pages will seem familiar, due to a general agreement among educators (and teachers, students, parents,...) about many goals and strategies for instruction, and because I have borrowed from and have been inspired by the work of others.  But you may also find some fresh perspectives that will contribute "added value" to the educational community.
      A few ideas are mainly my own.  For example, to focus attention on the principle that instruction should be goal-directed, with instructional activities done for a purpose, I constructed a metaphor (Rusbult, 1989) based on analogy to Aesop's Fables.
      Some ideas — including goal-directed analysis and emphasizing reflection activities — seemed to be mine, since they were not based consciously on the work of others (although, like most people in our society, I've been influenced by a wide range of "background" ideas) but I'm sure these techniques are widely known and used.  Some ideas are general common sense, although (as in the "goals and activities" formulation) I've provided a structure for them.
      And some ideas have been borrowed from other educators:  Bereiter & Scardamalia (1988) describe a principle of intentional learning;  Perkins & Salomon (1988) suggest that the application and transfer of knowledge can be analyzed along two dimensions (backward-reaching or forward-looking, and high road or low road);  and Perkins (1992) introduces a simple theory that "people learn much of what they have a reasonable opportunity and motivation to learn" and explained its implications for instruction.

      REFERENCES:
      Craig Rusbult, 1989.  Physics: Tools for Problem Solving.  unpublished manuscript.
      Carl Bereiter & Marlene Scardamalia, 1989.  "Intentional Learning as a Goal of Instruction," in Knowing, Learning, and Instruction, edited by L. Resnick.  Lawrence Erlbaum Associates: Hillsdale, New Jersey.
      David Perkins & Gavriel Salomon, 1988.  "Teaching for Transfer," Educational Leadership 46, 22-32.
      David Perkins, 1992.  Smart Schools: From Training Memories to Educating Minds.  Free Press (Macmillan): New York.




 
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
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Here are some related pages:

THINKING SKILLS IN EDUCATION
Principles of Educational Design to teach Thinking Skills:
Creativity and Critical Thinking, as these are used
in Scientific Method, Problem Solving, and Design

A GRAND TOUR
provides an overview of my ideas about education,
with tips for "what to do next" after reading
each of three introductory pages:

Motivations and Strategies for Learning
goal-directed personal motives for learning;  teamwork;
how a friend learned to weld, and how I didn't learn to ski

Aesop's Activities for Goal-Directed Education
a creative coordinating of goals and activities will
help students gain experience and learn from it

An Introduction to Design
how to design a product, strategy, or theory
(this includes almost everything we do in life!)


TEACHING STRATEGIES FOR EFFECTIVE EDUCATION
with ideas about theory & application from many authors,
including LEARNING THEORIES FOR ACTIVE EDUCATION
plus
  INSTRUCTIONAL ACTIVITIES FOR EFFECTIVE EDUCATION  

 
This page is http://www.asa3.org/ASA/education/teach/aesop.htm

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