Information Processing Theory and Impact on Learning

The Information Processing Theory is an approach to cognitive development that suggests a way in which humans process the information they receive. This theory contrasts a behaviourist that humans simply respond to stimuli. This theory suggests that information is processed in stages, much like the way in which a computer processes data (Orey 2002). Information enters the brain (or computer) through our senses (mouse/keyboard). Next, the information is processed in our working memory (processor/ram), where it is stored and recalled from specific areas of our long-term memory (hard drive). This recalled information can lead to an output response to the stimuli (monitor).

Turple, C. (2016).

Our sensory memory intakes information through seeing, hearing, smelling, tasting and touching. If we decide to pay attention to certain stimuli, it moves into our short-term memory, also known as our working memory as it is the place where we process information. In order for information to be stored in our long-term memory and formally learned, the information must be elaborated on through rehearsal to consolidate the new data.

Turple, C. (2016). Adapted from: Lutz, S. & Huitt, W. (2003).

We can then organize new information into existing knowledge sets (if information is similar to prior information) or create a completely new knowledge structure if the new information is unlike anything we have experienced before. Once information is stored in our long-term memory, we can later recall this knowledge back into our working memory to compare to incoming information or help elaborate on our knowledge experiences.

Many of these operations involve executive function to pay attention to new information, attend to rehearsal practices in the working memory and help consolidate information into our long-term memory. Unfortunately, new information can be lost at all stages of information processing.  If incoming stimulus is not paid attention to in our sensory memory, our brain does not notice the information. In our short-term memory, only a maximum of five stimulus can be used at once - if this information is not encoded within 15-30 seconds it will be lost altogether. In long-term memory retrieval, there are also chances of encoding failure during information consolidation if elaboration does not occur or the information cannot be properly organized in existing knowledge structures. Finally, information in long-term memory could be lost through a retrieval failure or “overridden” if new information contradicts something previously learned.

Watch my visual breakdown of the stages of the theory and applications to classroom practice:


When considering the stages of the Information Processing Theory, there are 5 easy steps teachers can take to support students in the acquisition of new information.

RECEPTION to ensure teachers gain students’ attention using an abrupt stimulus change to focus students’ sensory memory on the lesson. 
I like to use music or short video clips to gain students’ attention. Catchy songs such as this Information Literacy Song or the Literary Devices Rap work well.

RETRIEVAL educators should stimulate recall of prior learning and skills from students’ long-term memory into their working memory. 
I like to use kinesthetic warmups that gets the students moving around and talking to peers other than their elbow partner. Simple activities work great such as having the students move around the room and when the music stops (often I use the songs above), I yell out a number. Students must form a group with that many people and answer a question about the content from the previous lesson. Scholastics's Mind Up Curriculum books are full of such activities.

RECEIVE information transmitted by the teacher that should have distinctive features and suggest a meaningful organization of ideas for students. 
I started “branding” my lessons by using the same template and colour scheme for all lesson within a unit. For other skills such as the MYP Approaches to Learning, I always use the same cover slide. I have also started using less unconnected slides and utilising animations to put together the “pieces” of a slide. Finally, acronyms and step-by-step procedures have become the focus of my lessons. For example, when I was teaching my students about how to find reliable online sources, I began the lesson by playing the research song, played the kinesthetics warmup game, then introduce an acronym to help them remember the criteria for reliable websites:


RESPOND or experience the information for themselves to absorb knowledge into their preexisting knowledge sets by eliciting performance from students. 
Arguably the most important step in student learning! Students need to immediately do something with their new knowledge. When introducing the CRAP acronym for determining reliable resources, I had students decide whether example websites are reliable or not. One issue I often run into for this stage is running out of time when I have 30 minute class time blocks. What I have come to learn is it is better to break up the learning into smaller pieces where students have the opportunity to immediately respond to new knowledge, rather than using a whole block to introduce content and the following block as a work period. 

REINFORCE by providing ongoing feedback to students and especially give them additional performance opportunities to apply the feedback. 
Encouraging students to make mistakes and learn from those “failures” is key. I try to give as many opportunities for students to experiment with new ideas by offering several chances to practice new skills. I aim to give my students individual verbal feedback once a week and written feedback every other week. Since I utilise Google for Education Apps Suite in my teaching, this is often done through the comments function. I have learned to create one ongoing template my students work in throughout a unit so all of my comments and their work is in one place. This way, it is easy for both myself and students to see their ongoing progress.

Turple, C. (2016).

More than anything, learning about the Information Processing Theory reminded me of the importance of lesson warm-ups and "hooking" students into a learning activity. The theory also offers a simple explanation of how memory may work and is something I have even taught my students to make them more away of their own learning behaviours. 

References

Lutz, S., & Huitt, W. (2003). Information processing and memory: Theory and applications. Educational Psychology Interactive. Valdosta, GA: Valdosta State University. Retrieved from http://www.edpsycinteractive.org/papers/infoproc.pdf

Orey, M. (2002). Information Processing. In M. Orey (Ed.), Emerging perspectives on learning, teaching, and technology. Retrieved from http://projects.coe.uga.edu/epltt/index.php?title=Information_processing

Gamifying Education: Not Just Playing Video Games

The observed motivators which engage children in free play are tantamount to the key elements found in games (1). Further, it is no question that video games are a dominant entertainment form in the twenty-first century and have the capabilities to engage users (2). Such game mechanics are beginning to be applied outside the immersive environments of games themselves, to create engaging experiences for participants in the real world. Gamification is the concept of applying game-design thinking and game elements to engage users in solving problems and increase users’ self contributions (3).



The gamification of education is NOT just playing video games in the classroom - sometimes it doesn't involve digital technologies at all.

Research reveals that the longer students stayed in school, the less likely they are to attend and feel engaged in their classes (4). Yet, game players regularly exhibit persistence, risk-taking, attention to detail and problem solving skills - all behaviors that would be ideal for students to possess in the classroom. Games are important as they embody four elements associated with how people learn; games are “immersive, they require players to have goals and make frequent decisions, they adapt to each player, and they unfold within the context of a community that supports the social dimension of learning” (5). Through the new media literacies of play and performance, players of games have the capacity to experiment with their surrounding as a form of problem solving, and can practice improvisation from varying perspectives (6). Guiding learners through the curriculum by encouraging thought and action is the foundation of intellectual engagement and aids students in the development of original work, collaboration, and confidence as knowledge-builders (4).

I synthesized my understanding of academic literature to create this visualization of the key elements of gamification:
Special thanks to @TyRiddick for his input.

The gamification of education supports the constructivist theory where knowledge is not simply transmitted from teacher to student, but actively constructed by the mind of the learner (7). Games allow for role play and the immersion in experience through situated practice (8). Well-designed games allow for players to “construct understanding actively, and at individual paces, and. . . enable players to advance on different paths at different rates in response to each player’s interests and abilities, while also fostering collaboration and just-in-time learning” (1). Since the cycle between choice and result is much shorter in games than in life, hypotheses are regularly tested and refined, lowering the emotional stake of failing and encouraging risk taking (6). With this increased willingness to experiment, players continue to make choices, contextualizing facts and information as tools for problem solving (9). The intrinsic motivations instilled in players of games is only increased through extrinsic positive or negative reinforcements such as awards, achievements, or loss of power often found in games. This sort of operant conditioning affects the users’ choices if faced with a similar scenario later in the game (10). Students are forced to use their power of reasoning to construct knowledge for themselves when immersed in a game, no matter their age. The relevance of these capacities beyond a games context, form the basis of a modern literacy that should be developed by all young people.


See my (first) stop-motion video explaining the four principle elements in game that make them engaging to users:





James Paul Gee is a psycholinguistics researcher who has crossed over into literacy and learning. His book "What Video Games Have to Teach Us About Learning and Literacy" is an excellent account of gaming principles and discuses how these elements can be applied to the k-12 classroom.

Again, gamification is not playing video games - it in the idea that the elements of video games can be applied in other areas.

See the video below for an overview of his work:





1. Klopfer, E., Osterweil, S. and Salen, K. (2009). Moving learning games forward: Obstacles, opportunities & openness. The Education Arcade. Cambridge, MA: MIT Press.
2. Prensky, M. (2001). Chapter 5: Fun, play and games: What makes games engaging. Digital Game-Based Learning. New York: McGraw-Hill.
3. Deterding, S., Sicart, M., Nacke, L., O’Hara, K. & Dixon, D. (2009). Gamification: Using game design elements in non-gaming contexts. Vancouver: CHI.
4. Willms, J. D., S. Friesen, & P. Milton (2009). What did you do in school today? Transforming classrooms through social, academic and intellectual engagement — First national report. Toronto, ON: Canadian Education Association.
5. Mouza, C. and Lavigne, N. (eds). 2013. Chapter 1: Emerging technologies for the classroom. Explorations in the Learning Sciences, Instructional Systems, and Performance Technologies. New York: Springer Science and Business Media.
6. Jenkins, H. (2009). Confronting the challenges of participatory culture: Media Education for the 21st century. Cambridge, MA: MIT Press.
7. Piaget, J. & B. Inhelder (1967). A child’s concept of space (F. J. Langdon & J. L. Lunzer, Trans.) New York: Norton (Original work published 1948).
8. New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. Harvard Educational Review. 66(1), 60-92.
9. Gee, J.P. (2003). What video games can teach us about literacy and learning. New York: Palgrave-Macmillan.
10. Skinner, B. F. (1953). Science and human behavior. New York: Macmillan.

Using the Power of the Internet to Connect People

Online performance artist Ze Frank's discusses his "web playroom" in the video below. Traditionally, art endevours have been transmissive and do not involve the audience, whereas Ze Frank utilizes technology to connect humans to one another. What resonated with me was his pursuit "to feel and be felt." This is not a new idea, but rather a long time need for humans which has been augmented by the development of new technologies. It is a concept I think our Generation Z students struggle with on a daily basis.

I find the idea of interactive art is very common in Asia. Around the city there are frequently art exihibtions which encourage interaction from the audience. Holiday decorations are even built as small cities meant to be walked through and experienced. Last November, there was a participatory show in Hong Kong called MURS described as an immersive, interactive outdoor Smart show.


This show really hit home with me because it brought a crowd of complete strangers together in an engaging manner. In a city like Hong Kong, with one of the highest population densities in the world, a place where you are NEVER alone (quite literally unless you are in your home) there is an overwhelming sense of disconnect among the people. I still cannot believe how lonely it can feel standing in a large crowd of people. Hong Kong is a city always on the go: people are in a rush to commute, aggressive to close a business deal, storefronts and buildings are in a constant renovation cycle, and the workforce is transient. All these factors contribute to a place where no one feels grounded and are aching to connect. I think this is one of the reasons an interactive show like this was so popular, and why art which brings people together goes viral.
In my eyes this is one of the greatest capabilities of new technologies for educational purposes. Teachers can transcend the walls of their classrooms to reach audiences around the globe. I have long been a fan of Dr. Ruben Puentedura’s SAMR Model which helps educators to think about HOW they are using technology. 

Is a technology just a different way of doing the same old task or it is adding something and transforming the learning experience? 

I often refer back to this model when working with teachers to help them move up the ladder. Technology seems a bit less daunting when there are clear goals laid out to assist tech integration.

Flipping the Classroom: Don't Re-Invent the Wheel, Find Pre-Made Video Resources Online

There has been a lot of talk lately around the theory of ‘flipping the classroom’. Essentially, students preview lesson material and lectures at home to make time to do more hands-on, collaborative activities in class. 

Watch the following short video or view this infographic for more details.

Source: Center for Teaching and Learning
However, what teacher has the time to create a high quality video for each lesson?
Allow me to be so bold as to say: no teacher. 

Though I have seen success from teachers who simply record themselves teaching a lesson at the front of the class or from an aerial view then posting it in a place students can access such as on YouTube or school LMS. This simple act allows the student to pause or rewind any confusing parts of a lesson which promotes self-regulation in the learner.

Further, I have also seen success from teachers who record their screens during a lesson using tools such as EduCreations or the recording feature on SmartBoards. What’s great about this format is the accompanying online learning community of educators who have posted their own lessons to share. You could further check out places such as OpenEd or Share My Lesson for lesson sharing in a video format. 

Flipping the classroom has many benefits: instead of students listening to a transmissive, passive lecture, teachers can utilize the collaborative environment of the classroom by guiding cooperative and exploratory tasks. It also frees up the teacher’s time to provide personalized instant feedback to students and differentiate instruction by pulling small groups of learners to work with. 

However, there are many problems to the flipped classroom as well. What if the students don’t do their homework? What if there were technology issues? What if every subject teacher expected a student to learn lesson content the night before (how many hours of homework is that??)

The more prominent downfall I spotted in my sideline analysis of the flipped classroom is that student grew tired of the format. Making an educational video entertaining is a hard feat! Creating even a simple animation or instructional video to accompany or substitute a face-to-face lesson takes much effort and time on the teacher's part. 

What I realized is that I did not have to create the video myself - what it came down to is finding the best resource to fit my teaching needs. Why re-invent the wheel? Luckily there are many free educational video resources available online. 


I’ve also learned when it comes to the flipped classroom, as with anything, it works best in moderation. I appreciate many educational benefits to ‘flipping the classroom’. But I also am going to teach a lesson in the format which I feel worked best for the topic and my learning goals. 

For instance, I chose to flip a lesson during a speeches unit I taught. In this lesson, I had students view Martin Luther King Jr.’s infamous “I Have a Dream” speech at home, identifying literary devices and observing the vocal skills used in the speech. By flipping the lesson, students could view the video as many times as they liked. For the in-class lesson, we discussed the answers in groups and as a class before viewing another video which deconstructs the speech. 

I used the extraordinarily user-friendly site Ted Ed Lessons to create this lesson, along with embedded instructions, formative assessment , and discussion forum. 


The website sends the lesson creator a link to view what students have started the lesson and to review progress. Other teachers can also customize the lesson to suit their needs.


Reaching the Visual Learner: Software to Create Digital Posters or Infographics

Ever find yourself drawing incomprehensible doodles as you attempt to explain an idea to a student? I do all the time.

There is no doubt in my mind that I am a visual learner. I see this come out in my teaching, as I break down complicated ideas for my students in the same way I did to make sense of it for myself. Taking large amounts of text and synthesizing those ideas to create an aesthetically pleasing, symbol-saturated visual representation is something I truly enjoy doing. 



See my Pinterest board for resources to make digital posters or infographics as well as editing programs for photo manipulation:

Reaching the Auditory Learner: Text-to-Speech Software and Voice Comments

It's undeniable that students learn best in different ways. So much time is spent classifying learners as auditory, visual, or kinesthetic yet often I find students are a combination of various learning styles - I know this is true for myself. 


Source: OnlineCollege.org

Sometimes it's not enough to have the voice in your head reading along with you; sometimes it's just easier to have accompanying audio to text you are reading. Text-to-speech software is a great teaching tools for ELL students, struggling readers, students with learning disabilities like dyslexia or auditory learners. The following are my top text-to-speech tools:


Some of my students this past year requested I leave them audio comments on their work instead of written text. Perhaps this was due to the high ESL population at my school who find speaking and listening to the English language much easier to understand than reading and writing. Or perhaps these students truly did identify with being auditory learners.



Sometimes students just prefer to receive feedback in a certain way. As an educator who is a strong believer in differentiating my instruction, I am open to leaving comments in a form most useful for my students. 

Technology can be utilized to support various feedback mediums. Here are various ways to give audio feedback on your students' work:


See link to the slides here.

How do you reach your auditory learners?

Learning Skills and Work Habits: Tech Tools for Tracking Student Behaviours

The first statement of the Learning Skills section of the Ontario Ministry of Education’s publication Growing Success: Assessment, Evaluation, and Reporting in Ontario Schools states, “The development of learning skills and work habits is an integral part of a student’s learning” (p. 10).

Teachers are expected to report on six categories:
            • Responsibility
            • Organization
            • Independence 
            • Collaboration
            • Initiative 
            • Self-Regulation

Learning Skills should not be considered in the determination of a student’s grades. Instead, the assessing, evaluating, and reporting on the achievement of curriculum expectations and on the demonstration of learning skills should be done separately.

Though some may identify other skills as being crucial to student success, it is clear that a student’s work habits significantly contribute to their success in school and for life beyond the classroom. 

The Definition and Selection of Competencies (DeSeCo) Project, sponsored by the Organisation for Economic Co-operation and Development (OECD), has underlined the importance of identifying and developing key competencies as follows:
Globalisation and modernisation are creating an increasingly diverse and interconnected world. To make sense of and function well in this world, individuals need, for example, to master changing technologies and to make sense of large amounts of available information. They also face collective challenges as societies – such as balancing economic growth with environmental sustainability, and prosperity with social equity. In these contexts, the competencies that individuals need to meet their goals have become more complex, requiring more than the mastery of certain narrowly defined skills.  
(OECD, p. 4)

We are preparing students for an information saturated world where they will need to be self-directed learners with the skills to collaborate with others, are organized, have initiative, and set and monitor personal goals. As educators it is our responsibility to foster and help develop these skills in our students.

When it comes time for report card data entry, our tracking should be consistent and accountable to result in accurate reporting of students’ learning skills and work habits. 

The following are three simple tools for tracking students behaviours for the reporting of learning skills:


See the slides here.

Social Media in the Classroom - Twitter Pilot

Social media is a great tool to integrate into the classroom and I have experienced with various platforms such as Edmodo, Blogger, Google Sites, Facebook, Skype and most prevalently Twitter. I used Twitter in my practicum classroom back in Ontario and it went over quite well. The students stayed in touch with me and their peers from the ease of their phones and home computers. I was able to send links to the students easily and recommend educational resources related to the topics were were learning about in class.

Last year, I piloted a Twitter program at my school and Hong Kong and did not have as successful of results. Twitter is not popular in Asia and many of the students had never even heard of it before. After the chaos of getting 90 students signed up on the website, I found Twitter not to be very user-friendly for 12 year olds. Unfortunately the students were not very engaged in using Twitter as it was not a form of social media they were interested in using. In addition, we ran into many problems with the students’ inboxes getting spammed with adult content.




In the end, we found other collaborative web 2.0 tools such as Edmodo and Google Docs a better fit for our students. I personally use Twitter to connect with other educators and find it a valuable tools for collecting resources and having conversations with other educators.

For those new to Twitter, see this document about the basics of using Twitter (I made this for my students). Here is a presentation and instructions for signing up to Twitter we presented to the teachers after our pilot project.


Follow me @CrisTurple

Support Network

Here's a look at our cohort support board. It's nice to see people have been acting on their offers and updating their support notes! Zoe has also posted her 'modes of communication' sheets from her opening circle activity, so we can better visualize the best methods of communication within the cohort. A Google doc has also been started to list contact information of those wishing to participate.

"When you're drowning, you don't say 'I would be incredibly pleased if someone would have the foresight to notice me drowning and come and help me,' you just scream." - John Lennon