"Brute computing force alone can't solve the world's problems. Data mining innovator Shyam Sankar explains why solving big problems (like catching terrorists or identifying huge hidden trends) is not a question of finding the right algorithm, but rather the right symbiotic relationship between computation and human creativity."
"Social media and online games have the potential to convey 21st century skills that aren't necessarily part of school curricula - things like time management, leadership, teamwork and creative problem solving that will prepare teens for success in college and beyond. Making the transition between a highly structured environment in high school to a self-driven, unstructured environment in college can prove a huge challenge for many kids.
Educators spend a lot of time thinking about how to fix this problem. The solution doesn't lie solely with games, but a lot of the psychology that motivates teens to play games holds potential. We need to figure out how to tap in."
"To meet the goal of "preparing people for an ever-changing world", instructional programs
need to apply strategies that focus on the development of critical thinking, problem solving,
research, and lifelong learning. Those goals require a sociocultural approach to instruction
emphasizing learning from experience and discourse. Sociocultural instructional designers
question the applicability of traditional ID models because their molecular approach focuses
on controlling the learner and environment, which often leads to inert knowledge. This article
develops a sociocultural ID model and compares views of learning, roles of learners and
teachers, instructional strategies, and the use of tools with the traditional ID approach."
SCAMPER is a technique you can use to spark your creativity and help you overcome any challenge you may be facing. In essence, SCAMPER is a general-purpose checklist with idea-spurring questions — which is both easy to use and surprisingly powerful.