Constructivist and constructionist learning theories provide a powerful framework for understanding how students learn best in the 21st century, particularly in technology-rich classrooms. Constructivism emphasizes that learners actively construct knowledge based on prior experiences, while constructionism extends this idea by arguing that learning is most effective when students create tangible, shareable artifacts that allow them to externalize and reflect on their thinking (Orey, 2001 & Walden University, 2015). Because of technological advancements of the 21st-century such as the accessibility of the personal computer, the revolution of the Internet, and the explosion of artificial intelligence, constructionist learning is more accessible and more imperative than ever before (Levin, 2025, pp. 10, 19). Together, these theories form the foundation for instructional strategies such as project-based learning, learning by design, problem-based instruction, and inquiry-driven approaches like Genius Hour by engaging “students in a variety of structured tasks” (Pitler, 2012, p. 204).
Constructivist/Constructionist Learning Theories, Instructional Strategies, and Technology Tools
Constructivist and Constructionist learning theories and instructional strategies are magnified through the technological educational tools of the 21st Century. Constructivist-based strategies such as project-based learning, learning by design, and problem-based instruction are designed to place students at the center of the learning process, encouraging them to explore authentic problems, collaborate with peers, and construct meaning through active engagement rather than passive reception of information (Orey, 2001). Constructionist-based strategies take Constructivism a step further by having the students become the content creators of their own learning (Levin, 2025). Clark (2023) emphasizes that a vital trait of how these theories and strategies play into technology is that the technology must be used as an environment for learning through creation and exploration rather than tools for delivering instruction. Technology tools enhance these strategies by expanding students’ ability to research, create, collaborate, and reflect.
Orey (2001) states that Constructionism builds on Constructivism by focusing on the creation of external artifacts, noting that “learners don’t get ideas; they create ideas” through designing and constructing meaningful products (p. 130). Dr. Orey in Walden University (2015) makes sure to point out that Constructionism and Constructivism are different, though they are often confused: Constructivism at its simplest form is building knowledge based on our own personal experience which determines our understanding and that Constructionism is taking that understanding to build an artifact that shows our knowledge. Instructional strategies such as Learning by Design and Project-Based Learning operationalize this theory by requiring students to plan, design, test, revise, and present their work for real audiences. Technology tools, such as Google Slides, Canva, video creation tools, simulations, and collaborative platforms, support this process by making it easier for students to iterate on ideas, visualize complex concepts, and share their learning beyond the classroom.
Pitler (2012) applies Constructionist and Constructivist learning theory through the strategy of “generating and testing hypotheses” (p. 204). While this strategy is most often attributed to science class, it can be effectively used across all content areas, including high school English/ Language Arts, like I teach. No matter what students are learning, they can begin with developing a hypothesis or theory based on what they already know; they can then spend the duration of the unit testing and adjusting their hypotheses through Systems analysis, problem solving, experimental inquiry, and investigation (Pitler, 2012, p. 205).
Levin's (2025) research applies Constructionist Learning Theory into the era of generative artificial intelligence (genAI), arguing that genAI represents a new phase in digital learning where tools become “partners to think with” rather than passive instruments (p. 14). From a Constructionist perspective, genAI allows students to engage in dialogue, explore ideas creatively, and construct knowledge through interaction rather than simple information delivery. When paired with inquiry-based strategies like the Genius Hour Project, these tools can scaffold higher-order thinking and promote student agency.
Classroom Application, Genius Hour and ISTE Standards
Beginning on January 6th, as soon as my students come back from Christmas Break, I will be diving into my first intentional application of Constructivism and Constructionism by introducing a Genius Hour project to my high school speech class. One of the requirements of Speech in my school district is that students do research on a topic to present an informative speech. The course is meant to expose students to a variety of public speaking scenarios and different presentation methods. I have completely redesigned my Informative Speech Module for the class using the guidelines set by The Genius Hour Guidebook: Fostering Passion, Wonder, and Inquiry in the Classroom (Krebs, 2016). Rather than assigning students a traditional informational speech focused on summarizing a topic, students will develop an inquiry question, conduct research, form a claim, and create a presentation that communicates both their question and their conclusion. This structure aligns closely with Constructivist and Constructionist principles by emphasizing learner choice, authentic inquiry, and artifact creation. This formula of project preparation also aligns with Pitler's (2012) generating and testing hypotheses Constructionist/Constructivist learning strategy.
Students will be able to choose their presentation format, Google Slides, Canva, Prezi, PowerPoint, a video, a physical model, or any other presentation method they come up with, allowing them the autonomy to select tools that best support their own unique learning style and creative vision. This approach directly addresses the ISTE Standards for Students, particularly "Knowledge Constructor" as students evaluate sources and synthesize information to answer an inquiry question, "Creative Communicator" as they choose platforms and formats to effectively express their ideas, and "Empowered Learner" as they set goals, make decisions, and take ownership of their learning process (ISTE, n.d.-b). From the educator perspective, this project supports the ISTE Standards for Educators, including "Designer," "Facilitator," and "Learner," as I design flexible learning experiences, guide inquiry rather than dictate outcomes, and continuously adapt instruction based on student needs (ISTE, n.d.-a).
Generative AI tools, when used ethically and transparently, can further support this project by helping students brainstorm ideas, refine inquiry questions, organize research, or receive formative feedback on their claims. I have programmed a custom genAI tool for my class using Magic School AI (n.d.) This tool is designed to help students brainstorm ideas, find and cite reliable sources, and check their work with my rubrics I will be using to grade them. My students have enjoyed utilizing this tool in the past and I am looking forward to seeing how they continue to use it throughout their GH Informative Speech project. Encouraging my students to use genAI in this why aligns with Levin's (2025) argument that offloading lower-level cognitive tasks such as information gathering to AI allows learners to focus on deeper conceptual understanding and creative thinking which also aligning with Constructionist goals of students using that higher-level cognition to apply their learning in creating their artifacts or presentations.
References
Clark, D. (2023, June 10). Papert, AI and concrete learning. Donald Clark Plan B. https://donaldclarkplanb.blogspot.com/2023/06/papert-ai-and-concrete-learning.html
International Society for Technology in Education. (n.d.-a). ISTE standards: For educators. ISTE. https://iste.org/standards/educ
International Society for Technology in Education. (n.d.-b). ISTE standards: For students. [Multimedia]. ISTE. https://iste.org/standards/students
Krebs, D., & Zvi, G. (2016). The genius hour guidebook: Fostering passion, wonder, and inquiry in the classroom. Routledge.
Levin, I., Semenov, A. L., & Gorsky, M. (2025). Smart Learning in the 21st Century: Advancing Constructionism Across Three Digital Epochs. Education Sciences, 15(1), 45. https://doi.org/10.3390/educsci15010045
MagicSchool. (n.d.). MagicSchool AI [AI platform]. https://www.magicschool.ai/
Orey, M. (2001). Global text: Emerging perspectives on learning, teaching, and technology. https://textbookequity.org/Textbooks/Orey_Emergin_Perspectives_Learning
Pitler, H., Hubbell, E. R., & Kuhn, M. (2012). Using technology with classroom instruction that works (2nd ed.). ASCD.
Walden University, LLC. (2015). Constructionist and constructivist learning theories [Video]. Walden University Canvas. https://waldenu.instructure.com
