E-Constructivism: A Ready Response to the Challenges of E-Learning

E-Constructivism: A Ready Response to the Challenges of E-Learning

Alina Vagele-Kricina
Copyright: © 2021 |Pages: 18
DOI: 10.4018/978-1-7998-5021-2.ch006
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Abstract

The constructivist teaching is based on the idea that students actively ‘construct' knowledge – they do not just ‘accumulate' new information, but rather ‘adjust' it to the foundation of the individual experiences, beliefs and assumptions. This chapter examines the constructivist theory in the context of e-learning. Constructivism-based lesson includes multiple modes of activity, such as contextual games or intense social interaction in groups. The nature of embedded learning or ‘learning-while-doing' is best captured in a collaborative study environment, whereby the students negotiate to achieve a corporate goal. There is a bewildering array of ways, in which the constructivist approach might be applied in a modern study environment. First, the chapter describes constructivism as a theoretical concept – and then morphs it into real-live examples from the pedagogical practice. Finally, it comments on the project initiated in Riga Technical University – a new online platform for anonymous peer review sessions created by the author to entwine constructivist pedagogy with digital technologies.
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Theoretical Background

Constructivism, applied both to epistemology and learning theory, is an umbrella term associated with the teaching approach, thereby learners acquire and ‘construct knowledge’ as a superstructure built on the foundation of personal beliefs, prejudices, and experiences. Over time, constructivism has evolved into a widespread learning theory, describing the way human beings acquire and process new information. The core idea of constructivism is that people construct their own concept of the world, and merely adjust all the information they get to the already existing picture of that world (Maypole, Davis, 2001). Constructivists’ teaching, therefore, aims at creating a real-life context that appeals to the personal experience of each particular student, triggering their memories and getting them involved in a classroom activity. The primary task here is to create a friendly ‘triggering’ environment, where all the students are encouraged to apply their prior knowledge in new simulative environment created by the teacher. Although the focus of this chapter lies on the educational aspects of constructivism, it would be impossible to understand the nature of constructivism without the historical background because its core values verge on different disciplines: philosophy, sociology, and linguistics.

Key Terms in this Chapter

In-Silico: Related to computers or done via a computer.

Embedded Learning: ‘Learning-while-doing’ practice, a hands-on teaching approach (in pedagogy).

Constructivism: A learning theory found in psychology explaining how people acquire knowledge.

Cognition: A set of mental processes associated with a human being.

Edutainment: A coinage of two terms: entertainment and education. Often referred to the media that is designed to be educational.

Holistic: An approach that analyses the concept as a whole and not just the part.

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