Anchored Instruction - Megan Smith
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.
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.
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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