Sunday, August 14, 2016

Anchored Instruction

 

Anchored Instruction - Megan Smith

 
What is Anchored Instruction?

Anchored instruction is theory that was introduced by  John Bransford and The Cognitive and Technology Group at Vanderbilt College in the early 1990s. The theory is technology and cognition based and, “stresses the importance of placing learning within a meaningful, problem solving context.” (Bransford) It uses stories, media or other material as an “anchor” to create an experience for the class as a whole. These anchors trigger prior knowledge that students already have in order to solve problems.

 

There are 3 main Principles of the Anchored Instruction Model

1.      Anchor-based scenarios

Lessons should be centered around the “anchor” such as a case study or problem to solve.

2.      Discovery Learning

Curriculum should be used to always allow learners to explore and jump in to solve a problem or to jump into a learning scenario. This allows for active learning and active participants rather than just sitting and being passive. 

3.      Extensive use of multimedia

The use multimedia tools and or programs is greatly encouraged. Doing so provides for a more interesting learning experience as opposed to lectured and textbooks.

 

 

 
Related theories

Cognitivism- Cognitivism deals with taking things that you learned and transferring them into long- term memory. Doing this creates a new knowledge schema that can be used for lessons learned down the line.  This relates to Anchored Instruction because it too deals with pulling from prior knowledge and things the student already knows. 

Situated learning- Situated learning states that learning is done best in real life situations dealing with culture, activities and other context.  This can correlate to Anchored Instruction because it too involves learning through experience.

Goal- based scenarios- Learning by doing, or step by step tasks to accomplish to reach an end goal.  The point of this provides motivation for the end goal to be reached. This relates to Anchored Instruction because these tasks to be completed can be used as “anchors” or embedded hints to be used for scaffolding during the instruction for students.

Examples of Anchored Instruction in the classroom

-The videos and computer game Where in the World is Carmen Sandiego is an excellent example of a tool that can be used as an anchor for a teacher who is trying to teach geography.  In this series and on this computer game Carmen Sandiego travels all over the world as a detective trying to catch criminals and solve different mysteries. Students learn a great deal about geography and various cultures from around the world. Watching the show and playing the game helps students remember or triggers memories or previous things they know about these various places she is visiting. This example goes to show how a not so complicated media tool can help in such a vast way.
 

 
Links for more information




 

References

"Anchored Instruction." Anchored Instruction. N.p., n.d. Web. 15 Aug. 2016.

"Anchored Instruction (John Bransford)." Anchored Instruction. N.p., n.d. Web. 15 Aug. 2016.

"Anchored Instruction in the Classroom." N.p., n.d. Web.

Chin, Irene. "Anchored Instruction." Anchored Instruction. N.p., n.d. Web. 15 Aug. 2016.
 

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