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Learning and Motivation Strategies

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Learning

Learning Environment

Learner Support Programmes

Libraries

Assessments/Examinations

Recommended Texts

Resources

Utilities

 

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 mental construct 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].

Concept Map of Learning Theories

 

Today's Videos

 

Learning Environment

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:

Workflow, Workforce and Workspace Analysis

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, multimedia software, 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].

Inquiry Learning Process and Ditributed Expertise

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.

Various groups in the United States and the United Kingdom have used edutainment to address such health and social issues as substance abuse, immunization, teenage pregnancy, HIV / AIDS, and cancer.

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.

 

Learner Support

Personalised Learning is the tailoring of pedagogy, curriculum and learning support to meet the needs and aspirations of individual learners.

Learner Support  

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:

Presentations

 

Student Handbooks and Resources

Library

 

 

Recommended Texts

Mind your Manners

Mind your Manners
John Mole

Contents

  • Communication
  • Leadership
  • Decision Making
  • Body Language
  • Meetings
  • Negotiation
  • Teams
  • Networking
  • Diversity, etc.

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Statistics for Business and Economics and Student CD-ROM

Statistics for Business and Economics and Student CD-ROM
(International Edition)
5th Edition
Paul Newbold, William Carlson, Betty Thorne
0130487287 (Hardback) May 2002, 850 pages

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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.

 

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