Sunday, October 2, 2011

Neuroscience and technology enhanced learning








“Neuroscientists generally believe that human learning, as in the formation of memory, occurs by changes in these patterns of connectivity between neurons – or ‘synaptic plasticity’. …. In education, of course, we think about learning in ways that extend well beyond the concept of memory. …. For that reason alone, neuroscience cannot offer anything like a complete story of learning in the classroom.”

This is not the same as saying that we should ignore the increasing discoveries of neuroscience! This report describes findings from neuroscience which may help understand how better to facilitate learning in our schools.

Vive la difference! How neuroscience helps us understand the need for differentiation and personalisation.

Hoeft et al 2008 describe “gender differences in how individuals respond to video games”. Feedback also appears to be age related. Van Duijvenvoorde 2008 suggests that older people are more influenced by negative than positive feedback. Luna et al 2004 “shows how a range of factors that are critical to successful self-regulated learning (processing speed, voluntary response suppression, and working memory) mature across different age groups”. This insight may better inform our expectations of how children of different ages can self-regulate their learning.

Digital technologies can increase pupil engagement by catering for individual differences including ability, gender and age.

Special needs can be targeted. Kucian et al 2011 “used an educational game based on neuroscientific understanding to demonstrate remediation of dyscalculia in terms of numerical performance and brain function”. Butterworth and Laurillard 2010 suggest that using digital technology to help with dyspraxia can:
  • provide easily-accessed and unsupervised repeated practice
  • be age-independent
  • be sensitive to individual needs
  • be meaningful by linking the physical to the abstract, “such as when a learner ‘zooms into’ a 1–10 number line to discover decimal numbers”
  • be unthreatening
  • offer feedback in an “endlessly patient fashion”.
But personalisation can go further than this. “Technology can adapt dynamically to the changing needs of the learner based on an automatic assessment of their responses.” In Graphogame, a game which teaches children to associate graphemes with phonemes, “online algorithms analyze a child’s performance and rewrite the lesson plans ‘on the fly’ depending on which specific confusions the learner shows.”  

If a picture says a thousand words … Or, two senses are better than one.

Illustrating text enhances memory (Pavio and Csapo 1973). Brain scan experiments (Beauchamp et al 2004) suggest that multimodal stimuli produce more brain activity than unimodal although the “effectiveness of multimodal presentation as a memory/ learning strategy appears to rely on whether it encourages processing related to educational objectives.” (Dubois and Vial 2000)

“Adding auditory cues to a virtual reality environment (comparing unimodal with multimodal) increased activation in the hippocampus, a region strongly
associated with memory.” (Andreano et al 2009)

Neuroscience also suggests that learners should also be encouraged to touch things. “Object recognition by touch and vision activate several overlapping and closely-related brain regions;” again this leads to enhanced brain activity.

Collaborative learning: two heads are better than one too.

“Technology is providing new opportunities to share ideas”.  Dumas et al 2010 found that “several aspects of social interaction that may support collaborative learning, such as interactional synchrony, anticipation of other’s actions and co-regulation of turn-taking, are associated with neural synchronisation between collaborators’ brains as measured by EEG.”

Other researchers (King-Casas et al 2005, Miller 2005, Boudreau et al 2009 show how trust between potential collaborators develops through reciprocity and how different contexts engender different types of trust.

Collaboration may also enhance creativity by reducing the tendency to fixate on one’s own ideas according to neuroscientific evidence from Fink et al 2010.

Do those brain training things really work?

There is “accumulating evidence” that video games enhance some cognitive skills. However, computer based ‘brain training’ does not seem to transfer to everyday learning. But Jaggi et al 2008 found that “when young adults undertook a 19-day computer-based training program that focused on developing working memory for 30 minutes a day, it was found that not only their working memory, but also their …ability to solve problems in new situations.”  

Sleep deprivation: the dark side of technology

Technology is ubiquitous and pervasive and this may pose a problem for learning.  “Sleep plays an important role in memory, so ‘when’ we learn influences ‘how well’ we learn, with better recall following a period asleep than after the same period awake. Since technology now makes it easier for us search out, learn, communicate and apply knowledge all day and all night, this access can impact negatively on our sleep. For example, hormonal developmental influences produce a phase delay in the circadian timing mechanism of teenagers, but the use of mobile technology has also been shown to contribute to their sleep loss [Van den Bulck 2004]. A recent study in the US [Calamaro et al 2009] showed the average teenager indulging in around four activities involving technology after 9.00pm, spending over an hour on each. …. Not only does sleep support our recall … it also supports our ability to make links between [new] memories and older ones, which is important for our creative functioning.” So, when access to technology impacts on our sleep habits, it can be detrimental to both our learning and our creativity.

You can access the full report here


References

Andreano, J., et al., 2009. Auditory Cues Increase the Hippocampal Response to Unimodal Virtual Reality. Cyberpsychology & Behavior, 12(3): p. 309-313.].

Beauchamp, M.S., et al. 2004, Integration of auditory and visual information about objects in superior temporal sulcus. Neuron 41 (5): p. 809-823

Boudreau, C., McCubbins, M.D. and Coulson, S. 2009. Knowing when to trust others: An ERP study of decision making after receiving information from unknown people. Social Cognitive and Affective Neuroscience, 4(1): p. 23-34

Butterworth, B. and Laurillard, D. 2010 Low numeracy and dyscalculia: identification and intervention. ZDM 42(6): p. 527-539.

Calamaro, C.J., T.B.A. Mason, and S.J. Ratcliffe, 2009.Adolescents Living the 24/7 Lifestyle: Effects of Caffeine and Technology on Sleep Duration and Daytime Functioning. Pediatrics, 123(6): p. E1005-E1010.]

Dubois, M. and Vial, I. 2000 Multimedia design: the effects of relating multimodal information. Journal of Computer Assisted Learning 16(2): p. 157-165

Dumas, G., et al., 2010 Inter-Brain Synchronization during Social Interaction. PLoS ONE 5(8)

Fink, A., et al., 2010. Enhancing creativity by means of cognitive stimulation: Evidence from an fMRI study. Neuroimage, 52(4): p. 1687-1695

Hoeft, F., et al., 2008. Gender differences in the mesocorticolimbic system during computer game-play. Journal of Psychiatric Research, 42: p. 253-258

Jaeggi, S.M., et al., 2008. Improving fluid intelligence with training on working memory. Proceedings of the National Academy of Sciences (USA), 105(19): p. 6829-6833

King-Casas, B., et al., 2005.Getting to know you: Reputation and trust in a two-person economic exchange. Science, 308(5718): p. 78-83

Kucian, K., et al., 2011 in press  Mental number line training in children with developmental dyscalculia. Neuroimage. Corrected Proof.

Luna, B., et al., 2004. Maturation of cognitive processes from late childhood to adulthood. Child Development, 75(5): p1357-1372

Miller, G., 2005 Neuroscience - Economic game shows how the brain builds trust. Science 308(5718): p. 36-36

Paivio, A. and Csapo, K. 1973. Picture superiority in free recall: imagery or dual coding? Cognitive Psychology, 5: p. 176-206

Van den Bulck, J., 2004. Television viewing, computer game playing, internet use and self-reported time to bed and time out of bed in secondary-school children. Sleep, 27 p. 101-104

van Duijvenvoorde, A.C.K., et al., 2008 Evaluating the negative or valuing the positive? Neural mechanisms supporting feedback-based learning across development. Journal of Neuroscience 28(38): p. 9495-9503