• Assessments are continuous and geared towards demonstration of
understanding as opposed to recollection of facts. Student centered approach in which relevant problems are used to motivate self-directed learners; PBL is a situated meaningful activity that builds on prior knowledge; PBL is inductive because the content is introduced through problem solving , as opposed to the content being presented first. This approach promotes retention of knowledge as people learn by doing, as opposed to memorization; Problems are complex and vague therefore, it requires critical thinking skills such as analysis, synthesis and evaluation to create new knowledge ; Students are encouraged to use resources such as the internet, encyclopedias, journals, periodicals and other sources to acquire information to solve the problem. • Model problem solving behaviours;
• Serve as a facilitator, coach and co-learner and provides
guidance to students during the problem solving process;
• Engage students in solving authentic problems that are
relevant and designed to promote cognitive development;
• Monitor progress, provide feedback, evaluate overall
performance based on the assessment criteria.
• Students are active problem-solvers and decision makers rather than passive listeners;
• They take responsibility for their own learning and ask questions to seek clarification;
• They show initiative by undertaking research and other methods
of acquiring information;
• Students must utilize prior knowledge, explore, collaborate with
peers and discuss findings as they solve problems in to enhance understanding and maximize retention potential. • Authentic problems provide cues, context and motivation for students to develop higher order thinking as they solve problems. This prepares them for life outside of the classroom; • Empowers students to take responsibility for their own learning; promotes flexible thinking and organization of ideas; • Helps students transfer knowledge to new situations; • Encourages student collaboration which leads to the development of life-long learning skills eg. Communication, research and problem solving and leadership skills. • Emanates out of constructivism theory in which learning is created through the learner’s experience.
• Learning is centered around the student and their societal interaction.
• Is an active based process in which the learner learns by doing
• Learning is a mental construct based on the learner ‘s context.
• Provides a complex learning environment which allows for the
development of problem solving skills to attain the goal.
• Student’s motivation to learn is a core component for goal attainment.
Is based upon student curiosity, previous experience, self confidence, value of the goal. • Teacher identifies a skills set to be learned
• Teacher develops a mission/goal/ achievement which
require the target skills
• A focus task is created
• A cover story is created to set the context for the operation
of the GBL scenario
• Plan the operations/ activities within the scenario
• Build a learning environment to support the student in
acquiring the target skills • Support learner’s efforts and encourage them to achieve goals; • Provide opportunities for learner to set goals, determine learning methods and self appraise their progress; • Enhance student motivation with strategies to gain and focus their attention, enhance goal value, foster student confidence to achieve goals; • Provide students with a complex and realistic learning environment that would assist students identify and solve problems and so attain the goal. • Students participate in setting tasks/goals and so develop ownership and responsibility for learning • Determine areas of interest to formulate goals and value to achieve goal attainment • Actively constructs knowledge as they make meaning of the world through the attainment of goals • Student-centered and can be tailored to learner’s needs; • Encourages higher level thinking and problem solving skills; • Student develops self-management and team work skills; • Actively engages learners in the process of learning and so creates ownership; • Students have a higher retention rate for material learned; • Student gains self confidence and grows professionally and personally; • Cross curricular integration and diversity of thought; • Provides real world experience through the use of authentic tasks; • Schema accommodation due to different perspectives from other learners. • Microworlds are tiny worlds where students manipulate models to explore alternatives, hypothesize and make discoveries through self-directed strategies. Examples: Miscall Project, Geometric Supposer, Algebraic Supposer. • Credited to: Seymour Papert (1980) who developed a computer language designed to teach mathematics concepts. • The model is designed by the learner • The designer may provide tools within the construction environment to support learning activities; • Little or no training is necessary in microworlds since microworlds must match learner’s cognitive and affective states; • Consists of links to multiple representations of the underlying properties f the model; • There are a set of challenges or activities which are preprogrammed for the student to find the solutions to reach a goal. • Actively engage in constructing and evaluating comprehension; • Create and use their own approaches to design projects; • Students must remain motivated long enough so as to benefit from microworlds. • Provide feedback to students so that they can assess their learning; • Support learning through scaffolding and modeling; • Serve as a facilitator in helping students manage metacognitive skills and processes. • Microworlds develop several skills such as critical thinking, problem solving, design and predicting as the learner tries to create patterns and relationships • Students work in authentic, real world environments that include coaching, feedback and scaffolding; • Provides students the opportunity to work collaboratively with peers; • Practice is provided to carry out complex tasks and help students develop learning strategies that be used for self directed learning. Driscoll M.P. (2005). Psychology of Learning for Instruction. New York: Pearson
Engines for Education. Designing a goal based scenario. Retrieved