Written by Brock Dubbels on Monday, August 20, 2007 at 20:47
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Do kids just naturally get it? Are they just good at games, computers, phones, and all things digital?
My experience and common sense says no, although I wish it were a general truth.
Do kids need to learn about games in school?
Yes, if we want to guide them in optimal usage, and maybe learn something from them.
This post looks at formal and informal learning and begins to make connections between what is done in school: formal learning and what is done out of school: informal. The importance of this inquiry is to look at how we can recruit these informal processes to create leverage and development in formal learning situations. What is generally true for informal learning is that the learners are learning spontaneously and then moving to the next experience. This spontaneous learning is often thought to be tacit, or below the conscious awareness. One may be able to do a thing, but may not be able to describe the process they created, much less know a name for it. Conversely, in classroom, or formal learning experiences, we hope that students are being guided through learning experiences with structured reflection to give the process and elements of the process a formal name: like reading is a process.
There are four pieces to this post:
- Are the kids just born with gaming skills?
- Should we teach with them? Games as embodied informal models of scientific reasoning and the role of play.
- Why we should recruit culturally relevant knowledge like games and other out of school experiences?
- What happens when we honor the culture, language, and experience outside of the classroom by bringing it into the classroom to connect with formal academic culture, language, and experience?
(Read more …)
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Category: General
Tags: change, classroom, games, ICT, knowledge, learning, students, technologies, theory, videogames
Written by Brock Dubbels on Sunday, July 29, 2007 at 10:44
To do is to be
To be is to do
So Do We?
It is just good teaching
Games taught me that modeling environments and taking on the roles are powerful ways to teach and learn.
Piaget talked about roles as assimilation. You try on the role and see what part of the character is you.
Gibson talked about environment and context, with affordances and constraints. What the world gives you for advice, warning, limitation, and opportunity.
These ideas are present in embodiment and how we might contextualize our curriculum as an activity system.
One of the big lessons from games is design. Good learning is by design. A teacher, like a game designer creates the environment where we learn.
(Read more …)
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Category: Guest Blogger
Tags: Books, classroom, design, education, Firefox, games, Google, ICT, Innovation, knowledge, learning, Minneapolis, outcomes, research, resources, students, teaching, theory, USA, videogames, Wikipedia
Written by John Moravec on Wednesday, January 24, 2007 at 19:57
Ah, yes… now for a moment of shameless displays of pride and self-promotion ! Desk copies of my “Chaordic knowledge production: A systems-based response to critical education” article, published in Theory of Science vol. XV/XXVIII/2006, no. 3, pp. 149-162, arrived last week.
Drop me a line if you’d like a PDF of the scanned article!
Abstract
Proponents of critical education and critical pedagogy call on us to question the “oppressor vs. oppressed” relationships that the global mainstream “banking” system of education enforces (see esp. Freire, 2000). This practice produces learners that do not have the knowledge and skills to solve their own problems and maximize their individual potential. Systems thinking is the contextual analysis of an organization or process as a whole (Capra, 1996, p. 30; von Bertalanffy, 1968). A future-oriented, systems approach to the examination and redesign of critical education theory yields a chaordic, coconstructivist metatheory that maximizes each individual’s ontological potential. By building upon an example that employs automated information technology as a mediator in a coconstructivist system, this paper suggests that not only are coconstructivist critical knowledge systems plausible, but the design of the systems themselves need not be designed complexly to exhibit complex, transformative behavior.
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Category: Articles
Tags: artificial intelligence, chaordia, coconstructivism, critical education, knowledge production, systems thinking, theory
Written by John Moravec on Sunday, September 3, 2006 at 17:50
Call for papers
Global Leapfrog Education
Volume 2, Number 1 – March 2006
(Submissions are due November 30, 2006)
Global Leapfrog Education (GLE), a new, open access journal, is devoted to exploring how, through education and human capital development, communities can transcend current problems and challenges by empowering themselves with the tools to invent their own futures. GLE publishes articles spanning a wide range of interests related to leapfrog education (viz. change, technologies, knowledge production and innovation, global youth leadership, and futures-oriented philosophies and theories of education).
GLE offers its authors:
- Timely peer review and publication
- Free online publication
- Web-based platform for comments and discussion
- Online manuscript submission and tracking
- International editorial review board
Scholars of all fields are invited to submit articles and reviews on topics in the following areas:
- Accelerating change and related technologies
- Knowledge production and innovation
- Global youth development and leadership
- Futures-oriented philosophies and theories of education
Articles considered for publication are normally between 8 and 25 pages in length. Detailed information regarding author guidelines and the submission process are available online at: http://www.leapfroginstitute.org/journal/index.php/gle/information/authors
Journal Web page: http://www.leapfroginstitute.org/journal
Editorial contacts:
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Category: Global Leapfrog Education
Tags: Accelerating Change, call for papers, futures, Global Leapfrog Education, global youth development, Innovation, knowledge production, leadership, philosophy, technologies, theory