The
Workshop is now open for online and in-class
teaching and Learning, Business/Management and Research
curriculum and learning contents subscriptions, and
available to International Business Schools, Universities,
Management Development and Training Centres and their
Students and Staff throughout the world.
Learning is the process of gaining understanding that leads to the modification of attitudes and behaviours through the acquisitin of knowledge, skills and values, through study and experience. Learning causes a change of behavior that is persistent, measurable, and specified or allows an individual to formulate a new mentalconstruct or revise a prior mental construct (conceptual knowledge such as attitudes or values). It is a process that depends on experience and leads to long-term changes in behavior potential. Behavior potential describes the possible behavior of an individual (not actual behavior) in a given situation in order to achieve a goal. But potential is not enough; if individual learning is not periodically reinforced, it becomes shallower and shallower, and eventually will be lost in that individual.
Education can be defined as the conscious attempt to promote learning in others (but see Education for other definitions.) Traditionally, analysis of this attempt has centered around direct teaching on the part of teachers. In what constitutes a paradigm shift, however, people now note that learning can be promoted in ways that go beyond direct instruction by a teacher - education now centers around creating a viable, productive learning environment, regardless of how teacher-centric that environment might be.
When the term education is combined with entertainment, the term edutainment is coined. Edutainment also called 'e-learning' are new methods and practices that enabled learning in faster, more efficient and more entertaining ways. The idea is usually to combine games with learning, using software or interactive courses. There are also blogs [1] on edutainment that keep up with the latest news and updates on software, videos, and lessons that use edutainment as a basis for teaching in a more efficient and faster way [2].
Learning Through World Travel & Cultures -- The travel and learning adventures of the Escampette family as they use the world as a classroom, exploring cultures and visiting humanitarian projects.
Situated learning is a model of learning first proposed by Jean Lave and Etienne Wenger. It suggests that all learning is contextual, embedded in a social and physical environment.
Lave and Wenger assert that situated learning "is not an educational form, much less a pedagogical strategy" (1991, p.40). However, since thier writing, others have pointed out and advocated for pedagogies that include situated activity:
Sports practice and music practice and art are situated learning by definition, as the exact actions in the real setting are those of practice - with the same equipment or instruments
Often it is "just in time learning", but not always - music, sports and military training usually begin very early and continue for the whole career of the learner. And classrooms designed for situated learning are usually in use long before there is any "need" to learn the material at hand.
Edutainment (also educational entertainment or entertainment-education) is a form of entertainment designed to educate as well as to amuse. Edutainment typically seeks to instruct or socialize its audience by embedding lessons in some familiar form of entertainment: television programs, computer and video games, films, music, websites, multimediasoftware, etc. Examples of this would be [1] or guided amphibious duck tours that entertain and educate [2]. There are also blogs [3] on edutainment that keep up with the latest news and updates on software, videos, and lessons that use edutainment as a basis for teaching in a more efficient and faster way [4].
Most often, edutainment seeks either to tutor in one or more specific subjects, or to change behaviour by engendering specific sociocultural attitudes. This is also used for behavior students in certain schools in the UK. Successful edutainment is discernible by the fact that learning becomes fun and teachers or speakers educate an audience in a manner which is both engaging and amusing.
Edutainment is also a growing paradigm within the science museum community in the United States. This approach emphasizes fun and enjoyment, often at the expense of educational content. The idea is that Americans are so used to flashy, polished entertainment venues like movie theatres and theme parks that they demand similar experiences at science centers and museums. Thus, a museum is seen as just another business competing for entertainment dollars from the public, rather than as an institution that serves the public welfare through education or historical preservation.
Personalised Learning is the tailoring of pedagogy, curriculum and learning support to meet the needs and aspirations of individual learners.
Personalised learning is a hot topic within the debate on education taking place in the UK at present (2006). It is particularly associated with Ruth Kelly[1].
Personalisation differs from differentiation in that it affords the learner a degree of choice about what is learned, when it is learned and how it is learned. This does not mean unlimited choice, since learners will still have targets to be met. However, it gives learners the opportunity to learn in ways that suit their individual learning styles. Thus dialogue is a central element to personalisation.
Also central is the process of assessment, i.e. sharing with learners the overall aims of the learning and giving learners clear criteria by which success in learning may be judged.
Learners embarking on a learning journey need a clear map and some obvious signposts! This also forms part of the dialogue with the learner.
Whilst personalised learning may happen in traditional learning establishments such as schools and colleges, it embraces learning that happens anywhere, for example in the home, in the community - anywhere. Personalised learning can happen in partnership with other learners, for example learners working together in a group to study a particular topic.
ICT and Communications technology can be a powerful tool for personalised learning as it allows learners access to research and information, and provides a mechanism for communication, debate, and recording learning achievements.
Resources
The
following support articles, modules and workshops have been designed
to assist you during your study programme and beyond:
Check the availability and buy your books from our Bookshop.
Utilities
To
view the tutorial slideshows on-line, click on the title
or image. To save a copy of the slideshow to your computer,
right click (hold down mouse with Macs) on the icon and
select "save target as" (IE) or "save link .."
(Netscape). You can then view the slideshow from your computer.
Viewing
slideshows within browsers requires a PowerPoint plug-in
(or the PowerPoint program) to be installed on your computer.
If you do not have PowerPoint installed on your computer,
click on the above icon to download a free copy of the PowerPoint
Viewer (Windows).
Some
material in this resource are shown in a .pdf, animated or compressed
format. To view or save these files to your computer you should
download and install free programs here:
We would be pleased to hear from you if
you have any comments or suggestions regarding the present or
future development of this Learner Support Resource.