in this blog I share my thoughts on skills essential for success, happiness and well-being in the 21st century, and beyond!
Wednesday, 9 October 2013
Learning to Think - Introduction to Independent, Analytical & Creative Thinking (part-1)
This short video explores how the brain works, how our culture and life situations form our assumptions, beliefs and biases, how one system in our brain called the Lizard brain is responsible for survival instincts based 'fight or flight' decisions and the other called Neocortex is responsible for more deliberate thinking and how at times the lizard brain can misinterpret incoming sensory information and jump to wrong conclusions. Learning to think starts by understanding how our brain works.
Monday, 30 September 2013
Timeless Lifeskills - The Second Strand of Education!
Education can be thought of as having a structure similar to the double-helix structure of the DNA. The first strand is formal education and Timeless Lifeskills form the second strand. This short video explains the building blocks of Timeless Lifeskills. Life skills that are essential for success and well-being in the 21st century, and beyond!
Sunday, 11 November 2012
MOOC - No Longer Moot
Today, if you wanted to learn computer programming what
options would you consider? Would you join a private institution offering this
course, or find a part-time course being offered by a prestigious university,
or go online to self-study?
If you go with the third option you would be spoilt for
choice.
As a beginner you could go to Khan Academy and take their
introductory course on Computer Science, where you would learn JavaScript
hands-on using their built-in code emulator (http://www.khanacademy.org/cs). Or,
you could head to AcademicEarth.org and watch video lectures of the courses
taken by Stanford University professors on computer programming (http://www.academicearth.org/courses/programming-methodology).
Or, you could register for one of the several free courses at Coursera.org (www.Coursera.org). Or, you could sign-up for
a free course being offered by Harvard, MIT and Berkeley at their EdX online
learning platform (https://www.edx.org/).
Or, you could take a free course on Udacity (http://www.udacity.com)
that promises a hands-on, problem based learning experience.
If you choose to go with Coursera, Udacity or EdX, not just
for computer programming but for a number of other courses, you would be one of
the tens of thousands of students from all over the globe taking that course.
That is why these courses are being called MOOCs or Massively Open Online
Courses.
The term MOOC was coined by David Cormier and in this 4-minute
video he explains what a MOOC is and how it is different from a traditional
learning experience - http://www.youtube.com/watch?v=eW3gMGqcZQc
In 2008, George Siemens and Stephen Downes conducted one of
the first MOOCs. Titled, ‘Connectivism and Connective Knowledge’ the MOOC was on
how knowledge gets constructed in a networked age and how deep learning happens
when meaning is co-constructed by a network of connections (learners, knowledge
networks, diversity of opinions…). The essence of connectivism is similar to what
Seth Godin describes as role of education – not collecting the dots (knowledge
nuggets) but connecting the dots. In fact, Siemens’ ‘Connectivism’ is a learning
theory for the digital age and is the undergirding pedagogy (or should we say ‘webagogy’)
in MOOCs.
In 2011 professors Sebastian Thrun and Peter Norvig
conducted an online course on Artificial Intelligence, which was taken by more
than 150,000 students from over 200 countries. This initiative has now
transformed into Udacity.
MOOCs seem to be the foundation of the disruption that is
emerging in education, which could be described as the ‘Eklavya Model of
Self-Directed Learning’. In the Indian epic Mahabharata, Eklavya is a tribal
prince who aspires to learn archery but is not taken as a student by the famous
teacher Dronacharya because he is not of the right lineage. So Ekalvya sculpts
a clay statue of the teacher and embarks on a journey of self-learning. MOOCs,
taken by teachers who are best in the field, are like virtual Dronacharyas who
are there to guide and facilitate anyone who is passionate about learning.
MOOCs are an evolving construct and in every new MOOC the
facilitators are trying new experiments – building in tests of recall into the
video to make it more cognitively engaging, giving assignments which are then
peer reviewed by the community, creating self-study groups, encouraging
students to contribute to the course Wiki, catalyzing face-to-face meet-ups
among students and so forth.
While MOOCs are excellent for self-learning, as yet they do
not provide certification that is recognized by employers or traditional
institutes of education. However, it is a matter of time before such informal,
self-directed learning becomes more and more acceptable. Already initiatives
like Mozilla’s ‘Open Badges’ are experimenting with recognizing informal
learning and in future projects and e-portfolios created by students in a MOOC,
individually and collaboratively, will become acceptable as evidence of
learning and understanding.
The main criticism of MOOCs is that a great learning
experience is one which is customized and personalized to the specific needs of
a student. However, MOOCs by their very definition are tools of mass education.
But this will change.
One change that is already underway is the ‘Flipped
classroom’ – where students ‘gain knowledge’ using online open educational
resources like MOOCs and then use the classroom time with the teacher to dwell
into what they did not understand. Integration of learner analytics (check out
Khan Academy’s learner analytics) that gives details not only about how much
time a student spent on the learning resources but also highlights which steps
were problematic, goes a long way in helping teachers tackle individual
students’ problems. In the coming years more insightful learner analytics will
become part of MOOCs and make mass customization of education a reality.
So will you use a MOOC to learn computer programming? If
lectures and theoretical exercises are not your cup of tea and you really learn
when you get your hands dirty then get yourself a Raspberry Pi and an Arduino,
or for your kids check out MIT’s Scratch initiative, or GameStar Mechanic or
Coding Academy, and become part of the fast growing community of DIY learners. I
will leave it to your curiosity to Google these to find out more. Collaborative
learning-by-doing is the next disruption in education that is unfolding but more
about that in another issue.
For Learners
MOOCs are a boon for you. Don't have a good teacher, or
don't have a teacher, or don't understand the way your teacher teaches, go
search for a MOOC or other open educational resources. Even if the course being
offered is of advance level listen to the introductory lectures for each topic.
For example, MIT professor Walter Lewin has great lectures on Physics for
under-graduates. If you are in school you could listen to the introductory
lecture on each topic - http://www.academicearth.org/courses/physics-i-classical-mechanics
For Teachers
MOOCs are a great way to keep your knowledge up-to-date. Not
only can you participate in the courses to gain knowledge, since there are tens
of thousands of participants, you could use MOOCs to gain insights into where
students get stuck and use that to enhance your teaching. Also, since the
students are from hundreds of countries you could consider organizing physical
meet-ups in your city, where you could facilitate the students face-to-face,
perhaps for a nominal fee. Of course, you could also consider making your
classroom a flipped classroom.
Wikipedia article on Flip Teaching: http://en.wikipedia.org/wiki/Flip_teaching
For Parents
Think of MOOCs as free tuition from some of the world’s best
teachers. Help your kids identify the right MOOC – to supplement what they are
learning in school, or encourage them to participate in a MOOC to gauge their
interest in a particular discipline and make an informed choice about what they
would like to pursue. For example, ask your children to watch introductory
video lectures on psychology, or finance, or economics on sites like
AcademicEarth.org to make up their mind about what subjects to choose. You
could also use MOOCs to learn what you always yearned for but didn't because
your formal education was about learning to earn and not about yearning to
learn!
A very interesting 1988 interview of famous science fiction
author, Issac Asimov, on his book “As Far as the Human Eye Could See” – he
shares his thoughts on future of education (and we are now living this future):
http://www.youtube.com/watch?v=CJAIERgWhZQ&feature=relmfu
For Knowledge Workers
Going has never been so good for self-directed, lifelong
learners and it is only getting better. Introspect on how you learn best and
then find out learning resources online that suit you most. Or, join a
community of practice in your interest area. Or, start your own online learning
community, curating MOOCs and other learning resources and catalyzing
conversation and collaboration for a deeper learning experience. Such is the
long tail of online learning that you can find fellow enthusiasts even in the
most niche of topics.
Watch this 4-minute video – Success in a MOOC: http://www.youtube.com/watch?v=r8avYQ5ZqM0&feature=relmfu
Quotes
"A good educational system should have three purposes:
it should provide all who want to learn with access to available resources at
any time in their lives; empower all who want to share what they know and to
find those who want to learn it from them; and, furnish all who want to present
an issue to the public with the opportunity to make their challenge
known." – Ivan Illich, author,
Deschooling Society (1971)
“When it is time to die there’d be a certain pleasure in
thinking that you had utilized your life well, that you had learnt as much as
you could, gathered in as much of the universe, and enjoyed it. What a tragedy
if you passed through and got nothing out of it.”
– Issac Asimov (in an interview with Bill Moyers)
– Issac Asimov (in an interview with Bill Moyers)
Free Resources
A detailed presentation on becoming a Knowledge Sommelier –
learn the art of curation in education: http://timelesslifeskills.co.uk/groups/teachers-as-curators
A detailed presentation on augmenting the classroom by supplementing
classroom teaching with online conversation and collaboration: http://timelesslifeskills.co.uk/groups/augmented-classroom
Good Website
A website about MOOCs:
http://www.mooc.ca/index.html
TIME magazine issue on ‘Reinventing Education’ – you can
read several articles online, including this one titled “College is Dead. Long
Live College” - http://nation.time.com/2012/10/18/college-is-dead-long-live-college/
Good Book
“The One World Schoolhouse: Education Reimagined” by Sal Khan (Khan
Academy)
In this book Sal shares his strategy for bringing –
“a free, world-class education for anyone, anywhere” and explains why he thinks technology will make
classrooms more human and teachers more important. The book is available as an
eBook on Amazon.
Good Video
In this six-minute TED talk Peter Norvig describes
the learning from his experience of teaching 150,000 plus students:
Gamifying Learning
From time immemorial great ways of learning have been – experience, sharing
stories of these experiences, introspection, playing, tinkering, observing,
experimenting and trial and error. This is why human species has also been
described as Homo fabers – those who love to create and Homo ludens – those who
love to play.
Imparting learning as disciplined,
formal education is a fairly modern invention, only a few centuries old. While
it may be efficient, it is often boring, or stressful, or irrelevant, or all of
the above. This is because formal education has degenerated into passive
consumption of knowledge and its later regurgitation in tests of recall.
Whereas, research shows that deep learning happens when a learner is
self-motivated to learn and constructs own understanding of knowledge.
This is what happens when we are
playing a game. We are intrinsically motivated and overcome difficult
challenges of our own volition. Games are high on effectiveness and engagement
and they cultivate self-awareness, self-control,
attention, effort, persistence, rule following, boundary negotiation, bonding,
trust, empathy, respect, fairness and making right choices. But talk about
using games in education and you have parents complaining how games are addictive
and colossal time-wasters and educationists lamenting that games foster adverse
social behaviour, at times resulting in outright violence.
Is there a way we can
make the most from games to enhance a learning experience, while minimizing
their downside? Gamification may hold the answer.
Gamification is use of
game-elements in non-gaming contexts. Nike creating an online community where
customers share their exercise data with friends and use friendly
competitiveness to improve fitness; or, citizen science projects like
GalaxyZoo.org involving amateurs to help identify new planets and galaxies by
analyzing massive amount of data; or, Volkswagen changing driver behaviour by rewarding
drivers who drive within the speed limit through a lottery created by pooling
fines imposed on drivers who violate the speed limit – are all examples of
gamification.
Gamification of learning
is not simply adding points, badges and leader boards as a layer on top of a
learning activity. It involves deconstructing good games to find elements that
can be used to enhance learning. According to designer Sebastian Deterding, a
good game connects with the personal goals and passions of the players and a
great game lets the players customize the goals. Exactly what advocates of
personalization of education are looking for?
Game designer Raph Koster
observes in his book, ‘A Theory of Fun’, “With games, learning is the drug”. If
this is indeed the case then why do students find learning taxing in a school
environment? Deterding postulates that this is because in a school environment
the conditions are not optimal because unlike a game the challenges provided
are not novel or interesting (interesting challenges are contextual and
learners identify with them because they are based on learners’ aspirations, or
life situation), there is no varying of pace in learning, scaffolding that
allows gradual learning may not be present and learners at school do not get
‘excessive positive feedback’ which is informational in nature and not
controlling or judgmental.
Game designer Amy Jo Kim
explains that in a game a ‘newbie’ needs to be ‘onboarded’, a ‘regular’ needs
fresh challenges so that new learned behaviours become a habit and an
‘enthusiast’ plays the game for achieving ‘mastery’. One size does not fit all
– an important lesson for formal education. Kim further propounds that good
games embody the same five elements that are imperative for wellbeing and
happiness, as suggested by father of positive psychology Martin Seligman – the
PERMA elements: Positive Emotions, Engagement, Relationships, Meaning and
Accomplishment. Elements that would surely go a long way in enriching a
learning experience.
In his book ‘Social Intelligence’
author Daniel Goleman explains the impact of emotions on learning and
performance. He explains that our cognitive performance is highest at the right
level of stress, and inspired moments of learning
combine – full attention, enthusiastic interest and positive emotional
intensity. Hans
Selye too observed that an optimal amount of stress is important for improved
performance. He described it as ‘eustress’ or euphoric stress, which is the
opposite of distress. Psychologist Mihaly Csikszentmihalyi describes a similar mental state, which he
calls ‘flow’, where one strikes optimal balance between skill possessed and
challenge faced.
Game designers understand
this optimal skill-challenge balance very well. That is why they build ‘levels’
in a game. If experience or knowledge is low and challenge is high it leads to
anxiety, so games provide scaffolding like hints; if knowledge is high and
challenge is low it leads to boredom, and to beat boredom games allow the
players to quickly get to the next level of challenge. Great lessons here for
differentiating learning to suit individual learner needs. Such personalization
of learning is becoming more and more doable, as described in detail in Clayton
Christensen’s book, ‘Disrupting Class’.
In his
book, ‘The
Multiplayer Classroom: Designing Coursework as a Game’, game designer turned teacher, Lee Sheldon illustrates many
examples of how he has used ARG (Alternate Reality Games) in his classroom. He
also incorporates other game mechanics. For example, one of the first things he
did was to tell the students that in his class they all start at Grade-F (or
Score = 0, as in a game) and that they have to work their way to higher grades.
They earn Experience Points for what they do in the class, including one point
for simply showing up and work their way to better score/grades, akin to moving
to higher levels in a game. ‘World Without Oil’ is an example of an ARG to
solve real-world problem by chronicling alternate future scenarios.
In summary, by
deconstructing good games we can identify elements that can be used to augment
learning. A good game constitutes a challenge that players have an intrinsic
motivation to undertake and master, it has innovative and constantly changing
stimulus that ensures intense engagement, it allows autonomous choices while
incorporating a rule system that ensures fair play and clear winning conditions,
it has instant, juicy and informative, non-judgmental feedback that improves
performance, it provides a safe but not sterile place where consequences are
not dire, frustration is taken in stride, failure is less shameful and in
collaboration there is mutual respect, trust, benevolence and empathy.
Surely these are
ingredients that can be borrowed for enhancing any learning experience – be it
formal education or an app.
For Learners
The key take-away from
gamification for learners is the understanding that something becomes fun and
intrinsically motivating when it is relevant to own context. So learn to restructure
learning activities such that they are better aligned with your own aspirations.
For example, you may think that there is no point studying quadratic equations
or Calculus because you will never apply them in your daily life. Change this
mindset and instead think of them as a learning experience that helps you
figure out how to learn difficult and complex concepts, which is a very useful
life skill.
For Teachers
Think how you can
dovetail gaming elements to make your teaching more situated, contextualized
and personalized for your learners? What lessons gamification has for adding an
emotional impact to a learning experience? How gamification is especially
suited to impart 21st century skills like innovative problem solving and empathetic
collaboration? How games have a mechanics where assessment is embedded and what
lessons this has for finding alternates to weekly tests, which cause
unnecessary anxiety and fear of failure and ridicule. Can you embed assessment
into learning itself? Project-based work is one example.
Watch a short animated
introduction on Gamifying Education: http://extra-credits.net/episodes/gamifying-education/
For Parents
Why do games hold the
rapt attention of players? Don’t you wish your children could have similar
concentration while studying! In her book ‘The Power of Mindful Learning’,
Ellen Langer explains that the natural state of the mind is to seek variety.
Thus, for us to pay attention to something for any amount of time, the image
must be varied. For example, we usually have no difficulty in paying attention
to play because in play novelty is inherent – every minute of a tennis match is
different. The trick to improving attention lies in our ability to vary the
target of our attention. We need to figure out ways of looking for novelty in a
stimulus that otherwise seems static, say a teacher talking in the class or
when we are reading a long research paper. By creating novelty in a stimulus we
make it more interesting and hence do not get distracted. Teach your kids how
they can make learning an adventure or a game, for example, by reading a story
from the perspective of different characters in the story, or making up
different endings to the story. Such mental interaction makes the stimulus
(learning content) novel and hence more interesting and diminishes distractions.
Short videos on this
website explore how fun is the easiest way to change people’s behaviour for the
better - http://www.thefuntheory.com
For Knowledge Workers
Analysing the design of great games provides an insight into
self-motivation – how games can make players toil and persevere. In his book ‘Drive
– Surprising Truth About What Motivates Us’, author Daniel Pink explains that
motivation 1.0 was based on our biological drive of survival and growth,
motivation 2.0 is based on ‘carrot and stick’ approach, but we are now moving
towards motivation 3.0, that Pink describes as AMP – Autonomy, Mastery and
Purpose. Autonomy:
the urge to direct our own lives, Mastery: the desire to get better and
better on something that matters, and Purpose: a yearning to do something
larger than our self-interest. Knowledge workers can learn from games that beyond material rewards, a key motivator we have is
our innate desire to excel, and use this understanding to become excellent
lifelong learners, who yearn to learn.
Dan Pink’s TED talk – The Puzzle of Motivation http://www.ted.com/talks/lang/en/dan_pink_on_motivation.html
Good Book:
‘The Multiplayer Classroom: Designing
Coursework as a Game’ – Lee Sheldon
Facebook page: https://www.facebook.com/MultiplayerClassroom
Good Video:
‘Paideia as Paidia – From Game-based
Learning to a Life Well-Played’ – Sebastian Deterding
Good Website:
John Seely Brown: Chief of Confusion
Free Course:
‘Gamification’ – by Professor Kevin
Werbach, Wharton Business School, University of Pennsylvania
https://www.coursera.org/course/gamification
Quotes:
“Work consists of whatever a body is
obliged to do, and Play consists of whatever a body is not obliged to do.” – Mark Twain (in Adventures of Tom Sawyer)
Prof Henry Jenkins,
former MIT Education Arcade program faculty member, quips that he has seen
students playing Sid Mier’s famous game ‘Civilization’ and to win they
enthusiastically cheat by reading their history textbooks!
Monday, 18 June 2012
Only the Curious Shall Thrive
This is a 5-minute animated overview of my new book, 'Only the Curious Shall Thrive - Strategies for Lifelong Learners to Formulate Insightful Questions'.
The book explains why ability to formulate good questions is especially important in the 21st century and details questioning strategies that can be deployed to achieve learning goals like deeper understanding, mastery, creativity and wisdom.
Kindle (USA) edition is available here:http://www.amazon.com/dp/B007YH6JHU
Paperback (USA) edition is available here: http://amzn.to/MAz7vL
The book is also available in these formats on Amazon UK and other Amazon stores
Monday, 28 November 2011
The Way Homo Ludens Learn
What is it that makes games so addictive? Does game-design theory have any lessons for making learning activities more engaging? Can games be used as tools for learning skills, competencies and dispositions, especially those that are more relevant in the 21st century, like creative thinking, problem solving, decision making and empathetic collaboration?
I have created a three-part presentation on how games, specifically electronic games, can be used to enrich the learning experience, be it memorization, knowledge acquisition, synthesis or creativity.
I traverse from ‘absorb-type activities’ (lean-back mode of engagement) that includes listening to a story and telling a story, to ‘do-type activities’ (lean-forward mode of engagement) that include playing a game, building a game and collaborative game-play and how these different forms of activities can be used to create more effective and engaging learning experiences.
I look at how games help in learning by adding the element of ‘contextualization’ and ‘challenge’ that fits well with skill level of the learner and how assessment becomes embedded in a game, unlike the phobia of exams in formal educational environment. I also consider how games can provide a ‘call to action’ and beckon a learner, especially one who does not find traditional learning engaging enough, to go on a learning adventure.
The three-part presentation on game-based learning includes,
1. Let the Learning Games Begin
2. Learning (to the power of) Story-Telling
3. The Way Homo Ludens Learn
Learning (to the power of) Story-Telling
What is it that makes games so addictive? Does game-design theory have any lessons for making learning activities more engaging? Can games be used as tools for learning skills, competencies and dispositions, especially those that are more relevant in the 21st century, like creative thinking, problem solving, decision making and empathetic collaboration?
I have created a three-part presentation on how games, specifically electronic games, can be used to enrich the learning experience, be it memorization, knowledge acquisition, synthesis or creativity.
I traverse from ‘absorb-type activities’ (lean-back mode of engagement) that includes listening to a story and telling a story, to ‘do-type activities’ (lean-forward mode of engagement) that include playing a game, building a game and collaborative game-play and how these different forms of activities can be used to create more effective and engaging learning experiences.
I look at how games help in learning by adding the element of ‘contextualization’ and ‘challenge’ that fits well with skill level of the learner and how assessment becomes embedded in a game, unlike the phobia of exams in formal educational environment. I also consider how games can provide a ‘call to action’ and beckon a learner, especially one who does not find traditional learning engaging enough, to go on a learning adventure.
The three-part presentation on game-based learning includes,
1. Let the Learning Games Begin
2. Learning (to the power of) Story-Telling
3. The Way Homo Ludens Learn
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