ABSTRACT

The first section of this chapter considers cognitivist instruction. That discussion of abstract mental structures (schemata), assimilation, and accommodation leads to the second section, which describes the variability of instructional apps implementing cognitivist instruction. The third section of this chapter presents the Farmer, Wolf, Goat, and Cabbage problem. This section provides a design specification, which identifies the target learners and the instructional objective. In addition, the design specification provides an image of the instructional app and details important to app development. The fourth section of this chapter presents a coin problem. This section also provides a design specification and describes how to create an instructional app to help learners solve the problem. As before, the design specification identifies the target learners and the instructional objective. In addition, the design specification provides an image of the instructional app and details important to app development, which involve implementing a drag-and-drop feature. Both the third and fourth sections also present exercises to refine the respective apps, which are provided to enhance skill to create instructional apps.