Category Archives: TELE

TPCK and Learner Activity – A Synthesis of Four Foundational TELEs

Following is a collection of visual syntheses comparing and contrasting T-GEM/Chemland with the following technology-enhanced learning environments: Learning for Use (LfU)/My World, Scaffolded Knowledge Integration (SKI)/WISE, and Anchored Instruction/Jasper. The visual syntheses contain a focus on TPCK and learner activity with the guiding TELE being T-GEM/Chemland, and all other TELEs being compared and contrasted through alignment with the T-GEM/Chemland framework.

Each one of these TELEs is developed on inquiry instruction and learning, with T-GEM/Chemland consisting of specifically model-based inquiry. Each one of these TELEs promotes a community of inquiry with purposeful teacher-student and student-student interactions. To emphasize the non-linear processes of inquiry, each visual synthesis is designed in a circular format.

Unique to T-GEM is the cyclical progress that the learner takes moving through the steps of the learning theory. Arrows are placed in each TELE’s visual representation to elicit the learner’s movement in comparison to the T-GEM’s model.

As a general mathematics and science teacher for elementary grade levels, the process of exploring, analyzing and synthesizing  the four foundational TELEs presented in this course has been transformational in my development of TPCK. Initially, the importance of CK (Schulman, 1986), and my self-diagnosed lack of CK, was convicting as I tend towards growing in pedagogical ideas and creative ways of implementing them. To further this conviction, my understanding of inquiry processes and the intricate role that the teacher facilitates in conducting a community of inquiry began to become clearer throughout the readings and discussions of Module B. Skillful inquiry instruction requires a facilitator who is saturated in CK, being equipped to prepare, respond, question, prompt, and guide with carefully considered PK. At this time, I am challenged as an educator to begin with one brave adventure in mathematics using an anchored instructional approach, and another brave lesson in physical science using a T-GEM approach. I am certain that I will be generating, evaluating and modifying all along the way.  


Cognition and Technology Group at Vanderbilt (1992). The jasper experiment: An exploration of issues in learning and instructional design. Educational Technology Research and Development, (40), 1, pp.65-80

Edelson, D.C. (2001). Learning-for-use: A framework for the design of technology-supported inquiry activities. Journal of Research in Science Teaching,38(3), 355-385.

Khan, S. (2007). Model-based inquiries in chemistry. Science Education, 91(6), 877-905.

Linn, M. C., Clark, D. and Slotta, J. D. (2003), WISE design for knowledge integration . Sci. Ed., 87: 517–538. doi:10.1002/sce.10086

Shulman, L.S. (1986). Those who understand: Knowledge growth in teaching. Educational Researcher, 15(2), 4 -14.

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Reshaping Instructional Design: A Tale of Jasper Series Inspiration

Upon initially exploring the video-based anchored instructional tool entitled The Jasper Woodbury Problem Solving Series, skepticism on the necessity and the effectiveness of this resource as an enhancer of student learning through problem solving presented itself: Couldn’t effective complex problem solving exist without the use of contrived video-based scenarios? Even after recognizing the intricate seven design features highlighted in the article by the Cognition and Technology Group at Vanderbilt (1992), the effectiveness of the Jasper series wasn’t convincing. It was only through the actual viewing of video samples from the series, as well as reading through a storyboard version in the Vye, Goldman, Voss, Hmelo and Williams study (1997) that the ingenuity of this anchored instructional design tool became pronounced. CTGV (1992) defines anchored instruction as situated learning that occurs in an “engaging, problem-rich environment that allow[s] sustained exploration by students and teachers” (p.65). The Jasper Series is a problem-rich environment as problem-solving is initiated with a proposed challenge, and the proposed challenge can only be solved through a minimum of fourteen steps, thus requiring a prolonged inquiry and exploration period. In order to solve the problems, the initial problem and the problems posed along the way, the student is required to find embedded clues, pose new problems, and seek alternative solutions (CTGV, 1992). The complexity of the problem solving within the problem solving is unfounded in traditional math curriculums, ensuring that the Jasper Series is an instructional design tool worthy of consideration.

Through the ETEC 533 discussion, one posting has inspired me to move forward with the learning acquired through the Jasper series related viewings and readings. Allison Kostiuk, an elementary teacher, began designing and writing complex problems reflecting realistic and relevant narrative for her students. Kostiuk chose to complete this type of narrative by “incorporating the names of … students throughout the problems, investigating daily issues that arise for … students, and further personalizing the problem by using pictures of… students encountering the problem” (Kostiuk, 2017). This idea of designing personalized problems for students resonates with me as the thought had previously crossed my mind while working through the readings and viewings on the Jasper Series. However, I had not taken time to act upon it. Although designing complex video-based instruction is not plausible at this time, a dramatized audio story or simple dramatic retelling could be viable in presenting students with many of the similar design features as evident through the Jasper Series. Incorporated design features would include video-based or audio-based formatting to increase motivation, narrative with realistic problems, generative formatting, embedded data design, and links across the curriculum (CTGV, 1992). A designed storytelling video-based problem solving scenario is planned to be shared with students at the beginning of this upcoming month. Once completed, it will be available within this posting.

Originally, my TELE design was founded on the concept of reciprocal interaction involving direct input from the student and reciprocal output from the technology. To read the definition of my initial TELE design, please visit here: Reciprocal Interaction: A TELE Design.  Through the readings, viewings, discussions, and considerations related to the Jasper Series, it has become evident that the video-based anchored learning does not fit my original TELE design. Within the Jasper Series, the technology was outputting information while the learner acted as a recipient, inputting information into the mind and then outputting learning into the surrounding environment to work towards solving problems. Following is an altered version of a reciprocal interaction design model with the option for the student to interact through input and output with the surroundings, rather than solely inputting back into the technology. Although the concept of reciprocal interaction continues to be an important feature in my TELE design, interaction with the surrounding environment is essential in bringing relevance to the learning as well as offering the opportunity for collaborative learning and reasoning.


Cognition and Technology Group at Vanderbilt (1992). The jasper experiment: An exploration of issues in learning and instructional design. Educational Technology Research and Development, (40), 1, pp.65-80.


Kostiuk, A. (2017, February 10). Problem solving with anchored instruction [Weblog message]. Retrieved from
Citation in text (Kostiuk, 2017)
Vye, N., Goldman, S., Voss, J., Hmelo, C., Williams, S., & Cognition and Technology Group at Vanderbilt. (1997). Complex mathematical problem solving by individuals and dyads. Cognition and Instruction, 15(4), 435-484. Retrieved from

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Reciprocal Interaction

Aligning closely with my personal definition of technology as interactive affordances, is Jonassen’s (2000) thinking on technology as “cognitive affordances”. Jonassen supports constructivist methods of learning and suggests that technology use requires students to think purposefully about how and why they are using technology while inquiring, knowledge building, problem solving, collaborating and self assessing. In addition to Jonassen’s perspective, technology defined as interactive affordances requires students to actively participate with technology through an actual relationship established through processes of input and reciprocal output. Generally within the interaction, the student is required to provide input while the technology responds with output. This type of interaction augments the learning experience for the student, creating a reciprocal environment; the student and technology participate in a dialogue experience, rather than the student passively receiving a technological monologue. 

In designing a TELE (technology enhanced learning environment), incorporating the following five areas of learning is ideal: planning, collaborating, creating, sharing and reflecting. Each of these five areas requires an interactive approach with technology, along with an engaging relationship with varied digital tool possibilities. Designing spaces that allow for individual and collaborative learning provides opportunity for students to synthesize and articulate their own ideas, and then join together with others to receive feedback and new ideas. Collaboration and feedback also include teacher scaffolding through questioning, comments and formative assessment. Interactive affordances and the reciprocal nature of learning within this TELE occurs because of relationship with both the technology and other individuals


Jonassen, D. H. (2000). Computers as mindtools for schools, 2nd Ed. Upper Saddle River, NJ: Merrill/ Prentice Hall. Retrieved from Google Scholar:

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