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Instructional Technology Endorsement Study Guide


“Digital natives are accustomed to the twitch-speed, multitasking, random-access, graphics-first, active, connected, fun, fantasy, quick-payoff world of their video games, MTV, and the Internet” (Prensky, 2001)

How do educators change the current education paradigm to fit the needs of today’s students?

View the video Changing Education Paradigms



photo credit: International Technology Standards for Teachers

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Key issues in using educational technologies learner-centered pedagogies include:

  • Allowing means for learners to build interpersonal connections and relationships
  • Finding strategies that acknowledge differing learner needs, abilities, and interests
  • Providing personal control and choice to learners, and
  • Assessing and addressing the technology self-efficacy of individual learners
 Chickering and Gamson (1991) developed seven principles for good practice in undergraduate education that have been interpreted by several scholars as transferable to the online and hybrid course environments ( Phipps, 2005 Guidera, 2004 Roby and Hampikian, 2002 ) The Seven Principles for Good Practice in Undergraduate Education are anchored to the concept of creating a learning-centered environment for students and include:

  • Encouraging student-faculty contact
  • Encouraging cooperation among students
  • Encouraging active learning
  • Providing prompt feedback
  • Emphasizing time on task
  • Communicating high expectations, and
  • Respecting diverse talent and ways of learning

***A document that was created from over a century of research by the American Psychological Association (APA) Task Force on Psychology in Education (1993) was revised in 1997 to detail 14 learner-centered principles ( ). McCombs and Vakili (2005) used those 14 principles to devise a learner-centered framework for online learning.***The framework focuses on ways to build a community of learners and suggests that an online course should:

    • Focus on inquiry and problem-based learning
    • Convey difficult concepts with bi-modal communication software
    • Support collaboration as a means for learners to construct their own knowledge and contribute to a group
    • Allow students to create electronic portfolios and other authentic assessments
    • Incorporate initial and ongoing needs assessments that provide choice of activities and create optimally challenging environments
    • Scaffold learning by creating hyperlinks to resources that help learners reach the next level of development
    • Use a variety of technologies such as multimedia and streaming technologies to appeal to different learning styles and meet the needs of students with disabilities
    • Provide ways for assignments to be graded electronically via a variety of assessments and have electronic feedback and grades available to students

Photo Credit: Computer Strategies, LLC

View more presentations from Carla Piper
Learning Environments and Experiences (50%)

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  2. This is the great types of learning. Not only for the students but also for everybody.
    Thanks for sharing.

    A webmaster of photo book

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