Activity 2.6 – Social Learning Theory




How could you apply Bandura’s Social Learning Theory in an e-Learning context?

As Bandura’s theory is based on the importance of observing and modelling of which experience and expectations are key elements, applying this in an e-Learning context could be achieved through games and simulations and virtual worlds as well as videos/vodcasts, animations and so on. Each of these technologies will provide the visualisations necessary for observing and modelling and thus aid in forming expectations. The added benefit of games and simulations and virtual worlds is that it facilitates experience. These technologies allow learners to practice in an environment which does not necessarily have physical consequences and thus reduces risk and can provide immediate feedback detailing behaviours which may have lead to wrong decisions and so on; and so, if it came to real life situations the learner would be better educated.

Now consider the learning theories in the context of the technologies you have researched in Module 1. Which theories are suited or more appropriate?

Behaviourist – Considering the cause and effect foundations of this theory, games and simulations are perhaps the best to context to apply it to. Online quizzes and assessment also work in favour of this theory as they allow reinforcement and repetition as well as immediate feedback.

Cognitivist – The majority of the technologies could be applied however the struggle would lie in fitting technologies into a structured learning problem. In some cases, the technology used could distract the learner rather than direct them to essential features to make association and meaningfulness and insight obvious.

Humanist – Weblogs are perhaps the most appropriate as this is the best avenue for self expression and determination. Self expression and determination can also be achieved through social networking sites and virtual worlds as they allow you to create profiles and avatars that are representations of yourself. The collaborative nature of social networking sites and virtual worlds, as well as wikis and synchronous communication, would suit the experiential learning aspect of this theory.

Constructivist – This theory stresses group work over individual work and so collaborative tools such as wikis, social networking, virtual worlds and synchronous communication would be more appropriate.

Social Learning Theory - As this theory is based on the idea of observation and modelling, the technologies which have visual and interactive functions are best suited. These include vodcasts, animations, games and simulations and virtual worlds. If these technologies are embedded in others it could also work.


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