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Mike Nall

Conundrum Adventures Corporate Team Building - 2 views

    • Mike Nall

Empowerment: the emperor's new clothes - 5 views

    Harvard Business Review article
markuos morley

Experiences from Massive Open Online Courses (MOOCs) and how the MOOC could potentially... - 13 views

    My experiences from various MOOCs over the last couple of years condensed into a blog post.
kathleen johnson

Why Learning Should Be Messy | MindShift - 2 views

    • kathleen johnson
      They have always been interconnected. We just could not see it until we had the internet.
  • “If you were to hike the Appalachian trail, which would take you months and months, and you reflect upon it, you do not divide the experience into the historic, scientific, mathematic, and English aspects of it. You would look at it holistically.”
  • In practice, this means the elimination of English, mathematics, history, and science class.
  • ...17 more annotations...
  • arrange the curriculum around big ideas, questions, and conundrums
  • Diana Laufenberg, former teacher at the Science Leadership Academy, described to me, “The role of inquiry is the starting point of learning.
  • School-based education has always been about telling and getting of information, rather than exploring or investigating
  • the pedagogical unit of Brightworks is the arc, which is divided into three phrases.” Each arc, he says, has a central theme.
  • first phase of the arc is called exploration
  • The second phase is expression
  • take the ideas to completion — within the deadline
  • The final phase is called exposition, where the public gets to view what the kids have done.
  • “The point is to see the topic in as many ways as you possibly can,” says Tulley.
  • “T-shaped” students
  • depth in a particular field of study but also breadth across multiple disciplines.
  • David Kelley, whose mission is to transmit “empathy” into his students to encourage them to see the human side of the challenges
  • The school concentrates on four areas: the developing world, sustainability, health and wellness, and K-12 educatio
  • Similarly, the M.I.T. Media Lab has an anti-disciplinary approach to learning
  • “Suppose you and I decided to build a boat. Our hypothesis might be: we can build a boat under $30 using recycled materials and sail it across the Hudson River. Our teacher or mentor can help us shape that to ensure that the challenge meets our cognitive and intellectual development
  • At the Brightworks School, students will leave with an iPad, filled with all the projects they completed in their term
  • The role of the teacher in project-based learning as Laufenberg likes to say is an “architect of opportunity.
    Joichi Ito, director of the M.I.T. Media Lab, told me that rather than interdisciplinary education, which merges two or more disciplines, we need anti-disciplinary education, a term coined by Sandy Pentland, head of the lab's Human Dynamics group.

The Power of Introverts: A Manifesto for Quiet Brilliance - 3 views

  • Introverts are to extroverts what American women were to men in the 1950s -- second-class citizens with gigantic amounts of untapped talent.

Modelling, not shaping - 4 views

  • There is strong evidence that we need to integrate learning into our work in order to deal with the increasing complexity of knowledge work. The valued work in the enterprise is increasing in variety and decreasing in standardization. I have suggested that communities of practice are the bridge between work teams and open social networks, with narration of work an enabler of knowledge-sharing, and of course, modelling behaviour.
  • Communities are more like dance halls than factories. Platforms that have too much control will not be adopted on a community level. As a consultant, I would like to be able to recommend a variety of these platforms, that can inter-operate on some level, so that enterprise communities can choose the most suitable ones for their stage of development.

Gamification in the Realm of Employee Training - 1 views

  • instead of thinking about creating learning objectives, gamification forces a designer to think about creating a challenge. All good games begin with a challenge; instruction should begin with a challenge and not with objectives
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