Aesop's Activities for

Goal-Directed Education

 
by Craig Rusbult, Ph.D.

This page has not been revised since January 2001
— so what you see below in this page is outdated —
but a new version (updated many times since 2001) is
much better, so I strongly recommend that you read

THE NEW REVISED VERSION.

 

 

Here is THE OLD UN-REVISED VERSION:


    Aesop's Fables are designed to teach lessons about life.  By analogy, Aesop's Activities can help students learn ideas and thinking skills.  In an Aesop's Approach to improving education, the basic themes are simple: a teacher should provide opportunities for educationally useful experience, and help students learn from their experience.

    Let's begin with an important question: Why should students want to learn?

    Personal Motivation
    In an ideal educational setting, students will be excited about learning.  Instead of doing only what is required to fulfill schoolwork tasks, they will invest extra mental effort with the intention of pursuing their own goals for learning.  Why?  Because they are motivated by a forward-looking expectation that what they are learning will be personally useful in the future, that it will improve their lives.  They will wisely ask, "What can I learn now that will help me in the future?"
    An essential function of education, and a satisfying aspect of teaching, is to motivate students so they want to learn.  Motivation can be intrinsic (to enjoy an interesting activity), extrinsic (to perform well on an exam), and personal (to improve the long-term quality of life).  Hopefully, students will discover that thinking is fun, and they will want to do it more often and more skillfully!

    If you want to learn more about personally motivated learning (why it is a problem-solving approach, and what is required for effective self-education) and forward-looking motivation (building mental bridges from the present to the future, for the purpose of increasing what you know and what you can do), check the "bonus ideas" in the Appendix.


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    A Plan for Goal-Directed Action
 
  An Aesop's Approach to instructional design involves a goal-directed coordination of activities and methods, with three modes of action:  1) define goals for education in terms of the knowledge (the ideas and skills) to be learned by students,  2) design activities that provide experience with this knowledge,  3) develop methods of teaching that help students learn more by directing attention to "what can be learned" from their experience.

    These interrelated aspects of instructional design are explored in the next three sections.  Then their interactions are examined in the context of a radical yet practical strategy for building on what already exists.

1. Define Goals so we're aiming for Education that is Valuable.
2. Design Activities
that promote Opportunities for Experience.
3. Develop Methods
that promote Learning from Experience.
    Discussion-Based Labs

    Radical and Practical

and discussed in an optional Appendix:
Forward-Looking Motivation: A Closer Look
The Benefits of Eclectic Variety
The Logic of Science and Design (hypothetico-deduction and retroduction)
sources: How an Aesop's Approach is related to Ideas of Other Educators
 


 
    1. Define Goals, so we're aiming for Education that is Valuable

    What ideas and skills should students learn?  Thinking about this question carefully, with wisdom, is an important step in the design of instruction, because our decisions about activities and methods should be guided by goals that are worthy of the time invested by students and teachers.
    Of course, goal-directed teaching is easier if students are motivated by their own desires for goal-directed learning, and if there is agreement about goals.  When teachers and students share the same goals, education becomes a teamwork effort with an "us" feeling, and students are internally motivated to learn.  When worthy goals are highly valued by students, the school experience can be transformed from a shallow game (of doing what the teacher wants, with the short-term goal of avoiding trouble) into an exciting quest for knowledge in which the ultimate goal is a better life.


 
    2. Design Activities that promote Opportunities for Experience

    Activities and Experience
    How can we design classroom activities that are enjoyable and educationally productive?  For a creative teacher the possibilities are numerous, and the range is wide.  Activities can include:  lively group discussions or debates, mentally active listening or reading;  an experimental project in the lab, outside the lab, or using computer simulation;  problems with students playing the role of detectives;  questions about concepts, problem-solving methods, or "science, technology, and society" issues;  case studies drawn from history or current events;  and reflection activities that direct a student's attention to opportunities for learning.  During an activity, students can think and do, listen and talk, read and write.  Activities will vary in length: a mini-activity may be over in a few seconds, while a coherent mega-activity (composed of related mini-activities) can last several hours.
    When students do activities (as described above) they gain experience (as in the list below).
    During their activities, students (working individually or in groups) can experience a wide range of ideas and skills.  They can observe and collect data (with only the senses or using measuring instruments), analyze data by searching for patterns (visually or mathematically) or working with statistics, make a graph (by hand or using a computer) to use for data analysis, formulate a problem, analyze an existing experiment or design a new experiment, use scientific logic (retroduction to invent theories, or hypothetico-deduction to evaluate theories), search the library or internet to discover what others have learned about a topic, examine the content and style of writing in a journal paper, solve problems (varying in difficulty from simple to complex, from algorithmic to improvisational), analyze a complex situation that involves conflicting goal-criteria, apply familiar concepts or construct new concepts, convert instructions (written or verbal) into action, or...
    Of course, there is some overlap between these two lists because it is often convenient to define an activity by describing what students will do, and will therefore experience.  But despite this overlap, it can still be useful to think in terms of activities (what students do) and experiences (what students can learn during these activities).  More specifically, it is useful to search for educationally functional experiences that are opportunities for students to learn the ideas and skills you have selected as educational goals.  In the present context, for the goal-oriented analysis of instruction (described below), an experience is an idea or skill that we want students to learn.

    Exploring and Improving the Structure of Instruction
    Opportunities for educationally functional experience can be analyzed using an activity-and-experience grid (as shown below), with student ACTIVITIES in the top row and thinking EXPERIENCES in the left column.

 student activities


    science experiences  # 1  # 2 # 3   # 4  # 5
   A. generate experiments        yes  yes
   B. do an experiment  yes  yes      yes
   C. use scientific logic    yes yes    yes
   D. generate theories      yes    yes

    This grid clearly shows multi-function activities (scanning vertically down the second column, we see that Activity #2 provides Experiences B and C) and repeated experiences (scanning the C-row horizontally, we see that experience with C occurs in Activities 2, 3 and 5).  A grid may reveal gaps that will guide the designing of new activities.  For example, an earlier version of this grid might have motivated a teacher, who noticed that after Activities 1-3 the students have no experience doing A, to add Activities 4 and 5.
    Of course, a "yes" does not tell the whole story.  A grid with larger cells could show more details, such as the differences between a student's experience with scientific logic in Activities 2 and 3.
    In a grid, the visual organization of information can improve our understanding of the educationally functional relationships between activities, between experiences, and between activities and experiences.  This knowledge about the structure of instruction can help us creatively coordinate -- with respect to types of experience, levels of sophistication, and contexts -- the activities that promote experiences.  The goal of a carefully planned selection and sequencing of activities is to develop a mutually supportive synergism between the activities, to build a coherent system for teaching each type of thinking skill, to produce a more effective environment for learning.


    3. Develop Methods that promote Learning from Experience

    Using Reflection Activities to Increase Awareness
    A goal-directed approach to instruction has two main components: activities that promote educationally useful experience (as discussed in Sections 1 and 2), and (in this section) methods that help students learn from their experience -- and remember what they have learned, and transfer this knowledge to new situations -- by directing their attention to "what can be learned" from each experience.  How?  By using reflection activities that encourage students to think about what they are doing and why, about the possibilities for learning.
    According to Webster's Dictionary, reflection is "a fixing of the mind on some subject; serious thought; contemplation."  A teacher can encourage reflection with activities that are explicit or implicit.  In an explicit reflection activity, a teacher directs attention to what can be learned, and explains why a student should want to take advantage of this valuable opportunity.  In an implicit reflection activity, a teacher directs attention to a learning opportunity by a request for action, such as discussing a question, that shifts a student from a minimally aware "going through the motions" mode to a more aware "active thinking" mode.

    Teamwork and Motivation
    When teachers and students share the same goals, there is an "us" feeling of educational teamwork.  When students are highly motivated to learn, simply calling attention to a learning opportunity is sufficient.  But in many situations, persuasion is helpful, to show the learners why they should want to learn what is being taught.
    Or we can reverse our focus when setting goals in Mode 1, by trying to teach what the learner wants to learn.  During activities designed to teach thinking skills, if students are studying topics that connect with their personal interests, they will think more willingly and participate more enthusiastically.  They will have fun, and they'll be preparing for the future.  How? 
    If students are studying topics they find interesting and relevant, and there is a forward-looking expectation that what they are learning in school will be personally useful in the future, they will want to learn so they can improve their own lives.  A teacher can promote this attitude of internally motivated learning before a reflection activity (or during it) by explaining how students can use "school knowledge" in their lives outside the classroom.  For example, students will be more motivated to improve their scientific thinking skills when they realize -- because a teacher calls it to their attention -- that similar problem-solving methods are used in science and in other areas of life, in the design of familiar products, theories, and strategies.  { Because the methods of thinking in science and design are similar, we can use a "design before science" teaching approach to help students learn scientific methods, by letting them begin with familiar skills so they can build on the foundation of what they already know. }

    Ideally, a desire to learn should be motivated by a felt need. For example, on my first skiing trip, my goals were to ski well and have fun, but instead I was getting clobbered and only the snickering onlookers were having fun. I viewed my failure to learn as a top-priority problem to be solved, I was highly motivated to learn, and this made my education more effective. { For the story of how my despair became joy, read How I Didn't Learn to Ski. }

    Using Discussions to Stimulate Thinking
    While serving as a Teaching Assistant at the University of Wisconsin, I tried a teaching experiment in the second semester of a physics course.  Instead of the traditional method used in the first semester, with students writing a lab report that isn't graded until the lab is over, we converted the writing into talking.
    Although the specific technique described below -- using a grid to provide structure for a lab -- was a new idea for me, it is just a variation on an old theme.  The general strategy of using discussions to stimulate active thinking is common in education, so you already have experience (as a student or teacher, or both) with this approach to learning.
    To prepare for a Discussion Based Lab, I split a lab into parts and develop mini-activities (observations, data analysis, calculations, questions about concepts,...) for each part.  During the lab, when students working in a group finish the activities for Part 1 they call me over to discuss what they have done.  When everyone is satisfied that our discussion is over, I make an X in one cell of a discussion grid (shown below for Group C) and they move on to Part 2.  When a group has X's for each part of the lab, they are free to leave.

 Student Groups


Lab

A

B

C

D

E

F

G

Part 1

   

X

       

Part 2

             

Part 3

             

Part 4

             

    Most students enjoy these labs because -- by contrast with traditional labs in which they write reports and get feedback that is minimal and delayed -- now they get thought-stimulating feedback that is detailed and immediate, while they're doing the lab and are actively thinking about it.  Due to this constructive feedback and their increased interactions with the teacher and with each other, the students learn more and they have more fun.  For similar reasons, these labs are also educational and enjoyable for the teacher.  {details }


    Some comments about the process of educational reform:

    Radical and Practical
    Educators should make decisions based on merit, not tradition, by examining every activity (old or new) and asking whether it performs a useful educational function.  But this radical attitude should be combined with a recognition that -- when our objective is to achieve maximally beneficial results in a limited amount of time -- instead of aiming for a fresh beginning (with a new set of goals, activities, and methods) it is often more practical and immediately productive to build on what already exists, to use the past for improving the future.  The following paragraph describes a few of the many interactions (between past, present, and future, and between goals, activities, and methods) that stimulate and guide the process of design.

    Modes and Interactions
    Sections 1-3 describe modes of action, not sequential steps.  During the process of instructional design, there is interaction between modes.  Typically, design begins with a careful examination of the activities now being used in a classroom: a goal-oriented analysis of these activities (in Mode 2) stimulates thinking about goals (Mode 1), which inspires a revising or supplementing of the activities (Mode 2).  Mode 3 is a logical extension of this analysis: to help students learn more from their experience, to help them convert potential learning into actual learning, we add reflection activities -- both implicit and explicit -- that encourage students to think about what they are doing (Mode 2) and what they can learn (Mode 1) and why they may want to learn (motivation).
 



 
    Appendix
    This "bonus section" briefly discusses:
    personal motivation that produces intentional learning and forward-looking expectations,
    the educational benefits of variety (by providing opportunities for some personal experiences and also some vicarious experiences, and by using some direct instruction and also some inquiry instruction),
    the "reality checks" that are the logical foundation of science, and
    how the ideas in this page are related to the ideas of other educators.
 


    Forward-Looking Motivation
    An attitude of intentional learning -- of investing extra mental effort with the intention of pursuing personal goals for learning -- is a problem solving approach to self-education because the goal is to transform a current state of personal knowledge (including ideas and skills) into an improved future state.
    Effective intentional learning combines an introspective access to the current state of one's own knowledge, the foresight to envision a potentially useful state of improved knowledge that does not exist now, a decision that this goal-state is desirable and is worth pursuing, a plan for transforming the current state into the desired goal-state, and a motivated willingness to invest the time and effort required to reach this goal.

    The use of knowledge can be viewed from two perspectives: backward-reaching and forward-looking.  Students can reach backward in time, to use now what they have learned in the past.  Or they can try to learn from current experience, motivated by their forward-looking expectations that this knowledge will be useful in the future.
    In a forward-looking situation a learner is anticipating the future use of an idea in a context that may be similar (for basic application) or different (for application involving transfer).  When this occurs an idea becomes linked, in the mind of a learner, to several contexts -- including situations imagined in the future -- thus producing a bridge between now and the future.  This mental bridge can lead to improved retention (so knowledge is preserved) and application (so knowledge is more likely to be used).

    Intentional learning and forward-looking application are closely related, and both strategies are activated when a student wisely asks, "What can I learn now that will help me in the future?"


    The Benefits of Eclectic Variety
    Here are some comments about two pairs of possibilities:
    Students can gain first-hand experience by solving problems, and second-hand experience through stories.  A balanced combination that skillfully blends problems and stories, to provide both types of experience, can be more effective than either type of activity by itself.
    Similarly, instruction can take advantage of the distinctive benefits of two ways to learn: direct and inquiry.   Direct Learning (by reading or listening) is especially effective when techniques of actively constructive "reception learning" are explained and encouraged, but the most important factor is whether students are motivated to learn when they read or listen.   Inquiry Learning can be very effective -- especially for motivation and for promoting active thinking -- when it is done well, when there is a good "mystery balance" so the level of difficulty is just right, not too easy or too difficult.  /   Appreciating the value of one approach does not require devaluing the other.
    The pros and cons of various teaching methods -- and the benefits of eclectic variety (in contrast with always using the same method) and reasons to avoid attitudes of "either this or that but not both" that restrict educational options -- are explored more deeply in the Activity and Inquiry page.


    The Logic of Science
    In science, a theory is evaluated by comparing the results of two experiments: a mental experiment (with predictions produced by selecting a theory and thinking "if this theory is true, then ___ will happen") and the corresponding physical experiment (with observations made by human senses or machines).  A scientist compares predictions with observations to determine whether they agree (thereby supporting a theory but not proving it) and whether we should say "so what" because the experiment is not able to distinguish between competing theories.
    This hypothetico-deductive logic (which is basically a "reality check" for theories) is closely related to retroductive logic in which observations are known, and through selection (of an old theory) or invention (of a new theory) a scientist attempts to find a theory whose predictions will match the known observations.  The role of observation-based logic, in science and design, is discussed in An Introduction to Problem Solving.


    Sources of Ideas
    Many ideas in this page will seem familiar, due to a general agreement among educators (and teachers, students, parents,...) about many goals and strategies for instruction, and because I have borrowed from and have been inspired by the work of others.  But you may also find some fresh perspectives that will contribute "added value" to the educational community.
    A few ideas are mainly my own.  For example, to focus attention on the principle that instruction should be goal-directed, with instructional activities done for a purpose, I constructed a metaphor (Rusbult, 1989) based on analogy to Aesop's Fables.  Some ideas -- including goal-directed analysis and emphasizing reflection activities -- seemed to be mine, since they were not based consciously on the work of others (although, like most people in our society, I've been influenced by a wide range of "background" ideas), but I'm sure these techniques are widely known and used.  Some ideas are general common sense, although (as in my "goals, activities, methods" formulation) I've provided a structure for them.  And some ideas have been borrowed from other educators:  Bereiter & Scardamalia (1988) described a principle of intentional learning;  Perkins & Salomon (1988) suggested that the application and transfer of knowledge can be analyzed along two dimensions (backward-reaching or forward-looking, and high road or low road);  and Perkins (1992) introduced a simple theory that "people learn much of what they have a reasonable opportunity and motivation to learn" and explained its implications for instruction.

    REFERENCES:
    Craig Rusbult, 1989.  Physics: Tools for Problem Solving.  unpublished manuscript.
    Carl Bereiter & Marlene Scardamalia, 1989.  "Intentional Learning as a Goal of Instruction," in Knowing, Learning, and Instruction, edited by L. Resnick.  Lawrence Erlbaum Associates: Hillsdale, New Jersey.
    David Perkins & Gavriel Salomon, 1988.  "Teaching for Transfer," Educational Leadership 46, 22-32.
    David Perkins, 1992.  Smart Schools: From Training Memories to Educating Minds.  Free Press (Macmillan): New York.

 




 

OFF-PAGE LINKS:

USING LABS TO TEACH THINKING SKILLS
(re: discussion-based labs and reflection activities that
help students learn more from their lab experiences)

SEARCHING FOR INSIGHT
Learning from Mistakes (How I Didn't Learn to Ski),
and why employers welcomed an unconventional worker.

INTRODUCTION TO PROBLEM SOLVING
(re: using "design methods" to introduce "scientific methods")
(re: the role of observations in science and design)

PROBLEM SOLVING IN EDUCATION:
using IDM and ISM to help students improve their thinking skills.

ACTIVITY AND INQUIRY
{there is no link, because this page isn't ready for viewing}


the URL of this page is
http://www.sit.wisc.edu/~crusbult/methods/aesop.htm
copyright 2000 by Craig Rusbult

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