[Author’s Name]
[Institution’s Name]
Essay on Applying Learning Theories in Classroom
Behaviorism, as a learning theory, can be traced back to Aristotle, whose essay "Memory" focused on associations being made between events such as lightning and thunder. Other philosophers that followed Aristotle's thoughts are Hobbs (1650), Hume (1740), Brown (1820), Bain (1855) and Ebbinghause (1885) (Black, 1995).The theory of behaviorism concentrates on the study of overt behaviors that can be observed and measured (Good & Brophy, 1990). It views the mind as a "black box" in the sense that response to stimulus can be observed quantitatively, totally ignoring the possibility of thought processes occurring in the mind. Some key players in the development of the behaviorist theory were Pavlov, Watson, Thorndike and SkinnerLearning Theories and the Practice of Instructional Design:
There is a difference between the learning theories in terms of the practice of instructional design. One may consider that cognitive theory is the dominant theory in instructional design and many of the instructional strategies advocated and utilized by behaviorists are also used by cognitivists, but for different reasons. For example, behaviorists assess learners to determine a starting point for instruction, while cognitivists look at the learner to determine their predisposition to learning (Ertmer & Newby, 1993). With this in mind, the practice of instructional design can be viewed from a behaviorist/cognitivist approach as opposed to a constructivist approach.
When designing from a behaviorist/cognitivist stance, the designer analyzes the situation and sets a goal. Individual tasks are broken down and learning objectives are developed. Evaluation consists of determining whether the criteria for the objectives have been met. In this approach the designer decides what is important for the learner to know and attempts to transfer that knowledge to the learner. The learning package is somewhat of a closed system, since although it may allow for some branching and remediation; the learner is still confined to the designer's "world".