Recommended Research: Constructivism & Learning Technology

October 29, 2018
Katrina Marie Baker works for Adobe as a Senior Learning Evangelist. Her independently operated consulting firm has advised organizations in aerospace, construction, healthcare, legal, retail, technology, and transportation. Katrina facilitates keynote sessions and master classes for learning professionals. She also maintains YouTube channel Learn Tech Collective. She has authored books LMS Success (2018), The LMS Selection Checklist (2018), and Corporate Training Tips & Tricks (2017). Katrina is a former Director of Technology with the Association for Talent Development. She has worked in people/project management and global training capacities for Fortune 500 retailer Whole Foods Market, and Global 100 law firms Cooley LLP and Latham & Watkins LLP. Previously, Katrina worked in music and video production for clients such as Disney Channel and Adult Swim.
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Recommended Research: Constructivism & Learning Technology

Katrina Marie Baker works for Adobe as a Senior Learning Evangelist. Her independently operated consulting firm has advised organizations in aerospace, construction, healthcare, legal, retail, technology, and transportation. Katrina facilitates keynote sessions and master classes for learning professionals. She also maintains YouTube channel Learn Tech Collective. She has authored books LMS Success (2018), The LMS Selection Checklist (2018), and Corporate Training Tips & Tricks (2017). Katrina is a former Director of Technology with the Association for Talent Development. She has worked in people/project management and global training capacities for Fortune 500 retailer Whole Foods Market, and Global 100 law firms Cooley LLP and Latham & Watkins LLP. Previously, Katrina worked in music and video production for clients such as Disney Channel and Adult Swim.
Guide 66 posts
Followers: 69 people
October 29, 2018

Last week, we had an awesome virtual class on how to implement an effective gamification strategy within a corporate learning environment!  Here is the recording and slideshare.

In class, we briefly touched on some learning theories and research related to constructivism and the effective use of technology, games and gamification within the overall learning environment.  I’ve been reading a lot of articles recently that relate to constructivism, and some of our attendees were interested in receiving a list of those resources.  Below are a few reading suggestions.

I’ll create more recommended reading lists, so follow me if this sort of thing is useful to you.  The next blog posts will probably be devoted to virtual and augmented reality resources.  (If you haven’t checked out the crazy cool VR features in Adobe Captivate 2019, please take a look!)  I will also post my own summaries of select articles over the next few weeks.

Please add your own suggested reading articles in the comments section!

Here are three introductory level readings that are great as starters:

A great explanation of what constructivism is, what helps us learn, and what learning truly is.

An in-depth look at the learning process from beginning to end, including how to use educational technology (and how not to use it), and the importance of social learning and collaboration.

An overview of the types of educational technology available for use in the learning environment, as well as a historical perspective of how that technology has evolved.

I just finished working my way through the below articles, many of which are referenced by the above chapters, and cross-referenced amongst each other:

  1. Shaffer, D. W., Squire, K., Halverson, R., & Gee, J. P. (2005). Video games and the future of learning. Phi Delta Kappan, 87, 104–111. Google Scholar
  2. Shuler, C. (2009). Pockets of potential: Using mobile technologies to promote children’s learning. New York, NY: The Joan Ganz Cooney Center at Sesame Workshop. Google Scholar
  3. Thomas, M., & Brown, J. S. (2011). A new culture of learning: Cultivating the imagination for a world of constant change. Lexington, KY: CreateSpace. Google Scholar
  4. Van Eck, R. (2006). Digital game-based learning: It’s not just the digital natives who are restless. EDUCAUSE Review, 41(2), 16–30. Google Scholar
  5. Vavoula, G., Sharples, M., Lonsdale, P., Rudman, P., & Meek, J. (2007). Learning bridges: Mobile technologies in education. Educational Technology, 47(3), 33–37. Google Scholar

More articles and article summaries coming soon.  Please follow my posts if you’d like to see more!

Comments (5)
2019-01-06 17:50:08
2019-01-06 17:50:08

I have an assignment due in a few days, I will add some refinement from these. Thanks.

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Eric Dumas
's comment
2019-01-07 18:19:22
2019-01-07 18:19:22
>
Eric Dumas
's comment

Great, I hope they help!

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2018-10-30 22:18:40
2018-10-30 22:18:40

Always good to get some recommended reading – thanks Katrina!

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2018-10-29 22:44:01
2018-10-29 22:44:01

Thanks for the homework!

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2018-10-29 22:04:03
2018-10-29 22:04:03

Very interesting  article worth the time taken to read it completely

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