The Other 21st Century Skills Many have attempted to identify the skills important for a learner today in this era of the 21st century (I know it is an overused phrase). I have an affinity towards the skills identified by Tony Wagner: Critical thinking and problem-solvingCollaboration across networks and leading by influenceAgility and adaptabilityInitiative and entrepreneurialismEffective oral and written communicationAccessing and analyzing informationCuriosity and imagination Today I viewed a slideshow created by Gallup entitled, The Economics of Human Development: The Path to Winning Again in Education. Here are some slides from this presentation. This presentation sparked my thinking about what other skills and attributes would serve the learners (of all ages) in this era of learning. GritResilienceHope and OptimismVisionSelf-RegulationEmpathy and Global Stewardship Grit Students can develop psychological resources that promote grit, tenacity, and perseverance. Resilience
Connected Learning Principles We are living in a historical moment of transformation and realignment in the creation and sharing of knowledge, in social, political and economic life, and in global connectedness. There is wide agreement that we need new models of education suited to this historic moment, and not simply new models of schooling, but entirely new visions of learning better suited to the increasing complexity, connectivity, and velocity of our new knowledge society. Fortunately, we are also able to harness the same technologies and social processes that have powered these transformations in order to provide the next generation with learning experiences that open doors to academic achievement, economic opportunity, and civic engagement. What would it mean to think of education as a responsibility of a distributed network of people and institutions, including schools, libraries, museums and online communities? At the core of connected learning are three values:
Stigmergy Kind people have stigmergically translated this article into German, French, and Spanish. This article is part of a series now incorporated into : ‘Binding Chaos’. Stigmergy is a mechanism of indirect coordination between agents or actions. The principle is that the trace left in the environment by an action stimulates the performance of a next action, by the same or a different agent. In that way, subsequent actions tend to reinforce and build on each other, leading to the spontaneous emergence of coherent, apparently systematic activity. A personality based system can never allow for mass collaboration on a global scale without representation such as that seen in organizations like the United Nations. Currently, the typical response to a situation which requires an action is to create a noun, in the form of a committee, commission, organization, corporation, ngo, government body, etc. Most systems are now run by competitive organizations. Hierarchical System Consensus Hierarchy Stigmergy
What skills will you need to succeed in the future? Top 10 skills for the successful 21st-century worker Leadership Take a cross-disciplinary approach to project team- work. and following in order to prepare for your career. Many businesses are adopting a participative management style, which involves employees in decision making. George DeMetropolis University of Phoenix faculty member and leadership consultant Critical thinking Take coursework that offers an opportunity to engage in self-directed, project-based and applied learning. Communication Learn in an environment that requires participation in many modes of communication. Students hold themselves accountable and have the opportunity to hold others accountable for the good of the team. Irene Blundell University of Phoenix faculty member Productivity and accountability Select a school that provides a code of conduct in learning situations to build accountability and productivity. Collaboration Choose courses that are collaborative and measure success by team results. Adaptability Take advantage of flexible course schedules and
Physical Locations for the New Way of Learning - adidas In the third part about our adidas Group Learning Campus, we’ll focus on the physical campus concept. As a quick reminder: we are currently founding the adidas Group Learning Campus, our “Corporate University”, the one-stop shop for all training, learning and development offers across the adidas Group. The adidas Group Learning Campus consists of three pillars: Physical learning spaces in all locationsA virtual Learning Campus Online, a platform for collaborative, self-driven and technology-based learning that provides access to learning anywhere, anytime and on any deviceAnd, going forward, the Future Workplace, the personal workplace of each employee, where learning is fully embedded in the daily work. As much as we embrace the digital world and see huge opportunities for learning, we do believe that a combination of digital and physical learning spaces brings both worlds together in a most efficient and human-centred way. Learn more about the 70:20:10 model here: Media Labs Pop-Up Kits
Culture, genes and the human revolution - Matt Ridley FOXP2 is not the only gene associated with the human revolution (3). However, it illustrates that when an evolutionary mutation is identified as crucial to the human capacity for cumulative culture, this might be a consequence rather than a cause of cultural change (8). The smallest, most trivial new habit adopted by a hominid species could— if advantageous—have led to selection of genomic variations that sharpened that habit, be it cultural exchange, creativity, technological virtuosity, or heightened empathy. This viewpoint is in line with recent understanding of the human revolution as a gradual but accelerating process, in which features of behaviorally modern human beings came together piecemeal in Africa over many tens of thousands of years (6). Recognizing the role of culture-driven gene evolution in the origins of modern humans provides a powerful reminder of how easy it is to confuse cause and effect in science. References and Notes 1. 2. 3. 4. 5. 7.
How to Get Girls Into Coding WHEN I was 7 years old, I knew the capitals of most major countries and their currencies. I had to, if I wanted to track down a devious criminal mastermind in the computer game “Where in the World Is Carmen Sandiego?” On screen, the ACME Detective Agency would spit out clues like notable landmarks to help players identify the city where Carmen’s globe-trotting henchmen were hiding out. I wouldn’t learn how to pronounce Reykjavik for more than a decade, but I could tell you that its currency was called the krona. I was the child of Indian immigrants, and like any begrudging Bengal tiger cub, I penciled in fill-in-the-blank maps and memorized multiplication tables after dinner. A huge nationwide push is underway, funded by the nonprofit Code.org’s corporate and billionaire donors, from Amazon and Google to Bill Gates and Mark Zuckerberg, to introduce American schoolchildren to coding and to redefine it as a basic skill to be learned alongside the three R’s. Continue reading the main story
Constructivist Learning One of the key issues to look at when examining any Learning Theory is Transfer of Learning. Indeed, this is such an important idea, that it is a field of research in its own right. Researchers and practitioners in this field work to understand how to increase transfer of learning -- how to teach for transfer. Introduction Constructivism Situated Learning Transfer of Learning General Learning Theory References Top of Page Introduction The intent of this Website is to help support the work of IT in education materials and users of such materials. There are many additional different learning theories related to use of IT in education include: Anchored Instruction (John Bransford). Funderstanding: About Learning [Online]. Funderstanding: About Learning. Constructivism The following definition is quoted from the Website: psparks/theorists/501const.htm. References on Constructivism College of Education, University of Denver, Constructivism Site [Online].
Construcción Colaborativa del Conocimiento A lo largo de la historia de la humanidad, los procesos creativos en sus diferentes manifestaciones (científicos, tecnológicos o artísticos) se vieron limitados por la velocidad de la propagación de ideas y por la falta de contacto entre pares separados geográficamente. Con el transcurso de los siglos se han reducido paulatinamente esas barreras, y en la actualidad pasamos por un momento de inflexión, de modo que la manera de colaborar con nuestros pares está por dar un vuelco radical. El contacto por internet está cambiando la forma de producir conocimiento. Amplios grupos han planteado nuevas dinámicas, y se han ido acercando y gravitando de manera natural unos hacia otros para plantear cómo será en el futuro el desarrollo del conocimiento y, en general, de los procesos creativos. Este trabajo deriva de la intención de formalizar, desde un punto de vista multidisciplinario, cómo va operando esta transformación.
The Importance of Thinking In- and Out-of-the-Box How to encourage creativity in a tech-based environment. GUEST COLUMN | by Wendy Marshall How do you teach a student to be creative? It used to be that educators encouraged innovation by telling children to “think outside the box” via a “sky’s the limit” approach. During our summer Makers Camp that is put on by my educational center ExplorOcean, children (ages 9-13) participate in guided projects using tools such as Little Bits, Makey Makeyand Hummingbird robotics. It is important, especially in a tech-based environment, to encourage students to think both inside and outside the box. 1. Researchers who study prodigious accomplishments talk about the 10,000-hour rule, which means in order to be able to do something notable, one must devote 10,000+ hours to mastering that discipline. 2. Requirements, guidelines, time and materials all narrow the realm in which a student is allowed to operate, making it easier for her or him to focus on the problem or issue. 3. 4. 5. Like this:
SDT Uni Rochester K... 3 Ways Coding and Gaming Can Enhance Learning Coding isn't just for computer science any more. Educators are finding that teaching students to write code and design games enhances learning and creates engagement. These examples illustrate how coding and games are being used across the curriculum and at all levels, as well as why great teaching is at the very heart of this innovation. Connecting With Each Learner: Inform7 (Interactive Fiction for High School) Imagine a weather-beaten oak door. It has a heavy brass knocker and a tarnished handle that doesn't look like it has been used in some time. Now go to Google Images and try to find a picture of the exact door that you have seen in your head. Now imagine that as you approach the door, you notice deep scratches along the doorframe, as if something has been trying to get in . . . or trying to hold the door closed. Yet through the power of narrative description, we are all probably picturing the same door in our heads. Great Teachers