"Practically all classification schemes will improve our understanding of instructional phenomena, but concepts are not the kind of knowledge for which instructioal scientists are looking, except as a stepping stone. Instructional scientists want to determine when different methods should be used---they want to discover principles of instruction---so that they can prescribe optimal methods. But not all classification schemes are equally useful for forming highly reliable and broadly applicable principles." (Reigeluth, 1983, p. 12)
James Paul Gee's 36 principls of learning from What Video Games Have to Teach Us about Learning and Literacy
In his book, What Video Games Have to Teach Us about Learning and Literacy , James Paul Gee identifies 36 principles of learning: Active, Critical Learning principle All aspects of the learning environment (including the ways in which the semiotic domain is designed and presented) are set up to encourage active and critical, not passive, learning. Design Principle Learning about and coming to appreciate design and design principles is core to the learning experience. Semiotic Principle Learning about and coming to appreciate interrelations within and across multiple sign systems (images, words, actions, symbols, artifacts, etc) as a complex system is core to the learning experience. Semiotic Domains Principle Learning involves mastering, at some level, semiotic domains, and being able to participate, at some level, in the affinity group or groups connected to them. Metalevel Thinking about Semiotic Domains Principle Learning involves active and cr...
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