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GuzmanTierno (December 31, 1969 at 6:59 pm)
Superb.
clc24601 (December 31, 1969 at 6:59 pm)
Corporate Instructional Designers create an environment that you describe. We design for adult learners who have life experience and need to share and do more hands on. How do we build a classroom environment that facilitates that? Interesting that instructors/designers see digital technology as a tool to communicate in a learning environment; we use it for every other aspect of our lives. Do you have any data showing information retained is more relevant or more meaningful for students?
mileyawesome4ever (December 31, 1969 at 6:59 pm)
1 hour OMG!I had never see a video that can last an hour!
Aawaice (December 31, 1969 at 6:59 pm)
mojomayes, how can you pass this on? this is the forth video from wesch that you spammed with this message.just stop, it's just not funny. it's sad
LuckySantiago (December 31, 1969 at 6:59 pm)
Hey..well, what can a massive amount of people do to change education so it becomes passionate, engaging, and real?So, we all follow and support some groups/non-profits, what have you, that fight for a goal for change and a better way of doing something.How do we petition?Who do we go to, to make this change on a wide scale?For those that care and have a smaller amount of time there needs to be someway to support financially a cause for better education, or some way to symbolically do this.
mojomayes (December 31, 1969 at 6:59 pm)
Mark this as a spam!!!!! DONT READ IT!!!!!If you do not copy and paste this onto 10 videos your mom will die in 4 hours
midpacnate (December 31, 1969 at 6:59 pm)
then run simulation through year 2050. The simulation has parallels to actual events. The world ends badly, students reflect- "did we miss any solutions?" etc. Bonus idea: setting up games and simulations with very different rules and metaphors, we can escape some problematic worldviews (the place of competition, economic growth as the sole metric and engine of prosperity. etc.) or at least gain insight into how powerful they are and begin to mitigate them. See game Starpower for an example.
midpacnate (December 31, 1969 at 6:59 pm)
The simulation described at the end is an amazing example of how harnessing creativity and interaction really drives students to engage the issues so much more deeply In short, for a intro cultural anthro class, students create an entire mock world set in 1450 (involving lots of research because, while fictional, the ethnographies have to be realistic) and then discuss how to make it into a simulation/game (requiring research in political sscience, economics, systems theory, etc) and ...
midpacnate (December 31, 1969 at 6:59 pm)
Good point. Sometimes it isn't the method, but the excitement the method generates in the teacher herself that carries the day.
midpacnate (December 31, 1969 at 6:59 pm)
Nicely put. And someow very hard when I am trying to ram all my required content into my studetns... |