Browsing "Education"

You must be willing to create crap…

…in order to find the good stuff. That’s sort of what Anne Lamott advised in her book Bird by Bird. One of her chapters was titled pretty much that (using a stronger term than crap).

Daniel Pink posits a similar idea in his piece entitled Why you should come up with at least 1 bad idea today, based on a Wall Street Journal piece by Dilbert creator Scott Adams. Believe it or not, Adams (not known as an optimist) puts an even more positive spin on the idea.

Lamott seems to me to be saying you have to write crap to get it out of your system, and if you’re willing to just let it flow, you will find amid the effluence some worthwhile material. Adams, on the other hand, says that coming up with bad ideas a) gets you started on the process of coming up with something good, and b) provides quality raw material for good ideas. Not just fertilizer, in other words, but seeds.

As I watch speech students struggle to come up with “the” right idea, right structure, right approach, I wish I could communicate this principle. Perhaps Mr. Pink will help do so.

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Taking part in evolving model of education

I’m taking part in a course that illustrates in a lot of ways the changing face of education. Just as I don’t know exactly how that face will change, I don’t know yet exactly how the course works, but I get the feeling that the not know will likely be an integral part of both this course and that changing face.

The course is called Digital Storytelling, through the University of Mary Washington (I think). Here are some of the ways that (it seems to me) the course is emblematic of this cultural shift that is going on. Note that I’m using both “traditional” and “current” as amorphous terms. Much of what we now think of as traditional classroom education isn’t really all that traditional. Read more »

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Finding your passion

There’s a lot of discussion around passion and finding it for college students. No, not that kind of passion–get your mind out of the gutter. Passion as in caring deeply about.

Cal Newport’s guest post on the Zen Habits blog goes into many aspects of this. Here’s a quote from The Minimalist’s Guide to Cultivating Passion that summarizes a practical insight:

As Caldwell’s research reveals, true passion can’t be forced. You can participate in personality tests and self-reflection exercises until you drop from exhaustion, but it’s unstructured exploration coupled with aggressive follow-ups that most consistently leads people to a life-consuming interest.

He gives several practical examples. It’s worthwhile reading the article, and then thinking about what it means in your life, which is probably cram packed with activities. In light of Newport’s ideas, no wonder we have trouble finding or remembering our passion in life!

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Aug 21, 2010 - Education, Second Life    No Comments

The experience of learning

My friend and colleague Kat Bailey at APSU has some great observations on Lessons from the Game Culture for Education. For instance:

[E]xperience is the heart of learning, it is the best teacher. Flat knowledge in books or lectures are leap points for learning, but activity is the key to success in the learning cycle.

This shows something of why Second Life can be an important factor in teaching a variety of subjects, but it obviously goes much more broadly than that. It’s not so much that Kat gets at a reason to use games and game environments in teaching, but rather that she gets at the very nature of learning.

Here’s another one:

Too often, we define learning by objectives, assessments and due dates. The experience of learning can be described but not explained by statistics.

Amen, sister! Preach on! My take: this is not anti-assessment. Just a recognition that the really important stuff goes beyond assessment.

There’s an old story about a drunk searching for something around the base of a street light. A passerby says, “What are you looking for?”

The drunk says, “I lost my watch.”

So the passerby helps look for a bit, and then says, “Are you sure you lost it around here?”

“No, I lost it over there in that alley.”

“Then why are you looking for it over here under the streetlight?”

“This is where the light is. It’s dark over there.”

If we focus only on the stuff that is relatively easy to measure, we are going to miss the important stuff.

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Mayo Clinic sets up SL presence

According to the Star Tribune, the venerable Mayo Clinic has opened a presence in Second Life. The article discusses a lot of stuff related to education and SL. I find it interesting for a couple of reasons.

First, this is coming at a time when a lot of people are ready to write SL off as having been just a fad. While it has fallen off the hype cycle of the media, it seems that plenty of organizations continue to probe its possibilities.

Second, one of the commenters had an interesting observation:

Eventually, more patients are likely to turn to Second Life or other virtual worlds for information, says Jennifer Keelan, an assistant professor of public health who helped conduct the University of Toronto study. So it makes sense for the medical profession to get ready. “You have to be engaged in these platforms in order to be there when the people arrive.”

Hmmm. Interesting point. In any case, I’ll be using SL in one of my speech classes this term in an environment that really supports providing the support to students. We’ll see how it goes.

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New article about games in education

We know that Second Life isn’t a game. Got that. Wish I could get more people to understand the difference. Nevertheless, the fact that SL uses game software for non-game purposes, and that we can take advantage of the game skills students bring, makes this article of interest for SL folks.

Beyond Blowing Up Enemies: The Future of Games for Learning follows the two-day Games for Change festival at New York University. Among the observations:

No doubt assessment will be key to this mission. And games could transform assessment. Scratch that: games could be assessment. One powerful form of it, at least. Instead of slaying pixel-painted dragons, for instance, I discovered that you could navigate a mid-air obstacle course using the laws of physics in a quest of save the world (that’s a game in the works at Vanderbilt University) or try out different ways to save the real-life lake that is dying in your real-life town (a game being developed in Madison, Wisconsin, starring local Lake Mendota).

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The changing “delivery” of education

We have many conversations going on in the Pellissippi State community concerning what constitutes acceptable or effective or “real” college education. I came across an interesting article that adds fuel to the discussions, potentially boosting velocity in several directions. When you first start to read “How Web-Savvy Edupunks Are Transforming American Higher Education,” you might assume it is a whole-hearted endorsement of “delivering” education as a commodity via the Web. This assumption will likely be exacerbated by the realization that it is published via Fast Company’s Web site, i.e., a business publication.

Read further. You’ll find that the article observes the need for caution in that assumption through statements such as Brigham Young University’s David Wiley. Keep in mind that Wiley is one of the “architects of education 2.0.” He has written, “If universities can’t find the will to innovate and adapt to changes in the world around them, universities will be irrelevant by 2020.” Although the article predicts that unless higher education folks adapt, they will join newspaper chains and record stores in near-extinction, Wiley also makes it clear he speaks not of simple packaging and commoditizing.

“If you didn’t need human interaction and someone to answer your questions, then the library would never have evolved into the university,” Wiley says. “We all realize that content is just the first step.” In other words, education is more than the mere mastery of information. To truly educate yourself, you will always need a teacher. But the nature of those interactions may come in many forms. Let’s face it, the classroom itself was at one time an innovation, a way to deal with the need to connect teachers and students in larger numbers. Few can afford the luxury anymore of wandering among the hills in small groups of one teacher and four or five students engaging in Socratic dialogue.

The question remains, though, how to maintain the quality that makes education more than mere aggregation of information. Wherever you fall on the spectrum of answers to that question, you will likely find material in this article that will both delight you and enrage you.

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A teacher’s perspective of Second Life

Dr. Matthew Trevett-Smith, a visiting professor of performance and communication arts at St. Lawrence University in Canton, N.Y., says Second Life Provides Real-World Benefits. He’s an anthropologist with a real sense of how our subjects intermesh in a liberal arts education, and he sees SL providing a means of bridging the traditional challenge of teaching critical thinking skills and broadening outlook/experience with the modern challenge of reaching “digital natives” who “will turn to Google rather than visit the library, or search Wikipedia instead of asking for a reference librarian.”

Virtual worlds engage my students in higher-order intellectual activity by requiring them to make and defend judgments. Ultimately, they are left with more questions to answer, a key outcome of liberal arts education. And as they immerse themselves in another culture — even a virtual one — they have physical emotional reactions to what’s happening on their screen.

Dr. Trevett-Smith isn’t arguing for us to replace study-abroad trips or other forms of education with SL; rather, he simply points out that SL is another tool in our toolbox, one with benefits that may not be more apparent without some deeper exploration.

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