Cognitive Learning Theory Renaissance
I found this week’s readings to be quite engaging as it was mostly new information for me. I mean, I’ve always felt that there was a clear benefit to having students physically engage with content in order to solidify their learning, but I’ve never had it explained to me in the detailed and justified way it was explained by Winn (2003). I learned that cognitive learning theories were strayed away from for some time, to be essentially replaced by constructivist and social learning theory approaches. Their downside seemed to be how they segregated the brain’s “internal, cerebral activity” (Winn, 2003) from the immediate environment.
Well, it turns out that learning is inextricably linked our internal, cerebral activities are to external, “embodied” activities; two seeming-opposites engaged in an endless, reciprocal dance named “dynamic adaptation” resulting in learning. These concepts are what engaged me; to consider learning as not only the result of internally-generated knowledge structures but to be described as a series of “distinctions”, environmentally-triggered, which pressure us to adapt. Perhaps even more fascinating is the rabbit hole that opens once you start to consider learning as being fundamentally linked to environment. This means that everyone’s learning, or perceived world, is literally unique, shaped by their environment and naturally-varied experiences as well as genetics, while being constrained by sensory limitations (all essentially related to the concept of “Umwelt”).
Environment guides Learning
What I found perhaps most impressive about Winn’s writing was the clarity in the explanations of how how learning can be guided by the environment itself. There are four stages:
- Declare a Break
- Activity is somehow interrupted by noticing something new or unaccounted for
- Draw a Distinction
- Sorting the new from the familiar
- Ground the Distinction
- Integrate the new distinction into the existing knowledge network (or, if it defies deeply-rooted beliefs, it will simply be memorized then forgotten – sound familiar??)
- Embody the Distinction
- The new distinction is applied to solve a problem
Artificial environments (e.g. video games, VR) can allow us to go beyond scaffolding (such as seen in SKI/WISE) and embed pedagogical strategies into the environment itself by understanding these four stages. I mean, why not? Rarely can we design every aspect of our real-world environments, but we certainly can in video games and VR experiences. Of course, not everyone is a game designer, but most of us could manage to create a Virtual Field Trip, for example. The experiences could be designed so that they force students to create a “series of new distinctions” which could lead them to understanding whole environments (Winn, 2003); something extremely powerful especially for students that could never visit the environment in person.
A Variety of Applications
I think that even topics like quadratic equations and parabolas could benefit from this embodied earning approach. This could look like anything from a teacher designing a “tactile” activity in Activity Builder on Desmos, or leveraging tools like those found on GeoGebra or NCTM (e.g. sliders, tap-and-drag functionalities) for a more interactive, embodied experience. Tech allows us to explore abstract concepts in an embodied way, which is perhaps one of its greatest affordances.
Affordances of VLEs
All this thinking led me to explore more recent papers on the subject of virtual environments. It turns out significant research has been done on VLEs (Virtual Learning Environments). For example, I came across a paper by Dalgarno and Lee’s (2010) that identified five affordances (or benefits) of VLEs that translate directly into learning benefits:
- spatial knowledge representation,
- experiential learning,
- engagement,
- contextual learning, and
- collaborative learning.
These probably come as little to no surprise to most of us, but it is certainly nice to have them listed so simply and to know that significant research has determined their effectiveness.
VLE’s Unique Characteristics
Dalgarno and Lee’s work also argued that 3D VLEs have two unique characteristics, “representational fidelity” and “learner interaction”, both of which I feel are particularly essential to both video games and VR design.
Unique Characteristics of 3D VLEs |
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Representational Fidelity |
Learner Interaction |
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(all examples in brackets above are my own contributions)
Basically, when these two characteristics mingle, deeper learning experiences are bound to take place as they leverage the five affordances that translate directly into learning benefits. However… there’s a limit! There is an optimum level of interactions between them that maximizes learning; going “beyond the optimum” can actually lead to limited or negative returns with respect to their learning benefits (Fowler, 2015). Pretty crazy hey? I guess this is a case of “too much of a good thing”?
Questions Linger
A few questions still linger as I come down from learning all this new stuff. Perhaps you can help? 🙂
- If contact with environment can trigger particular genetic “programs”, does this mean that genes also determine student learning capabilities? If that’s the case, is there some way we can engineer environments to “trigger the right programs”, while avoiding the “wrong” programs?
- I referenced manipulation of sliders earlier when referencing a VLE. Does this type of interaction actually “count” as physical interaction, or does embodied learning need to incorporate gross motor skills, for example?
- How does one determine the optimum level of interaction between the representational fidelity and learner interaction of a VLE?
- I mean, I feel like The Legend of Zelda: Breath of the Wild does a pretty dang great job of mixing these two and teaching the player without using any words, but how did they find that exact sweet spot without leading to negative returns?
- Bonus Question: I’ve never participated in a distance/online course that takes full advantage of any of the affordances of TELEs and VLEs. Has anyone else?
Thanks for reading, and apologies for being late here. Kinda struggling to keep my head above water at the moment.
Scott
References
Dalgarno, B. & Lee, M. (2010). What are the learning affordances of 3-D virtual environments? British Journal of Educational Technology, 41, 10-32.
Fowler, C. (2015). Virtual reality and learning: Where is the pedagogy?. British journal of educational technology, 46(2), 412-422.
Winn, W. (2003). Learning in artificial environments: Embodiment, embeddedness and dynamic adaptation. Technology, Instruction, Cognition and Learning, 1(1), 87-114.
Appendix
There were a few extra things I came across that were very interesting but would have made the body of the post even longer than it already was. I still wanted to share them because of how useful they seem. Mainly there’s a Table, a Figure and supporting Context, which all relate to a “design for learning” framework for deriving appropriate learning activities. In essence, these resources can help teachers clearly define the learning context before learning takes place in order to maximize effectiveness.
Specifically, the learning context should include/combine variables such as:
- Locus of control (teacher or learner)
- Group dynamics (individual or group)
- Teacher dynamics (one-to-one, one-to-many, many-to-many)
- Activity of task authenticity (realistic or not realistic)
- Level of interactivity (high, medium, or low)
- Source of information (social, reflection, informational, experiential)
The idea is that combining these variables based on the requirements of a given learning context can help a teacher determine the most appropriate teaching and learning approach.
Finally, the Table 1 and Figure 3 below (Fowler, 2015) are meant to be used to help derive learning activities that will take place within this clearly defined learning context. I hope you find them useful!

(Fowler, 2015)

(Fowler, 2015)
Hey Scott,
Thanks for making me notice another facet of embodied learning with your arguments and examples on the unique characteristics of 3D VLEs. For some reasons, while reading your post, I thought of this quote “At the end of the day people won’t remember what you said or did, they will remember how you made them feel.” As I am still processing the theory behind embodied learning, maybe my mind tried to make a connection between body experience and permanent memory. This bring me to your questions “…does embodied learning need to incorporate gross motor skills…?” from what I have read so far the answer is to this question is no. Check out this video is about three minutes long.
https://www.youtube.com/watch?v=nDDMx0eb6s8
As if embodied learning is that one that helps the students to experience learning through emotions.
Vivien
Hey Vivian, thanks for your comments and thanks for the video! It was nice to see some people talk about the topic after trawling through so much writing!!
You suggested that gross motor skills do not necessarily need to be incorporated to engage in embodied learning, yet the video you provided talks at length about dancing. Dancing, to me, seems about as gross-motor as you can get, as it uses full body movements. Are you suggesting that it’s not the dancing itself that leads to embodied learning, but the emotions they are experiencing? Just trying to clarify so I can better understand your response, and the theory itself.
Thanks so much!
Scott
Scott I would love to spend a day inside your head and just watch! You always have this way of making something theoretical so visual and easily understood. You are the king of summaries and analysis!
I wanted to tackle your question “does embodied learning need to incorporate gross motor skills” or any of the physical connection to the learning. Personally I think the answer is a resounding yes. The embodied learning really speaks to the nature of the whole person to learn both mind and body. You mentioned in your post Winn’s description of how the environment guides learning and that being able to completely design the virtual environment is much easier than the physical one. This got me thinking about the Reggio Emilia philosophy of learning where the environment not only guides the learning, but the environment is in fact the third teacher. The “third teacher” is a concept of the environment as a participant in the educational experience and it opens up the possibility for students to engage the environment with their peers and respond to thoughtful decisions made by the educators in an effort to support student engagement. This calls on the educators to thoughtfully and intentionally render the environment as a living space that actively participates in the educative process. Now normally educators only consider this Reggio Emilia approach in early learning environments, however I strongly feel that we can take the important concepts of this intentional design and apply it to BOTH our physical and virtual learning environments to create a fully embodied learning experience. The book called the Third Teacher is outstanding and has really transformed my approach to creating learning spaces, but after reading your post today about VLEs my mind is BUZZING with possibilities of how we could apply the same principles. http://www.thethirdteacher.com/ There are 79 simple design principles and number 73 speaks specifically to expanding the learning virtually.
Trish 🙂
Hi Scott and Trish,
It is interesting to explore the theory behind embodied learning. I have found an article that might interest you. It basically says that body and brain shouldn’t be considered as to different entity. Here is a link to the article: http://blog.kinems.com/embodied-learning-goes-beyond-kinesthetic-learning-a-modern-pedagogical-and-intervention-model/
Gross motor skills and senses can influence learning in classrooms. We use activities such as making the students use their body to represent graphs (parabola, cubic functions, tangent graph…), or use hand tricks to learn magnetism rule or trigonometry rule. When we practise these activities in class, every and each student experience is different. This makes me think that perhaps the learning process does not depend on the motion itself but the perception that the students have of it. It reinforces the thought that emotions have something to do in embodied learning. In regards to your question “Are you suggesting that it’s not the dancing itself that leads to embodied learning, but the emotions they are experiencing?” Maybe we shouldn’t dissociate gross motor skills and emotions as they mutually nourish one another. A bit like brain and body shouldn’t be separated with regards to cognition.
In regards to the concept of the third teacher(the environment). I am a big fan of creating a classroom environment conductive to learning. I have enjoyed perusing the 79 ways you can use design to transform teaching and learning. Thanks for sharing this approach. I find interesting how some ways emphasize on the experience and the perception while other emphasize on the body and the action – phenomenalism and pragmatism. I think according to the nature of the environment that we are looking for, we can embody learning with activity that are either phenomenal or pragmatic or both.
Considering that the mind is influenced by the brain and especially by the body, it creates a strong relationship between perception, action, and cognition. A thought from Susan Hurley (1998) “the mind is considered as a sandwich with two slightly proteic ends: the sensory and the motor, and at the center the meat, or the cognitive processes.”
Vivien
Well Trish, that’s quite the compliment! I certainly don’t feel like the king of anything in particular, but your comment definitely made me smile, and probably blush a little. Thanks. 😀
I don’t really have much to say in reply to your comment except that I’m fascinated by the ideas you mentioned. When considering the readings on embodied learning it really makes a bunch of sense — it also makes me feel a little ashamed how little I incorporate the power of the physical classroom into learning scenarios. I have sort of tried to excuse myself in this regard because classes at the college are in a different classroom each day, but I could likely do better.
I’m also reminded back when I was teaching Year 7 in the UK and had my students run around the room on a function-related scavenger hunt, and how I made them approximate the graphs they found using their bodies. I remember it clearly – I wonder if they do too. It was loads of fun!
Anyhow, I’m adding the TheThirdTeacher to my “Neverending Learning List”. Thanks for putting me onto it!
Thanks again for your kind words,
Scott
P.S. I bought several Google-related Alice Keeler books on your recommendation back in our ETEC565A days. Amazing resources!