Engagement theory: Difference between revisions

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== References ==
== References ==


* Kearsley, G. & Schneiderman, B. (1999). Engagement theory: A framework for technology-based learning and teaching. Originally at http://home.sprynet.com/~gkearsley/engage.htm. Retrieved 14:41, 11 September 2006 (MEST) from google cache.
* Kearsley, G. & Schneiderman, B. (1999). Engagement theory: A framework for technology-based learning and teaching. Originally at http://home.sprynet.com/~gkearsley/engage.htm. Retrieved 14:42, 11 September 2006 (MEST) from google cache.


* Kearsley, G. (1997). The Virtual Professor: A Personal Case Study. [http://home.sprynet.com/~gkearsley/virtual.htm ]
* Kearsley, G. (1997). The Virtual Professor: A Personal Case Study. [http://home.sprynet.com/~gkearsley/virtual.htm ]
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[[Category: Instructional design model]]
[[Category: Project-oriented instructional design models]]
[[Category: Instructional design models]]
[[Category: Pedagogic strategies]]
[[Category: Pedagogic strategies]]

Revision as of 13:42, 11 September 2006

Draft

Definition

  • Engagement Theory is a framework for technology-based teaching and learning. “The fundamental idea underlying engagement theory is that students must be meaningfully engaged in learning activities through interaction with others and worthwhile tasks. While in principle, such engagement could occur without the use of technology, we believe that technology can facilitate engagement in ways which are difficult to achieve otherwise. So engagement theory is intended to be a conceptual framework for technology-based learning and teaching.” (Kearsley & Schneiderman, 1999).

The model

Engagement theory is based upon the idea of creating successful collaborative teams that work on ambitious projects that are meaningful to someone outside the classroom. These three components, summarized by Relate-Create-Donate, imply that learning activities:

  1. occur in a group context (i.e., collaborative teams)
  2. are project-based
  3. have an outside (authentic) focus
(Kearsley & Schneiderman, 1999).
  • Relate emphasizes team work (communication, management, planning, social skills)
  • Create emphasizes creativity and purpose. Students have to define (or at least identify in terms of a problem domain) and execute a project in context
  • Donate stresses usefulness of the outcome (ideally each project has an outside "customer" that the project is being conducted for).

References

  • Kearsley, G. & Schneiderman, B. (1999). Engagement theory: A framework for technology-based learning and teaching. Originally at http://home.sprynet.com/~gkearsley/engage.htm. Retrieved 14:42, 11 September 2006 (MEST) from google cache.
  • Kearsley, G. (1997). The Virtual Professor: A Personal Case Study. [1]
  • Shneiderman, B. (1994) Education by Engagement and Construction: Can Distance Education be Better than Face-to-Face? [2]
  • Shneiderman, B. (1988), Relate-Create-Donate: An educational philosophy for the cyber-generation. Computers & Education, in press.
  • Shneiderman, B., Alavi, M., Norman, K. & Borkowski, E. (Nov 1995). Windows of opportunity in electronic classrooms, Communications of the ACM, 38(11), 19-24.