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Networked Learning Design - Occasional rants - I was wrong: games ARE an alternative vision.
"games are an utterly different vision of learning, separated from e-learning by a huge and uncrossable chasm"
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- E-learning designers believe that people learn through "content". They assume that encountering content will lead people to change their behaviour. Games designers believe that people learn through "experience". They assume that having experiences - doing and feeling things - leads to change in behaviour.
- E-learning designers believe we must be "nice" to our learners in case they go away. They assume that the relationship between the course and the learner is a weak one so that if there's any significant challenge, the learner will give up. Games designers believe that we can challenge people and they'll stick with it. Indeed, it is progressive challenges that form much of the motivation for gamers.
- E-learning designers believe that we learn step by step (hence linearity, page-turning etc.). Game designers believe we absorb lots of things all at once (hence HUDs, complex information screens etc.).
- E-learning designers believe that learning experiences are emotionally neutral (in spite of all that's written about the importance of emotion in learning). Games designers always seek an "angle", an attitude.
Javala - Java Learning Environment
"Javala - code Java exercises on your browser, collect Javala points and rise to the top 10! Topics include: Java basics, strings, objects, classes, inheritance, exceptions, packages, collections, graphics, awt, j2me, midlets, applets, links. "
Pontydysgu – Bridge to Learning » Blog Archive » 25 practical ideas for using Mobile Phones in the Classroom
"Jenny Hughes has written a great guest blog on the practical work she has been doing on the use of mobiles in schools."
Transfer of learning - Wikipedia, the free encyclopedia
"Transfer (of learning) research can be loosely framed as the study of the dependency of human conduct, learning or performance on prior experience."
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Type Characteristics Near Overlap between situations, original and transfer contexts are similar Far Little overlap between situations, original and transfer settings are dissimilar Positive What is learned in one context enhances learning in a different setting (+) Negative What is learned in one context hinders or delays learning in a different setting (+) Vertical Knowledge of a previous topic is essential to acquire new knowledge (++) Horizontal Knowledge of a previous topic is not essential but helpful to learn a new topic (++) Literal Intact knowledge transfers to new task Figural Use some aspect of general knowledge to think or learn about a problem Low Road Transfer of well-established skills in almost automatic fashion High Road Transfer involves abstraction so conscious formulations of connections between contexts High Road /Forward Reaching Abstracting situations from a learning context to a potential transfer context High Road / Backward Reaching Abstracting in the transfer context features of a previous situation where new skills and knowledge were learned
Learnlets » Engaging Learning
"How do you systematically design learning experiences that effectively engage the learner?" Learning and engaging (like in games) have much in common, and learning can leverage engagement.
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At core was an alignment between what makes effective learning practice, and what makes engaging experiences. Looking across educational theories, repeated elements emerge. Similarly with experience design. It turns that they perfectly align. If you recognize that, and can execute against it, your learning will be greater than the sum of the parts, and will both seriously engage and truly educate. Learning can, and should, be hard fun!
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Dawn Hallybone, Nintendo DS in the classroom
Slideshow about 345 children and 34 Nintendo DS consoles
Creating Passionate Users: How to be an expert
"The only thing standing between you-as-amateur and you-as-expert is dedication. All that talk about prodigies? We could all be prodigies (or nearly so) if we just put in the time and focused. At least that's what the brain guys are saying. Best of all--it's almost never too late."
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Most of us want to practice the things we're already good at, and avoid the things we suck at. We stay average or intermediate amateurs forever.
[Sm]all things considered by r.vuorikari: Impact of ICT use on educational performance
Informal learning's value confirmed: out-of-school ICT use is connected to cognitive educational performance, while in-school ICT use is not.
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Note, in-school use did not yield any significant impact :/ More interestingly, out-of-school use of ICT for learning purposes had a positive correlation (r=0.520, p= 0.00) with cognitive domain of educational performance, which shows good news for informal context of learning.
Learnlets » Driving formal & informal from the same place
There’s been such a division between formal and informal; the fight for resources, mindspace, and the ability for people to get their mind around making informal concrete. However, I’ve been preparing a presentation from another way of looking at it, and I want to suggest that, at core, both are being driven from the same point: how humans learn.
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There’s been such a division between formal and informal; the fight for resources, mindspace, and the ability for people to get their mind around making informal concrete. However, I’ve been preparing a presentation from another way of looking at it, and I want to suggest that, at core, both are being driven from the same point: how humans learn.
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Don’t assume self-learning skills, but support both task-oriented behaviors, and the development of self-monitoring, self learning.
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Columbus? at Bionic Teaching
Excerpts from USA curricula showing the depth (or lack thereof) of the subject areas, using Christopher Columbus as an example.
Rethink Learning Now: Home
Campaign to reform education in the USA
21st Century Skills: The Virtues of Ancient Greece | FLOSSE Posse
Bridging the four virtues of antiquity with 21st century skills
7 Things You Should Know About... | EDUCAUSE
Collection of PDF articles on various Educational technologies, describing 7 things you should know about them: what it is, who is doing it, how it works, where it's going, why it matters to teaching and learning, downsides, and significance.
FreeRice
Simple game for testing and improving your English vocabulary, and donating food while playing.
Listen and Write - Dictation
Improve your listening skills and hear about the news. Listen-and-write.com is free listening practice.
YouTube - A Vision of Students Today
a short video summarizing some of the most important characteristics of students today - how they learn, what they need to learn, their goals, hopes, dreams, what their lives will be like, and what kinds of changes they will experience in their lifetime. Created by Michael Wesch in collaboration with 200 students at Kansas State University.
Fle4 - Knowledge Building for the rest of us
Fle4 (Future Learning Environment 4) is a collection of tools and plugins that provide support for Knowledge Building processes in various platforms.
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