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Sage Hoppe

“Learning” Revolves Around Many Theories

While the definition of “learning” can be made simple enough when speaking of the learning

style and method of only oneself or a handful of individuals, that does not realistically

encompass the vast similarities and differences between every single learner. Therefore, the

definition of learning must be revised to be rigid enough to define the word learning, but flexible

enough to work for every learner. Everyone on Earth is learning, from the initial stages of

infancy through the reaches of adulthood and wisdom. This means that the definition of learning

needs to be stretched to encompass the eight billion people on planet Earth. This may sound

daunting, but it is possible; we need to focus on the learning theories to acknowledge everyone’s

differences.

The dynamic and cognitive processes of learning itself are rooted in the psychological theories of

learning: behaviorism, cognitivism, constructivism, connectivism, and humanism. People learn

in diverse ways and employ different strategies, and what does not work for one person could be

the best strategy in the world for the person sitting at the very next desk. While some strategies

are as simple as trial and error, or action and positive/negative consequence, the methods can

become increasingly complex and employ many types of technology. In class, many of these

technologies were covered, leading to a deeper understanding of their applications for diverse

types of learning.

One of the technologies covered in class was virtual reality. The very first time I remember

hearing about VR was in early middle school. Someone told me that there was an innovative

technology where if one put on certain glasses and opened Google Maps or a similar application,
it would look like you were in a chosen city or country in real time. Since the shock I felt upon

hearing that, VR has grown immensely in both popularity and uses, including the ability to use it

for learning.

The use of virtual reality in learning has many advantages, such as breaking the language

barrier to use it whilst learning in an area that speaks a language you may not be familiar with, or

even using it in a gaming context to practice a new language. Also, using VR in an elementary or

middle school setting could make learning easier and more fun for children who may just need to

try something new or a change of scenery (Hicks, 2016). It can also connect to various learning

theories by facilitating diverse instructional approaches. For example, for behaviorism, it

implements an immediate feedback mechanism, such as instant pronunciation/grammar feedback

in a language learning environment.

However, as is well-known in modern society, virtual reality can have both health/safety

and social concerns. Prolonged use of VR headsets can lead to motion sickness or fatigue for

some users, limiting the overall effectiveness. Also, excessive use of VR could isolate one from

the real world or hinder collaborative learning/interpersonal skills.

Another technology covered in class was Quizlet. Quizlet is a highly effective and

popular learning mechanism due to its various features that can adapt to most anyone’s learning

style. It facilitates active learning and knowledge by allowing learners to share and create study

materials, and exchange and discuss new knowledge within established study groups and

communities. This source of collaborative learning and exchange of knowledge is an example of

the connectivist theory. Connecting with other people while learning has been proven to be

effective in memory retention and problem solving.


In conclusion, defining "learning" requires a balance between simplicity and complexity,

recognizing the diversity among learners while providing a framework that can accommodate

every individual. As everyone on Earth engages in the process of learning from infancy to

adulthood, the definition of learning must be flexible enough to encompass everyone’s many

experiences and backgrounds. By focusing on learning theories, we can acknowledge and

address the unique differences among learners, ensuring that the definition of learning remains

inclusive and applicable to all.


Works Cited

Hicks, P. (2016, December 29). The Pros and Cons of Using Virtual Reality in the Classroom.

eLearning Industry; eLearning Industry. https://elearningindustry.com/pros-cons-using-

virtual-reality-in-the-classroom

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